Set up a basic "front-end" for the webassembly module to be tested locally from a data folder (I use python -m http.server). The WebAssembly application is now responsible for all setup/rendering through the WebGL2 context.
This commit is contained in:
1
.gitignore
vendored
1
.gitignore
vendored
@@ -1,4 +1,5 @@
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build/
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data/*.wasm
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# Workspace files are user-specific
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*.sublime-workspace
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@@ -92,11 +92,32 @@
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"ArenaMark GetArenaMark(Arena* arena)",
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"ArenaMark GetScratch()",
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"ArenaMark GetScratch1(Arena* conflictArena)",
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"GlId jsGlCreateBuffer()",
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"GlId jsGlCreateProgram()",
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"GlId jsGlCreateShader(GlEnum shaderType)",
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"GlId jsGlCreateVertexArray()",
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"bool jsGlGetProgramParameterBool(GlId programId, GlEnum parameter)",
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"bool jsGlGetShaderParameterBool(GlId shaderId, GlEnum parameter)",
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"inline void* ReallocMem(Arena* arena, void* oldPntr, u32 oldSize, u32 newSize)",
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"inline void* ReallocMemUnaligned(Arena* arena, void* oldPntr, u32 oldSize, u32 newSize)",
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"int jsGlGetProgramParameterInt(GlId programId, GlEnum parameter)",
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"int jsGlGetShaderParameterInt(GlId shaderId, GlEnum parameter)",
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"void InitGlobalArenas(u32 scratchArenasSize)",
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"void ResetToArenaMark(ArenaMark arenaMark)",
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"void ResetToMark(Arena* arena, u32 mark)",
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"void jsGlAttachShader(GlId programId, GlId shaderId)",
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"void jsGlBindBuffer(GlEnum bufferType, GlId bufferId)",
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"void jsGlBindVertexArray(GlId vaoId)",
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"void jsGlBufferData(GlEnum bufferType, u32 dataLength, const void* dataPntr, GlEnum usageHint)",
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"void jsGlClear(int bufferBits)",
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"void jsGlClearColor(r32 rValue, r32 gValue, r32 bValue, r32 aValue)",
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"void jsGlCompileShader(GlId shaderId)",
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"void jsGlDrawArrays(GlEnum geometryType, int startIndex, int count)",
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"void jsGlEnableVertexAttribArray(GlEnum location)",
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"void jsGlLinkProgram(GlId programId)",
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"void jsGlShaderSource(GlId shaderId, int sourceLength, const char* sourcePntr)",
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"void jsGlUseProgram(GlId programId)",
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"void jsGlVertexAttribPointer(GlEnum attribLocation, int componentCount, GlEnum componentType, bool normalized, int stride, int offset)",
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"void* AllocMemUnaligned(Arena* arena, u32 numBytes)",
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"void* ReallocMemAligned(Arena* arena, void* oldPntr, u32 oldSize, u32 newSize, u32 newAlignment)",
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],
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@@ -28,6 +28,7 @@ if %ERRORLEVEL% NEQ 0 (
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echo [Done!]
