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- /**
- * \file emscripten.c
- * Emscripten example of using the single-file \c zstddeclib. Draws a rotating
- * textured quad with data from the in-line Zstd compressed DXT1 texture (DXT1
- * being hardware compression, further compressed with Zstd).
- * \n
- * Compile using:
- * \code
- * export CC_FLAGS="-Wall -Wextra -Werror -Os -g0 -flto --llvm-lto 3 -lGL -DNDEBUG=1"
- * export EM_FLAGS="-s WASM=1 -s ENVIRONMENT=web --shell-file shell.html --closure 1"
- * emcc $CC_FLAGS $EM_FLAGS -o out.html emscripten.c
- * \endcode
- *
- * \author Carl Woffenden, Numfum GmbH (released under a CC0 license)
- */
- #include <stddef.h>
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <emscripten/emscripten.h>
- #include <emscripten/html5.h>
- #include <GLES2/gl2.h>
- #include <GLES2/gl2ext.h>
- #include "../zstddeclib.c"
- //************************* Test Data (DXT texture) **************************/
- /**
- * Zstd compressed DXT1 256x256 texture source.
- * \n
- * See \c testcard.png for the original.
- */
- static uint8_t const srcZstd[] = {
- #include "testcard-zstd.inl"
- };
- /**
- * Uncompressed size of \c #srcZstd.
- */
- #define DXT1_256x256 32768
- /**
- * Destination for decoding \c #srcZstd.
- */
- static uint8_t dstDxt1[DXT1_256x256] = {};
- #ifndef ZSTD_VERSION_MAJOR
- /**
- * For the case where the decompression library hasn't been included we add a
- * dummy function to fake the process and stop the buffers being optimised out.
- */
- size_t ZSTD_decompress(void* dst, size_t dstLen, const void* src, size_t srcLen) {
- return (memcmp(dst, src, (srcLen < dstLen) ? srcLen : dstLen)) ? dstLen : 0;
- }
- #endif
- //*************************** Program and Shaders ***************************/
- /**
- * Program object ID.
- */
- static GLuint progId = 0;
- /**
- * Vertex shader ID.
- */
- static GLuint vertId = 0;
- /**
- * Fragment shader ID.
- */
- static GLuint fragId = 0;
- //********************************* Uniforms *********************************/
- /**
- * Quad rotation angle ID.
- */
- static GLint uRotId = -1;
- /**
- * Draw colour ID.
- */
- static GLint uTx0Id = -1;
- //******************************* Shader Source ******************************/
- /**
- * Vertex shader to draw texture mapped polys with an applied rotation.
- */
- static GLchar const vertShader2D[] =
- #if GL_ES_VERSION_2_0
- "#version 100\n"
- "precision mediump float;\n"
- #else
- "#version 120\n"
- #endif
- "uniform float uRot;" // rotation
- "attribute vec2 aPos;" // vertex position coords
- "attribute vec2 aUV0;" // vertex texture UV0
- "varying vec2 vUV0;" // (passed to fragment shader)
- "void main() {"
- " float cosA = cos(radians(uRot));"
- " float sinA = sin(radians(uRot));"
- " mat3 rot = mat3(cosA, -sinA, 0.0,"
- " sinA, cosA, 0.0,"
- " 0.0, 0.0, 1.0);"
- " gl_Position = vec4(rot * vec3(aPos, 1.0), 1.0);"
- " vUV0 = aUV0;"
- "}";
- /**
- * Fragment shader for the above polys.
- */
- static GLchar const fragShader2D[] =
- #if GL_ES_VERSION_2_0
- "#version 100\n"
- "precision mediump float;\n"
- #else
- "#version 120\n"
- #endif
- "uniform sampler2D uTx0;"
- "varying vec2 vUV0;" // (passed from fragment shader)
- "void main() {"
- " gl_FragColor = texture2D(uTx0, vUV0);"
- "}";
- /**
- * Helper to compile a shader.
- *
- * \param type shader type
- * \param text shader source
- * \return the shader ID (or zero if compilation failed)
- */
- static GLuint compileShader(GLenum const type, const GLchar* text) {
- GLuint shader = glCreateShader(type);
- if (shader) {
- glShaderSource (shader, 1, &text, NULL);
- glCompileShader(shader);
- GLint compiled;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
- if (compiled) {
- return shader;
- } else {
- GLint logLen;
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLen);
- if (logLen > 1) {
- GLchar* logStr = malloc(logLen);
- glGetShaderInfoLog(shader, logLen, NULL, logStr);
- #ifndef NDEBUG
- printf("Shader compilation error: %s\n", logStr);
- #endif
- free(logStr);
- }
- glDeleteShader(shader);
- }
- }
- return 0;
- }
- //********************************** Helpers *********************************/
- /**
- * Vertex position index.
- */
- #define GL_VERT_POSXY_ID 0
- /**
- * Vertex UV0 index.
- */
- #define GL_VERT_TXUV0_ID 1
- /**
- * \c GL vec2 storage type.
- */
- struct vec2 {
- float x;
- float y;
- };
- /**
- * Combined 2D vertex and 2D texture coordinates.
- */
- struct posTex2d {
- struct vec2 pos;
- struct vec2 uv0;
- };
- //****************************************************************************/
- /**
- * Current quad rotation angle (in degrees, updated per frame).
