Buckets:
| // 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. | |
| GLuint program; | |
| 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"); | |
| // 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); | |
| } | |
| 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; | |
| } | |
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