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)
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XCOPY ".\%app_module_name%" "..\data\" /Y > NUL
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rem Convert .wasm to .wat (the text format for WebAssembly) for debug inspection
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set "app_module_wat_name=%app_module_name:.wasm=.wat%"
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8
cwasm.c
8
cwasm.c
@@ -9,6 +9,10 @@ Description:
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#include "cwasm.h"
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#include "std/src/std_main.c"
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#include "cwasm_webgl_js_imports.h"
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#include "cwasm_webgl_constants.h"
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#include "cwasm_arena.c"
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#include "cwasm_debug.c"
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@@ -16,9 +20,9 @@ void InitializeCWasm(u32 scratchArenasSize)
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{
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// CwasmDebugOutput(__FILE__, __LINE__, __func__, DbgLevel_Warning, true, "Hello\nWorld!");
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Write_D("Hello\nWorld!");
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PrintLine_D(" Fuzzy %u Bunnies!\n%s", 31415926, "What");
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PrintLine_I(" Fuzzy %u Bunnies!\n%s", 31415926, "What");
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WriteLine_D("");
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WriteLine_I("When");
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WriteLine_W("When");
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Write_D("\n");
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WriteLine_E("Where");
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InitGlobalArenas(scratchArenasSize);
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730
cwasm_webgl_constants.h
Normal file
730
cwasm_webgl_constants.h
Normal file
@@ -0,0 +1,730 @@
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/*
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File: cwasm_webgl_constants.h
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Author: Taylor Robbins
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Date: 09\01\2025
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*/
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#ifndef _CWASM_WEBGL_CONSTANTS_H
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#define _CWASM_WEBGL_CONSTANTS_H
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// https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants
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// +--------------------------------------------------------------+
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// | Standard WebGL 1 Constants |
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// +--------------------------------------------------------------+
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// +==============================+
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// | Clearing Buffers |
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// +==============================+
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#define GL_DEPTH_BUFFER_BIT 0x00000100
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#define GL_STENCIL_BUFFER_BIT 0x00000400
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#define GL_COLOR_BUFFER_BIT 0x00004000
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// +==============================+
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// | Rendering Primitives |
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// +==============================+
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#define GL_POINTS 0x0000
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#define GL_LINES 0x0001
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#define GL_LINE_LOOP 0x0002
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#define GL_LINE_STRIP 0x0003
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#define GL_TRIANGLES 0x0004
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#define GL_TRIANGLE_STRIP 0x0005
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#define GL_TRIANGLE_FAN 0x0006
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// +==============================+
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// | Blending Modes |
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// +==============================+
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#define GL_ZERO 0
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#define GL_ONE 1
