Skip to content

Instantly share code, notes, and snippets.

@ousttrue
Created June 3, 2019 13:39
Show Gist options
  • Save ousttrue/0f3a11d5d28e365b129fe08f18f4e141 to your computer and use it in GitHub Desktop.
Save ousttrue/0f3a11d5d28e365b129fe08f18f4e141 to your computer and use it in GitHub Desktop.

Revisions

  1. ousttrue created this gist Jun 3, 2019.
    23 changes: 23 additions & 0 deletions CMakeLists.txt
    Original file line number Diff line number Diff line change
    @@ -0,0 +1,23 @@
    CMAKE_MINIMUM_REQUIRED(VERSION 3.0.0)
    PROJECT(em_gl VERSION 0.1.0)

    LINK_DIRECTORIES(
    $ENV{VCPKG_ROOT}/installed/x64-windows/lib
    )

    FILE(GLOB SRC
    *.cpp
    *.h
    )

    ADD_EXECUTABLE(${PROJECT_NAME} ${SRC})

    TARGET_INCLUDE_DIRECTORIES(${PROJECT_NAME} PUBLIC
    $ENV{VCPKG_ROOT}/installed/x64-windows/include
    ${CMAKE_CURRENT_LIST_DIR}/../emsdk/fastcomp/emscripten/system/include
    )

    TARGET_LINK_LIBRARIES(${PROJECT_NAME}
    glad
    glfw3dll
    )
    158 changes: 158 additions & 0 deletions main.cpp
    Original file line number Diff line number Diff line change
    @@ -0,0 +1,158 @@
    // emcc main.cpp -o index.html -s USE_WEBGL2=1 -s USE_GLFW=3 -s WASM=1 -std=c++1z

    // base: https://www.glfw.org/docs/latest/quick.html#quick_example
    // ref: https://gist.github.com/SuperV1234/5c5ad838fe5fe1bf54f9

    #include <functional>
    #include <vector>
    #ifdef __EMSCRIPTEN__
    #include <emscripten.h>
    #define GL_GLEXT_PROTOTYPES
    #define EGL_EGLEXT_PROTOTYPES
    #else
    #include <glad/glad.h>
    #endif
    #include <GLFW/glfw3.h>
    #include "linmath.h"
    #include <stdlib.h>
    #include <stdio.h>
    static const struct
    {
    float x, y;
    float r, g, b;
    } vertices[3] =
    {
    {-0.6f, -0.4f, 1.f, 0.f, 0.f},
    {0.6f, -0.4f, 0.f, 1.f, 0.f},
    {0.f, 0.6f, 0.f, 0.f, 1.f}};

    static const char *vertex_shader_text =
    "uniform mat4 MVP;\n"
    "attribute vec3 vCol;\n"
    "attribute vec2 vPos;\n"
    "varying vec3 color;\n"
    "void main()\n"
    "{\n"
    " gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
    " color = vCol;\n"
    "}\n";

    static const char *fragment_shader_text =
    "precision mediump float;\n"
    "varying vec3 color;\n"
    "void main()\n"
    "{\n"
    " gl_FragColor = vec4(color, 1.0);\n"
    "}\n";

    static void error_callback(int error, const char *description)
    {
    fprintf(stderr, "Error: %s\n", description);
    }
    static void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
    {
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
    glfwSetWindowShouldClose(window, GLFW_TRUE);
    }

    std::function<void()> loop;
    void main_loop() { loop(); }

    void check_error(GLuint shader)
    {
    GLint result;
    glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
    if (result == GL_FALSE)
    {
    GLint log_length;
    glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
    std::vector<GLchar> log(log_length);

    GLsizei length;
    glGetShaderInfoLog(shader, log.size(), &length, log.data());

    error_callback(0, log.data());
    }
    }

    int main(void)
    {
    GLint mvp_location, vpos_location, vcol_location;
    glfwSetErrorCallback(error_callback);
    if (!glfwInit())
    exit(EXIT_FAILURE);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
    auto window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
    if (!window)
    {
    glfwTerminate();
    exit(EXIT_FAILURE);
    }
    glfwSetKeyCallback(window, key_callback);
    glfwMakeContextCurrent(window);
    #ifdef __EMSCRIPTEN__
    #else
    gladLoadGL();
    #endif
    glfwSwapInterval(1);
    // NOTE: OpenGL error checks have been omitted for brevity
    GLuint vertex_buffer;
    glGenBuffers(1, &vertex_buffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    auto vertex_shader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
    glCompileShader(vertex_shader);
    check_error(vertex_shader);

    auto fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
    glCompileShader(fragment_shader);
    check_error(fragment_shader);

    auto program = glCreateProgram();
    glAttachShader(program, vertex_shader);
    glAttachShader(program, fragment_shader);
    glLinkProgram(program);
    mvp_location = glGetUniformLocation(program, "MVP");
    vpos_location = glGetAttribLocation(program, "vPos");
    vcol_location = glGetAttribLocation(program, "vCol");
    glEnableVertexAttribArray(vpos_location);
    glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
    sizeof(vertices[0]), (void *)0);
    glEnableVertexAttribArray(vcol_location);
    glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
    sizeof(vertices[0]), (void *)(sizeof(float) * 2));

    loop = [&] {
    float ratio;
    int width, height;
    mat4x4 m, p, mvp;
    glfwGetFramebufferSize(window, &width, &height);
    ratio = width / (float)height;
    glViewport(0, 0, width, height);
    glClear(GL_COLOR_BUFFER_BIT);
    mat4x4_identity(m);
    mat4x4_rotate_Z(m, m, (float)glfwGetTime());
    mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
    mat4x4_mul(mvp, p, m);
    glUseProgram(program);
    glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat *)mvp);
    glDrawArrays(GL_TRIANGLES, 0, 3);
    glfwSwapBuffers(window);
    glfwPollEvents();
    };

    #ifdef __EMSCRIPTEN__
    emscripten_set_main_loop(main_loop, 0, true);
    #else
    while (!glfwWindowShouldClose(window))
    main_loop();
    #endif

    glfwDestroyWindow(window);
    glfwTerminate();
    exit(EXIT_SUCCESS);
    }