- */
- static float rotDeg = 0.0f;
- /**
- * Emscripten (single) GL context.
- */
- static EMSCRIPTEN_WEBGL_CONTEXT_HANDLE glCtx = 0;
- /**
- * Emscripten resize handler.
- */
- static EM_BOOL resize(int type, const EmscriptenUiEvent* e, void* data) {
- double surfaceW;
- double surfaceH;
- if (emscripten_get_element_css_size ("#canvas", &surfaceW, &surfaceH) == EMSCRIPTEN_RESULT_SUCCESS) {
- emscripten_set_canvas_element_size("#canvas", surfaceW, surfaceH);
- if (glCtx) {
- glViewport(0, 0, (int) surfaceW, (int) surfaceH);
- }
- }
- (void) type;
- (void) data;
- (void) e;
- return EM_FALSE;
- }
- /**
- * Boilerplate to create a WebGL context.
- */
- static EM_BOOL initContext() {
- // Default attributes
- EmscriptenWebGLContextAttributes attr;
- emscripten_webgl_init_context_attributes(&attr);
- if ((glCtx = emscripten_webgl_create_context("#canvas", &attr))) {
- // Bind the context and fire a resize to get the initial size
- emscripten_webgl_make_context_current(glCtx);
- emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, NULL, EM_FALSE, resize);
- resize(0, NULL, NULL);
- return EM_TRUE;
- }
- return EM_FALSE;
- }
- /**
- * Called once per frame (clears the screen and draws the rotating quad).
- */
- static void tick() {
- glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- if (uRotId >= 0) {
- glUniform1f(uRotId, rotDeg);
- rotDeg += 0.1f;
- if (rotDeg >= 360.0f) {
- rotDeg -= 360.0f;
- }
- }
- glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
- glFlush();
- }
- /**
- * Creates the GL context, shaders and quad data, decompresses the Zstd data
- * and 'uploads' the resulting texture.
- *
- * As a (naive) comparison, removing Zstd and building with "-Os -g0 s WASM=1
- * -lGL emscripten.c" results in a 15kB WebAssembly file; re-adding Zstd
- * increases the Wasm by 26kB.
- */
- int main() {
- if (initContext()) {
- // Compile shaders and set the initial GL state
- if ((progId = glCreateProgram())) {
- vertId = compileShader(GL_VERTEX_SHADER, vertShader2D);
- fragId = compileShader(GL_FRAGMENT_SHADER, fragShader2D);
-
- glBindAttribLocation(progId, GL_VERT_POSXY_ID, "aPos");
- glBindAttribLocation(progId, GL_VERT_TXUV0_ID, "aUV0");
-
- glAttachShader(progId, vertId);
- glAttachShader(progId, fragId);
- glLinkProgram (progId);
- glUseProgram (progId);
- uRotId = glGetUniformLocation(progId, "uRot");
- uTx0Id = glGetUniformLocation(progId, "uTx0");
- if (uTx0Id >= 0) {
- glUniform1i(uTx0Id, 0);
- }
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glDisable(GL_DITHER);
- glCullFace(GL_BACK);
- glEnable(GL_CULL_FACE);
- }
-
- GLuint vertsBuf = 0;
- GLuint indexBuf = 0;
- GLuint txName = 0;
- // Create the textured quad (vert positions then UVs)
- struct posTex2d verts2d[] = {
- {{-0.85f, -0.85f}, {0.0f, 0.0f}}, // BL
- {{ 0.85f, -0.85f}, {1.0f, 0.0f}}, // BR
- {{-0.85f, 0.85f}, {0.0f, 1.0f}}, // TL
- {{ 0.85f, 0.85f}, {1.0f, 1.0f}}, // TR
- };
- uint16_t index2d[] = {
- 0, 1, 2,
- 2, 1, 3,
- };
- glGenBuffers(1, &vertsBuf);
- glBindBuffer(GL_ARRAY_BUFFER, vertsBuf);
- glBufferData(GL_ARRAY_BUFFER,
- sizeof(verts2d), verts2d, GL_STATIC_DRAW);
- glVertexAttribPointer(GL_VERT_POSXY_ID, 2,
- GL_FLOAT, GL_FALSE, sizeof(struct posTex2d), 0);
- glVertexAttribPointer(GL_VERT_TXUV0_ID, 2,
- GL_FLOAT, GL_FALSE, sizeof(struct posTex2d),
- (void*) offsetof(struct posTex2d, uv0));
- glGenBuffers(1, &indexBuf);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER,
- sizeof(index2d), index2d, GL_STATIC_DRAW);
- glEnableVertexAttribArray(GL_VERT_POSXY_ID);
- glEnableVertexAttribArray(GL_VERT_TXUV0_ID);
-
- // Decode the Zstd data and create the texture
- if (ZSTD_decompress(dstDxt1, DXT1_256x256, srcZstd, sizeof srcZstd) == DXT1_256x256) {
- glGenTextures(1, &txName);
- glBindTexture(GL_TEXTURE_2D, txName);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glCompressedTexImage2D(GL_TEXTURE_2D, 0,
- GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
- 256, 256, 0, DXT1_256x256, dstDxt1);
- } else {
- printf("Failed to decode Zstd data\n");
- }
- emscripten_set_main_loop(tick, 0, EM_FALSE);
- emscripten_exit_with_live_runtime();
- }
- return EXIT_FAILURE;
- }
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