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#define GL_SRC_COLOR 0x0300
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#define GL_ONE_MINUS_SRC_COLOR 0x0301
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#define GL_SRC_ALPHA 0x0302
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#define GL_ONE_MINUS_SRC_ALPHA 0x0303
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#define GL_DST_ALPHA 0x0304
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#define GL_ONE_MINUS_DST_ALPHA 0x0305
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#define GL_DST_COLOR 0x0306
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#define GL_ONE_MINUS_DST_COLOR 0x0307
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#define GL_SRC_ALPHA_SATURATE 0x0308
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#define GL_CONSTANT_COLOR 0x8001
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#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
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#define GL_CONSTANT_ALPHA 0x8003
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#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
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// +==============================+
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// | Blending Equations |
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// +==============================+
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#define GL_FUNC_ADD 0x8006
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#define GL_FUNC_SUBTRACT 0x800A
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#define GL_FUNC_REVERSE_SUBTRACT 0x800B
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// +==============================+
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// | GL Parameters |
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// +==============================+
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#define GL_BLEND_EQUATION 0x8009
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#define GL_BLEND_EQUATION_RGB 0x8009
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#define GL_BLEND_EQUATION_ALPHA 0x883D
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#define GL_BLEND_DST_RGB 0x80C8
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#define GL_BLEND_SRC_RGB 0x80C9
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#define GL_BLEND_DST_ALPHA 0x80CA
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#define GL_BLEND_SRC_ALPHA 0x80CB
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#define GL_BLEND_COLOR 0x8005
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#define GL_ARRAY_BUFFER_BINDING 0x8894
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#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
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#define GL_LINE_WIDTH 0x0B21
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#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
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#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
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#define GL_CULL_FACE_MODE 0x0B45
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#define GL_FRONT_FACE 0x0B46
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#define GL_DEPTH_RANGE 0x0B70
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#define GL_DEPTH_WRITEMASK 0x0B72
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#define GL_DEPTH_CLEAR_VALUE 0x0B73
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#define GL_DEPTH_FUNC 0x0B74
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#define GL_STENCIL_CLEAR_VALUE 0x0B91
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#define GL_STENCIL_FUNC 0x0B92
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#define GL_STENCIL_FAIL 0x0B94
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#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
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#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
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#define GL_STENCIL_REF 0x0B97
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#define GL_STENCIL_VALUE_MASK 0x0B93
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#define GL_STENCIL_WRITEMASK 0x0B98
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#define GL_STENCIL_BACK_FUNC 0x8800
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#define GL_STENCIL_BACK_FAIL 0x8801
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#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
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#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
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#define GL_STENCIL_BACK_REF 0x8CA3
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#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
