#include #include #include #include #include #include #include #include #include "mathlib.h" #include "Shader.h" // Shader code inlined const char* orthographicVertex = "attribute vec2 position; \n" "attribute vec4 color; \n" "uniform mat4 projection; \n" "uniform mat4 model; \n" "varying lowp vec4 VertexColor; \n" "void main() { \n" " vec4 fragmentPosition = projection * model * vec4(position, 1, 1); \n" " gl_Position = fragmentPosition; \n" " VertexColor = color; \n" "}"; const char* orthographicFragment = "varying lowp vec4 VertexColor; \n" "void main() { \n" " gl_FragColor = VertexColor; \n" "}"; struct OrthographicProgramData { GLuint shader; struct { int position; int color; } attributes; struct { int projection; int model; } uniformVariables; }; struct OrthographicVertex { Vector2 position; Vector4 color; }; // Create a triangle struct TriangleObject { OrthographicVertex vertices[3]; Vector2 velocity; Vector2 position; GLuint mVao; GLuint mVbo; Mat4x4 model; void initialize(OrthographicProgramData* programData) { useShader(programData->shader); glGenVertexArrays(1, &mVao); glBindVertexArray(mVao); glGenBuffers(1, &mVbo); glBindBuffer(GL_ARRAY_BUFFER, mVbo); glBufferData(GL_ARRAY_BUFFER, 3 * sizeof(OrthographicVertex), &vertices[0], GL_STATIC_DRAW); glEnableVertexAttribArray(programData->attributes.position); glVertexAttribPointer(programData->attributes.position, 2, GL_FLOAT, GL_FALSE, sizeof(OrthographicVertex), (GLvoid *)0); glEnableVertexAttribArray(programData->attributes.color); glVertexAttribPointer(programData->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(OrthographicVertex), (GLvoid *)offsetof(OrthographicVertex, color)); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } void render(OrthographicProgramData* programData) { setShaderMat4(programData->uniformVariables.model, model); glBindVertexArray(mVao); glDrawArrays(GL_TRIANGLES, 0, 3); glBindVertexArray(0); } }; struct Scene { Mat4x4 projection; TriangleObject triangleObject; OrthographicProgramData programData; bool isTerminated = false; }; long long timeInMilliseconds(void) { struct timeval tv; gettimeofday(&tv,NULL); return (((long long)tv.tv_sec)*1000)+(tv.tv_usec/1000); } long elapsedTime = 0; long lastTime = 0; int numFrames = 0; EM_BOOL update(double time, void* userData); EM_BOOL runScene(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData); EM_BOOL terminateScene(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData); int main() { printf("Initializing the canvas...\n"); emscripten_set_canvas_element_size( "#wasm_canvas", 640, 480 ); EmscriptenWebGLContextAttributes attrs; emscripten_webgl_init_context_attributes(&attrs); attrs.enableExtensionsByDefault = 1; attrs.majorVersion = 3; attrs.minorVersion = 0; EMSCRIPTEN_WEBGL_CONTEXT_HANDLE context = emscripten_webgl_create_context( "#wasm_canvas", &attrs ); if (!context) { attrs.majorVersion = 1; context = emscripten_webgl_create_context( "#wasm_canvas", &attrs ); if (context) printf("Skipping test: WebGL 3.0 is not available.\n"); else printf("Test failed: WebGL is not available!\n"); return 0; } emscripten_webgl_make_context_current(context); printf("Canvas ready.\n"); emscripten_set_click_callback("#wasm_canvas_play_button", NULL, false, runScene); emscripten_set_click_callback("#wasm_canvas_stop_button", NULL, false, terminateScene); return EXIT_SUCCESS; } Scene scene; EM_BOOL runScene(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData) { scene.programData = OrthographicProgramData(); printf("Compiling shaders...\n"); scene.programData.shader = loadShader(orthographicVertex, orthographicFragment); printf("Shaders compiled.\n"); printf("Initializing scene...\n"); useShader(scene.programData.shader); scene.programData.attributes.position = getShaderAttribute(scene.programData.shader, "position"); scene.programData.attributes.color = getShaderAttribute(scene.programData.shader, "color"); scene.programData.uniformVariables.projection = getShaderUniform(scene.programData.shader, "projection"); scene.programData.uniformVariables.model = getShaderUniform(scene.programData.shader, "model"); scene.triangleObject = TriangleObject(); scene.triangleObject.vertices[0] = { Vector2 { -100, -50 }, Vector4 { 1.f, 0.f, 0.f, 1.f }}; scene.triangleObject.vertices[1] = { Vector2 { 0, 50 }, Vector4 { 0.f, 1.f, 0.f, 1.f }}; scene.triangleObject.vertices[2] = { Vector2 { 100, -50 }, Vector4 { 0.f, 0.f, 1.f, 1.f }}; scene.triangleObject.position = { 320.f, 480.f - 100.f }; scene.triangleObject.initialize(&scene.programData); scene.projection = Mat4x4().getOrthographicMatrix(0, 640, 0, 480); scene.isTerminated = false; printf("Scene initialized.\n"); emscripten_request_animation_frame_loop(update, &scene); return true; } EM_BOOL update(double time, void* userData) { Scene* scene = (Scene*)userData; if (scene->isTerminated) { return false; } if (lastTime == 0) { lastTime = time; return true; } long deltaTime = time - lastTime; lastTime = time; elapsedTime += deltaTime; numFrames++; if (elapsedTime >= 1000.0) { printf("Frames Per Second: %d\n", numFrames); numFrames = 0; elapsedTime = 0.0; } float deltaTimeSeconds = static_cast(deltaTime) / 1000.f; // Update scene->triangleObject.velocity = scene->triangleObject.velocity + Vector2 { 0, static_cast(-9.8 * deltaTimeSeconds) }; scene->triangleObject.position = scene->triangleObject.position + scene->triangleObject.velocity * deltaTimeSeconds; scene->triangleObject.model = Mat4x4().translateByVec2(scene->triangleObject.position); // Render glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glDepthMask(GL_TRUE); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); useShader(scene->programData.shader); setShaderMat4(scene->programData.uniformVariables.projection, scene->projection); scene->triangleObject.render(&scene->programData); return true; } EM_BOOL terminateScene(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData) { scene.isTerminated = true; glDeleteVertexArrays(1, &scene.triangleObject.mVao); glDeleteBuffers(1, &scene.triangleObject.mVbo); glDeleteProgram(scene.programData.shader); return true; }