| /** |
| * \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; |
| } |