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#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
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#define GL_VIEWPORT 0x0BA2
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#define GL_SCISSOR_BOX 0x0C10
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#define GL_COLOR_CLEAR_VALUE 0x0C22
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#define GL_COLOR_WRITEMASK 0x0C23
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#define GL_UNPACK_ALIGNMENT 0x0CF5
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#define GL_PACK_ALIGNMENT 0x0D05
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#define GL_MAX_TEXTURE_SIZE 0x0D33
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#define GL_MAX_VIEWPORT_DIMS 0x0D3A
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#define GL_SUBPIXEL_BITS 0x0D50
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#define GL_RED_BITS 0x0D52
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#define GL_GREEN_BITS 0x0D53
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#define GL_BLUE_BITS 0x0D54
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#define GL_ALPHA_BITS 0x0D55
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#define GL_DEPTH_BITS 0x0D56
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#define GL_STENCIL_BITS 0x0D57
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#define GL_POLYGON_OFFSET_UNITS 0x2A00
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#define GL_POLYGON_OFFSET_FACTOR 0x8038
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#define GL_TEXTURE_BINDING_2D 0x8069
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#define GL_SAMPLE_BUFFERS 0x80A8
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#define GL_SAMPLES 0x80A9
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#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
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#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
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#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
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#define GL_VENDOR 0x1F00
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#define GL_RENDERER 0x1F01
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#define GL_VERSION 0x1F02
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#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
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#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
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#define GL_BROWSER_DEFAULT_WEBGL 0x9244
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// +==============================+
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// | Buffers |
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// +==============================+
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#define GL_STATIC_DRAW 0x88E4
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#define GL_STREAM_DRAW 0x88E0
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#define GL_DYNAMIC_DRAW 0x88E8
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#define GL_ARRAY_BUFFER 0x8892
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#define GL_ELEMENT_ARRAY_BUFFER 0x8893
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#define GL_BUFFER_SIZE 0x8764
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#define GL_BUFFER_USAGE 0x8765
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// +==============================+
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// | Vertex Attributes |
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// +==============================+
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#define GL_CURRENT_VERTEX_ATTRIB 0x8626
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#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
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#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
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#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
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#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
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#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
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#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
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#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
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// +==============================+
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// | Culling |
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// +==============================+
