| // 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 <stdio.h> |
| #include <emscripten.h> |
| #include <string.h> |
| #include <emscripten/html5.h> |
| #include <GLES2/gl2.h> |
| #include <math.h> |
| #include <assert.h> |
| #include <stdlib.h> |
| |
| void report_result(int result) |
| { |
| if (result == 0) { |
| printf("Test successful!\n"); |
| } else { |
| printf("Test failed!\n"); |
| } |
| #ifdef REPORT_RESULT |
| REPORT_RESULT(result); |
| #endif |
| } |
| |
| 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(fabs((int)eRed - red) <= 2); |
| } |
| emscripten_cancel_main_loop(); |
| report_result(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); |
| 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 = new char[maxLength]; |
| glGetShaderInfoLog(vs, maxLength, &maxLength, buf); |
| printf("%s\n", buf); |
| return 0; |
| } |
| |
| 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 = new char[maxLength]; |
| glGetShaderInfoLog(ps, maxLength, &maxLength, buf); |
| printf("%s\n", buf); |
| return 0; |
| } |
| |
| program = glCreateProgram(); |
| 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 = new char[maxLength]; |
| glGetProgramInfoLog(program, maxLength, &maxLength, buf); |
| printf("%s\n", buf); |
| return 0; |
| } |
| |
| glUseProgram(program); |
| |
| GLuint vbo; |
| glGenBuffers(1, &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; |
| } |