forked from timhutton/opengl-canvas-wasm
-
Notifications
You must be signed in to change notification settings - Fork 0
/
main.cpp
99 lines (78 loc) · 3.49 KB
/
main.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
#include <functional>
#include <emscripten.h>
#include <SDL.h>
#define GL_GLEXT_PROTOTYPES 1
#include <SDL_opengles2.h>
// Shader sources
const GLchar* vertexSource =
"attribute vec4 position; \n"
"void main() \n"
"{ \n"
" gl_Position = vec4(position.xyz, 1.0); \n"
"} \n";
const GLchar* fragmentSource =
"precision mediump float;\n"
"void main() \n"
"{ \n"
" gl_FragColor[0] = gl_FragCoord.x/640.0; \n"
" gl_FragColor[1] = gl_FragCoord.y/480.0; \n"
" gl_FragColor[2] = 0.5; \n"
"} \n";
// an example of something we will control from the javascript side
bool background_is_black = true;
// the function called by the javascript code
extern "C" void EMSCRIPTEN_KEEPALIVE toggle_background_color() { background_is_black = !background_is_black; }
std::function<void()> loop;
void main_loop() { loop(); }
int main()
{
SDL_Window *window;
SDL_CreateWindowAndRenderer(640, 480, 0, &window, nullptr);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
// Create a Vertex Buffer Object and copy the vertex data to it
GLuint vbo;
glGenBuffers(1, &vbo);
GLfloat vertices[] = {0.0f, 0.5f, 0.5f, -0.5f, -0.5f, -0.5f};
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Create and compile the vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, nullptr);
glCompileShader(vertexShader);
// Create and compile the fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, nullptr);
glCompileShader(fragmentShader);
// Link the vertex and fragment shader into a shader program
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
// Specify the layout of the vertex data
GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
loop = [&]
{
// move a vertex
const uint32_t milliseconds_since_start = SDL_GetTicks();
const uint32_t milliseconds_per_loop = 3000;
vertices[0] = ( milliseconds_since_start % milliseconds_per_loop ) / float(milliseconds_per_loop) - 0.5f;
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Clear the screen
if( background_is_black )
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
else
glClearColor(0.9f, 0.9f, 0.9f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw a triangle from the 3 vertices
glDrawArrays(GL_TRIANGLES, 0, 3);
SDL_GL_SwapWindow(window);
};
emscripten_set_main_loop(main_loop, 0, true);
return EXIT_SUCCESS;
}