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#define GL_CULL_FACE 0x0B44
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#define GL_FRONT 0x0404
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#define GL_BACK 0x0405
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#define GL_FRONT_AND_BACK 0x0408
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// +==============================+
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// | Enabling and Disabling |
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// +==============================+
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#define GL_BLEND 0x0BE2
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#define GL_DEPTH_TEST 0x0B71
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#define GL_DITHER 0x0BD0
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#define GL_POLYGON_OFFSET_FILL 0x8037
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#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
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#define GL_SAMPLE_COVERAGE 0x80A0
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#define GL_SCISSOR_TEST 0x0C11
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#define GL_STENCIL_TEST 0x0B90
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// +==============================+
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// | Errors |
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// +==============================+
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#define GL_NO_ERROR 0
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#define GL_INVALID_ENUM 0x0500
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#define GL_INVALID_VALUE 0x0501
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#define GL_INVALID_OPERATION 0x0502
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#define GL_OUT_OF_MEMORY 0x0505
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#define GL_CONTEXT_LOST_WEBGL 0x9242
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// +==============================+
|
||||
// | Front Face Directions |
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// +==============================+
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#define GL_CW 0x0900
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#define GL_CCW 0x0901
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// +==============================+
|
||||
// | Hints |
|
||||
// +==============================+
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||||
#define GL_DONT_CARE 0x1100
|
||||
#define GL_FASTEST 0x1101
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||||
#define GL_NICEST 0x1102
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||||
#define GL_GENERATE_MIPMAP_HINT 0x8192
|
||||
|
||||
// +==============================+
|
||||
// | Data Types |
|
||||
// +==============================+
|
||||
#define GL_BYTE 0x1400
|
||||
#define GL_UNSIGNED_BYTE 0x1401
|
||||
#define GL_SHORT 0x1402
|
||||
#define GL_UNSIGNED_SHORT 0x1403
|
||||
#define GL_INT 0x1404
|
||||
#define GL_UNSIGNED_INT 0x1405
|
||||
#define GL_FLOAT 0x1406
|
||||
|
||||
// +==============================+
|
||||
// | Pixel Formats |
|
||||
// +==============================+
|
||||
#define GL_DEPTH_COMPONENT 0x1902
|
||||
#define GL_ALPHA 0x1906
|
||||
#define GL_RGB 0x1907
|
||||
#define GL_RGBA 0x1908
|
||||
#define GL_LUMINANCE 0x1909
|
||||
#define GL_LUMINANCE_ALPHA 0x190A
|
||||
|
||||
// +==============================+
|
||||
// | Pixel Types |
|
||||
// +==============================+
|
||||
#define GL_UNSIGNED_BYTE 0x1401
|
||||
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
|
||||
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
|
||||
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
|
||||
|
||||
// +==============================+
|
||||
// | Shaders |
|
||||
// +==============================+
|
||||
#define GL_FRAGMENT_SHADER 0x8B30
|
||||
#define GL_VERTEX_SHADER 0x8B31
|
||||
#define GL_COMPILE_STATUS 0x8B81
|
||||
#define GL_DELETE_STATUS 0x8B80
|
||||
#define GL_LINK_STATUS 0x8B82
|
||||
#define GL_VALIDATE_STATUS 0x8B83
|
||||
#define GL_ATTACHED_SHADERS 0x8B85
|
||||
#define GL_ACTIVE_ATTRIBUTES 0x8B89
|
||||
#define GL_ACTIVE_UNIFORMS 0x8B86
|
||||
#define GL_MAX_VERTEX_ATTRIBS 0x8869
|
||||
#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
|
||||
#define GL_MAX_VARYING_VECTORS 0x8DFC
|
||||
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
|
||||
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
|
||||
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
|
||||
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
|
||||
#define GL_SHADER_TYPE 0x8B4F
|
||||
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
|
||||
#define GL_CURRENT_PROGRAM 0x8B8D
|
||||
|
||||
// +==============================+
|
||||
