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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;
}