// Copyright 2014 The Emscripten Authors. All rights reserved. // Emscripten is available under two separate licenses, the MIT license and the // University of Illinois/NCSA Open Source License. Both these licenses can be // found in the LICENSE file. #include #include #include #include #include #include #include #include GLuint program; #define PIX_C(x, y) ((x)/256.0f + (y)/256.0f) #define CLAMP(c) ((c) < 0.f ? 0.f : ((c) > 1.f ? 1.f : (c))) #define PIX(x, y) CLAMP(PIX_C(x, y)) void draw() { int w, h; emscripten_get_canvas_element_size("#canvas", &w, &h); float xs = (float)h / w; float ys = 1.0f; float mat[] = { xs, 0, 0, 0, 0, ys, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; glUniformMatrix4fv(glGetUniformLocation(program, "mat"), 1, 0, mat); glClearColor(0,0,1,1); glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLES, 0, 6); unsigned char* imageData = (unsigned char*)malloc(256*256*4*sizeof(unsigned char)); glReadPixels(0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, imageData); for(int y = 0; y < 256; ++y) for(int x = 0; x < 256; ++x) { unsigned char red = imageData[(y*256+x)*4]; float expectedRed = PIX(x, y); unsigned char eRed = (unsigned char)(expectedRed * 255.0f); assert(abs((int)eRed - red) <= 2); } emscripten_cancel_main_loop(); printf("Test successful!\n"); #if _REENTRANT // In PROXY_TO_PTHREAD mode its currently not enough to cancel the main // loop and have the application exit: // https://github.com/emscripten-core/emscripten/issues/18773 exit(0); #endif } int main() { emscripten_set_canvas_element_size("#canvas", 256, 256); EmscriptenWebGLContextAttributes attr; emscripten_webgl_init_context_attributes(&attr); attr.alpha = attr.depth = attr.stencil = attr.antialias = attr.preserveDrawingBuffer = attr.failIfMajorPerformanceCaveat = 0; attr.enableExtensionsByDefault = 1; attr.premultipliedAlpha = 0; attr.majorVersion = 1; attr.minorVersion = 0; EMSCRIPTEN_WEBGL_CONTEXT_HANDLE ctx = emscripten_webgl_create_context("#canvas", &attr); emscripten_webgl_make_context_current(ctx); GLuint vs = glCreateShader(GL_VERTEX_SHADER); assert(vs); const char *vss = "attribute vec4 vPosition; uniform mat4 mat; varying vec2 texCoord; void main() { gl_Position = vPosition; texCoord = (vPosition.xy + vec2(1.0)) * vec2(0.5); }"; glShaderSource(vs, 1, &vss, 0); glCompileShader(vs); GLint isCompiled = 0; glGetShaderiv(vs, GL_COMPILE_STATUS, &isCompiled); if (!isCompiled) { GLint maxLength = 0; glGetShaderiv(vs, GL_INFO_LOG_LENGTH, &maxLength); char *buf = malloc(maxLength); glGetShaderInfoLog(vs, maxLength, &maxLength, buf); printf("%s\n", buf); return 1; } GLuint ps = glCreateShader(GL_FRAGMENT_SHADER); const char *pss = "precision lowp float; varying vec2 texCoord; uniform vec3 colors[3]; uniform sampler2D tex; void main() { gl_FragColor = texture2D(tex, texCoord); }"; glShaderSource(ps, 1, &pss, 0); glCompileShader(ps); glGetShaderiv(ps, GL_COMPILE_STATUS, &isCompiled); if (!isCompiled) { GLint maxLength = 0; glGetShaderiv(ps, GL_INFO_LOG_LENGTH, &maxLength); char *buf = malloc(maxLength); glGetShaderInfoLog(ps, maxLength, &maxLength, buf); printf("%s\n", buf); return 1; } program = glCreateProgram(); assert(program); glAttachShader(program, vs); glAttachShader(program, ps); glBindAttribLocation(program, 0, "vPosition"); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &isCompiled); if (!isCompiled) { GLint maxLength = 0; glGetShaderiv(program, GL_INFO_LOG_LENGTH, &maxLength); char *buf = malloc(maxLength); glGetProgramInfoLog(program, maxLength, &maxLength, buf); printf("%s\n", buf); return 1; } glUseProgram(program); GLuint vbo; glGenBuffers(1, &vbo); assert(vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); float verts[] = { -1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1 }; glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW); glVertexAttribPointer(0, 2, GL_FLOAT, 0, sizeof(float)*2, 0); glEnableVertexAttribArray(0); GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); float* texData = (float*)malloc(256*256*sizeof(float)); for(int y = 0; y < 256; ++y) for(int x = 0; x < 256; ++x) { texData[y*256+x] = PIX(x, y); } glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 256, 256, 0, GL_LUMINANCE, GL_FLOAT, texData); emscripten_set_main_loop(draw, 0, 0); return 0; }