// | Depth or Stencil Tests |
|
||||
// +==============================+
|
||||
#define GL_NEVER 0x0200
|
||||
#define GL_LESS 0x0201
|
||||
#define GL_EQUAL 0x0202
|
||||
#define GL_LEQUAL 0x0203
|
||||
#define GL_GREATER 0x0204
|
||||
#define GL_NOTEQUAL 0x0205
|
||||
#define GL_GEQUAL 0x0206
|
||||
#define GL_ALWAYS 0x0207
|
||||
|
||||
// +==============================+
|
||||
// | Stencil Actions |
|
||||
// +==============================+
|
||||
#define GL_KEEP 0x1E00
|
||||
#define GL_REPLACE 0x1E01
|
||||
#define GL_INCR 0x1E02
|
||||
#define GL_DECR 0x1E03
|
||||
#define GL_INVERT 0x150A
|
||||
#define GL_INCR_WRAP 0x8507
|
||||
#define GL_DECR_WRAP 0x8508
|
||||
|
||||
// +==============================+
|
||||
// | Textures |
|
||||
// +==============================+
|
||||
#define GL_NEAREST 0x2600
|
||||
#define GL_LINEAR 0x2601
|
||||
#define GL_NEAREST_MIPMAP_NEAREST 0x2700
|
||||
#define GL_LINEAR_MIPMAP_NEAREST 0x2701
|
||||
#define GL_NEAREST_MIPMAP_LINEAR 0x2702
|
||||
#define GL_LINEAR_MIPMAP_LINEAR 0x2703
|
||||
#define GL_TEXTURE_MAG_FILTER 0x2800
|
||||
#define GL_TEXTURE_MIN_FILTER 0x2801
|
||||
#define GL_TEXTURE_WRAP_S 0x2802
|
||||
#define GL_TEXTURE_WRAP_T 0x2803
|
||||
#define GL_TEXTURE_2D 0x0DE1
|
||||
#define GL_TEXTURE 0x1702
|
||||
#define GL_TEXTURE_CUBE_MAP 0x8513
|
||||
#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
|
||||
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
|
||||
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
|
||||
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
|
||||
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
|
||||
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
|
||||
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
|
||||
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
|
||||
#define GL_TEXTURE0 0x84C0
|
||||
#define GL_TEXTURE1 0x84C1
|
||||
#define GL_TEXTURE2 0x84C2
|
||||
#define GL_TEXTURE3 0x84C3
|
||||
#define GL_TEXTURE4 0x84C4
|
||||
#define GL_TEXTURE5 0x84C5
|
||||
#define GL_TEXTURE6 0x84C6
|
||||
#define GL_TEXTURE7 0x84C7
|
||||
#define GL_TEXTURE8 0x84C8
|
||||
#define GL_TEXTURE9 0x84C9
|
||||
#define GL_TEXTURE10 0x84CA
|
||||
#define GL_TEXTURE11 0x84CB
|
||||
#define GL_TEXTURE12 0x84CC
|
||||
#define GL_TEXTURE13 0x84CD
|
||||
#define GL_TEXTURE14 0x84CE
|
||||
#define GL_TEXTURE15 0x84CF
|
||||
#define GL_TEXTURE16 0x84D0
|
||||
#define GL_TEXTURE17 0x84D1
|
||||
#define GL_TEXTURE18 0x84D2
|
||||
#define GL_TEXTURE19 0x84D3
|
||||
#define GL_TEXTURE20 0x84D4
|
||||
#define GL_TEXTURE21 0x84D5
|
||||
#define GL_TEXTURE22 0x84D6
|
||||
#define GL_TEXTURE23 0x84D7
|
||||
#define GL_TEXTURE24 0x84D8
|
||||
#define GL_TEXTURE25 0x84D9
|
||||
#define GL_TEXTURE26 0x84DA
|
||||
#define GL_TEXTURE27 0x84DB
|
||||
#define GL_TEXTURE28 0x84DC
|
||||
#define GL_TEXTURE29 0x84DD
|
||||
#define GL_TEXTURE30 0x84DE
|
||||
#define GL_TEXTURE31 0x84DF
|
||||
#define GL_ACTIVE_TEXTURE 0x84E0
|
||||
#define GL_REPEAT 0x2901
|
||||
#define GL_CLAMP_TO_EDGE 0x812F
|
||||
#define GL_MIRRORED_REPEAT 0x8370
|
||||
|
||||
// +==============================+
|
||||
// | Uniform Types |
|
||||
// +==============================+
|
||||
#define GL_FLOAT_VEC2 0x8B50
|
||||
#define GL_FLOAT_VEC3 0x8B51
|
||||
#define GL_FLOAT_VEC4 0x8B52
|
||||
#define GL_INT_VEC2 0x8B53
|
||||
#define GL_INT_VEC3 0x8B54
|
||||
#define GL_INT_VEC4 0x8B55
|
||||
#define GL_BOOL 0x8B56
|
||||
#define GL_BOOL_VEC2 0x8B57
|
||||
#define GL_BOOL_VEC3 0x8B58
|
||||
#define GL_BOOL_VEC4 0x8B59
|
||||
#define GL_FLOAT_MAT2 0x8B5A
|
||||
#define GL_FLOAT_MAT3 0x8B5B
|
||||
#define GL_FLOAT_MAT4 0x8B5C
|
||||
#define GL_SAMPLER_2D 0x8B5E
|
||||
#define GL_SAMPLER_CUBE 0x8B60
|
||||
|
||||
// +==================================+
|
||||
// | Shader Precision-Specified Types |
|
||||
// +==================================+
|
||||
#define GL_LOW_FLOAT 0x8DF0
|
||||
#define GL_MEDIUM_FLOAT 0x8DF1
|
||||
#define GL_HIGH_FLOAT 0x8DF2
|
||||
#define GL_LOW_INT 0x8DF3
|
||||
#define GL_MEDIUM_INT 0x8DF4
|
||||
#define GL_HIGH_INT 0x8DF5
|
||||
|
||||
// +================================+
|
||||
// | Framebuffers and Renderbuffers |
|
||||
// +================================+
|
||||
#define GL_FRAMEBUFFER 0x8D40
|
||||
#define GL_RENDERBUFFER 0x8D41
|
||||
#define GL_RGBA4 0x8056
|
||||
#define GL_RGB5_A1 0x8057
|
||||
#define GL_RGB565 0x8D62
|
||||
#define GL_DEPTH_COMPONENT16 0x81A5
|
||||
#define GL_STENCIL_INDEX8 0x8D48
|
||||
#define GL_DEPTH_STENCIL 0x84F9
|
||||
#define GL_RENDERBUFFER_WIDTH 0x8D42
|
||||
#define GL_RENDERBUFFER_HEIGHT 0x8D43
|
||||
#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
|
||||
#define GL_RENDERBUFFER_RED_SIZE 0x8D50
|
||||
#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
|
||||
#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
|
||||
#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
|
||||
