#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]; 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); for (int idx = 0; idx < 3; idx++) { printf("%f, %f\n", vertices[idx].position.x, vertices[idx].position.y); } 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); } }; 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 2.0 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"); printf("Compiling shaders...\n"); GLuint shader = loadShader(orthographicVertex, orthographicFragment); useShader(shader); OrthographicProgramData programData; programData.shader = shader; programData.attributes.position = getShaderAttribute(shader, "position"); programData.attributes.color = getShaderAttribute(shader, "color"); programData.uniformVariables.projection = getShaderUniform(shader, "projection"); programData.uniformVariables.model = getShaderUniform(shader, "model"); printf("Compiling ready.\n"); TriangleObject triangle; triangle.vertices[0] = { Vector2 { 50, 50 }, Vector4 { 1.f, 0.f, 0.f, 1.f }}; triangle.vertices[1] = { Vector2 { 150, 300 }, Vector4 { 0.f, 1.f, 0.f, 1.f }}; triangle.vertices[2] = { Vector2 { 250, 50 }, Vector4 { 0.f, 0.f, 1.f, 1.f }}; triangle.initialize(&programData); Mat4x4 projection = Mat4x4().getOrthographicMatrix(0, 480, 0, 640); 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(shader); setShaderMat4(programData.uniformVariables.projection, projection); triangle.render(&programData); return EXIT_SUCCESS; }