#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
|
||||
#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
|
||||
#define GL_COLOR_ATTACHMENT0 0x8CE0
|
||||
#define GL_DEPTH_ATTACHMENT 0x8D00
|
||||
#define GL_STENCIL_ATTACHMENT 0x8D20
|
||||
#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
|
||||
#define GL_NONE 0
|
||||
#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
|
||||
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
|
||||
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
|
||||
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
|
||||
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
|
||||
#define GL_FRAMEBUFFER_BINDING 0x8CA6
|
||||
#define GL_RENDERBUFFER_BINDING 0x8CA7
|
||||
#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
|
||||
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
|
||||
|
||||
// +==============================+
|
||||
// | Pixel Storage Modes |
|
||||
// +==============================+
|
||||
#define GL_UNPACK_FLIP_Y_WEBGL 0x9240
|
||||
#define GL_UNPACK_PREMULTIPLY_ALPHA_WEBGL 0x9241
|
||||
#define GL_UNPACK_COLORSPACE_CONVERSION_WEBGL 0x9243
|
||||
|
||||
// +--------------------------------------------------------------+
|
||||
// | Additional WebGL 2 Constants |
|
||||
// +--------------------------------------------------------------+
|
||||
// +==============================+
|
||||
// | GL Parameters |
|
||||
// +==============================+
|
||||
#define GL_READ_BUFFER 0x0C02
|
||||
#define GL_UNPACK_ROW_LENGTH 0x0CF2
|
||||
#define GL_UNPACK_SKIP_ROWS 0x0CF3
|
||||
#define GL_UNPACK_SKIP_PIXELS 0x0CF4
|
||||
#define GL_PACK_ROW_LENGTH 0x0D02
|
||||
#define GL_PACK_SKIP_ROWS 0x0D03
|
||||
#define GL_PACK_SKIP_PIXELS 0x0D04
|
||||
#define GL_TEXTURE_BINDING_3D 0x806A
|
||||
#define GL_UNPACK_SKIP_IMAGES 0x806D
|
||||
#define GL_UNPACK_IMAGE_HEIGHT 0x806E
|
||||
#define GL_MAX_3D_TEXTURE_SIZE 0x8073
|
||||
#define GL_MAX_ELEMENTS_VERTICES 0x80E8
|
||||
#define GL_MAX_ELEMENTS_INDICES 0x80E9
|
||||
#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD
|
||||
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
|
||||
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
|
||||
#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF
|
||||
#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904
|
||||
#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905
|
||||
#define GL_MAX_VARYING_COMPONENTS 0x8B4B
|
||||
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
|
||||
#define GL_RASTERIZER_DISCARD 0x8C89
|
||||
#define GL_VERTEX_ARRAY_BINDING 0x85B5
|
||||
#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122
|
||||
#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125
|
||||
#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111
|
||||
#define GL_MAX_ELEMENT_INDEX 0x8D6B
|
||||
|
||||
// +==============================+
|
||||
// | Textures |
|
||||
// +==============================+
|
||||
#define GL_RED 0x1903
|
||||
#define GL_RGB8 0x8051
|
||||
#define GL_RGBA8 0x8058
|
||||
#define GL_RGB10_A2 0x8059
|
||||
#define GL_TEXTURE_3D 0x806F
|
||||
#define GL_TEXTURE_WRAP_R 0x8072
|
||||
#define GL_TEXTURE_MIN_LOD 0x813A
|
||||
#define GL_TEXTURE_MAX_LOD 0x813B
|
||||
#define GL_TEXTURE_BASE_LEVEL 0x813C
|
||||
#define GL_TEXTURE_MAX_LEVEL 0x813D
|
||||
#define GL_TEXTURE_COMPARE_MODE 0x884C
|
||||
#define GL_TEXTURE_COMPARE_FUNC 0x884D
|
||||
#define GL_SRGB 0x8C40
|
||||
#define GL_SRGB8 0x8C41
|
||||
#define GL_SRGB8_ALPHA8 0x8C43
|
||||
#define GL_COMPARE_REF_TO_TEXTURE 0x884E
|
||||
#define GL_RGBA32F 0x8814
|
||||
#define GL_RGB32F 0x8815
|
||||
#define GL_RGBA16F 0x881A
|
||||
#define GL_RGB16F 0x881B
|
||||
#define GL_TEXTURE_2D_ARRAY 0x8C1A
|
||||
#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D
|
||||
#define GL_R11F_G11F_B10F 0x8C3A
|
||||
#define GL_RGB9_E5 0x8C3D
|
||||
#define GL_RGBA32UI 0x8D70
|
||||
#define GL_RGB32UI 0x8D71
|
||||
#define GL_RGBA16UI 0x8D76
|
||||
#define GL_RGB16UI 0x8D77
|
||||
#define GL_RGBA8UI 0x8D7C
|
||||
#define GL_RGB8UI 0x8D7D
|
||||
#define GL_RGBA32I 0x8D82
|
||||
#define GL_RGB32I 0x8D83
|
||||
#define GL_RGBA16I 0x8D88
|
||||
#define GL_RGB16I 0x8D89
|
||||
#define GL_RGBA8I 0x8D8E
|
||||
#define GL_RGB8I 0x8D8F
|
||||
#define GL_RED_INTEGER 0x8D94
|
||||
#define GL_RGB_INTEGER 0x8D98
|
||||
#define GL_RGBA_INTEGER 0x8D99
|
||||
#define GL_R8 0x8229
|
||||
#define GL_RG8 0x822B
|
||||
#define GL_R16F 0x822D
|
||||
#define GL_R32F 0x822E
|
||||
#define GL_RG16F 0x822F
|
||||
#define GL_RG32F 0x8230
|
||||
#define GL_R8I 0x8231
|
||||
#define GL_R8UI 0x8232
|
||||
#define GL_R16I 0x8233
|
||||
#define GL_R16UI 0x8234
|
||||
#define GL_R32I 0x8235
|
||||
#define GL_R32UI 0x8236
|
||||
#define GL_RG8I 0x8237
|
||||
#define GL_RG8UI 0x8238
|
||||
#define GL_RG16I 0x8239
|
||||
#define GL_RG16UI 0x823A
|
||||
#define GL_RG32I 0x823B
|
||||
#define GL_RG32UI 0x823C
|
||||
#define GL_R8_SNORM 0x8F94
|
||||
#define GL_RG8_SNORM 0x8F95
|
||||
#define GL_RGB8_SNORM 0x8F96
|
||||
#define GL_RGBA8_SNORM 0x8F97
|
||||
#define GL_RGB10_A2UI 0x906F
|
||||
#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F
|
||||
#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF
|
||||
|
||||
// +==============================+
|
||||
// | Pixel Types |
|
||||
// +==============================+
|
||||
#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
|
||||
#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B
|
||||
#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E
|
||||
#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD
|
||||
#define GL_UNSIGNED_INT_24_8 0x84FA
|
||||
#define GL_HALF_FLOAT 0x140B
|
||||
#define GL_RG 0x8227
|
||||
#define GL_RG_INTEGER 0x8228
|
||||
#define GL_INT_2_10_10_10_REV 0x8D9F
|
||||
|
||||
// +==============================+
|
||||
// | Queries |
|
||||
// +==============================+
|
||||
#define GL_CURRENT_QUERY 0x8865
|
||||
#define GL_QUERY_RESULT 0x8866
|
||||
#define GL_QUERY_RESULT_AVAILABLE 0x8867
|
||||
#define GL_ANY_SAMPLES_PASSED 0x8C2F
|
||||
#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A
|
||||
|
||||
// +==============================+
|
||||
// | Draw Buffers |
|
||||
// +==============================+
|
||||
#define GL_MAX_DRAW_BUFFERS 0x8824
|
||||
#define GL_DRAW_BUFFER0 0x8825
|
||||
#define GL_DRAW_BUFFER1 0x8826
|
||||
#define GL_DRAW_BUFFER2 0x8827
|
||||
#define GL_DRAW_BUFFER3 0x8828
|
||||
#define GL_DRAW_BUFFER4 0x8829
|
||||
#define GL_DRAW_BUFFER5 0x882A
|
||||
#define GL_DRAW_BUFFER6 0x882B
|
||||
#define GL_DRAW_BUFFER7 0x882C
|
||||
#define GL_DRAW_BUFFER8 0x882D
|
||||
#define GL_DRAW_BUFFER9 0x882E
|
||||
#define GL_DRAW_BUFFER10 0x882F
|
||||
#define GL_DRAW_BUFFER11 0x8830
|
||||
#define GL_DRAW_BUFFER12 0x8831
|
||||
#define GL_DRAW_BUFFER13 0x8832
|
||||
#define GL_DRAW_BUFFER14 0x8833
|
||||
#define GL_DRAW_BUFFER15 0x8834
|
||||
#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF
|
||||
#define GL_COLOR_ATTACHMENT1 0x8CE1
|
||||
#define GL_COLOR_ATTACHMENT2 0x8CE2
|
||||
#define GL_COLOR_ATTACHMENT3 0x8CE3
|
||||
#define GL_COLOR_ATTACHMENT4 0x8CE4
|
||||
#define GL_COLOR_ATTACHMENT5 0x8CE5
|
||||
#define GL_COLOR_ATTACHMENT6 0x8CE6
|
||||
#define GL_COLOR_ATTACHMENT7 0x8CE7
|
||||
#define GL_COLOR_ATTACHMENT8 0x8CE8
|
||||
#define GL_COLOR_ATTACHMENT9 0x8CE9
|
||||
#define GL_COLOR_ATTACHMENT10 0x8CEA
|
||||
#define GL_COLOR_ATTACHMENT11 0x8CEB
|
||||
#define GL_COLOR_ATTACHMENT12 0x8CEC
|
||||
#define GL_COLOR_ATTACHMENT13 0x8CED
|
||||
#define GL_COLOR_ATTACHMENT14 0x8CEE
|
||||
#define GL_COLOR_ATTACHMENT15 0x8CEF
|
||||
|
||||
// +==============================+
|
||||
// | Samlpers |
|
||||
// +==============================+
|
||||
#define GL_SAMPLER_3D 0x8B5F
|
||||
#define GL_SAMPLER_2D_SHADOW 0x8B62
|
||||
#define GL_SAMPLER_2D_ARRAY 0x8DC1
|
||||
#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4
|
||||
#define GL_SAMPLER_CUBE_SHADOW 0x8DC5
|
||||
#define GL_INT_SAMPLER_2D 0x8DCA
|
||||
#define GL_INT_SAMPLER_3D 0x8DCB
|
||||
#define GL_INT_SAMPLER_CUBE 0x8DCC
|
||||
#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF
|
||||
#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2
|
||||
#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3
|
||||
#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4
|
||||
#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7
|
||||
#define GL_MAX_SAMPLES 0x8D57
|
||||
#define GL_SAMPLER_BINDING 0x8919
|
||||
|
||||
// +==============================+
|
||||
// | Buffers |
|
||||
// +==============================+
|
||||
#define GL_PIXEL_PACK_BUFFER 0x88EB
|
||||
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
|
||||
#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED
|
||||
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
|
||||
#define GL_COPY_READ_BUFFER 0x8F36
|
||||
#define GL_COPY_WRITE_BUFFER 0x8F37
|
||||
#define GL_COPY_READ_BUFFER_BINDING 0x8F36
|
||||
#define GL_COPY_WRITE_BUFFER_BINDING 0x8F37
|
||||
|
||||
// +==============================+
|
||||
// | Data Types |
|
||||
// +==============================+
|
||||
#define GL_FLOAT_MAT2x3 0x8B65
|
||||
#define GL_FLOAT_MAT2x4 0x8B66
|
||||
#define GL_FLOAT_MAT3x2 0x8B67
|
||||
#define GL_FLOAT_MAT3x4 0x8B68
|
||||
#define GL_FLOAT_MAT4x2 0x8B69
|
||||
#define GL_FLOAT_MAT4x3 0x8B6A
|
||||
#define GL_UNSIGNED_INT_VEC2 0x8DC6
|
||||
#define GL_UNSIGNED_INT_VEC3 0x8DC7
|
||||
#define GL_UNSIGNED_INT_VEC4 0x8DC8
|
||||
#define GL_UNSIGNED_NORMALIZED 0x8C17
|
||||
#define GL_SIGNED_NORMALIZED 0x8F9C
|
||||
|
||||
// +==============================+
|
||||
// | Vertex Attributes |
|
||||
// +==============================+
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE
|
||||
|
||||
// +==============================+
|
||||
// | Transform Feedback |
|
||||
// +==============================+
|
||||
#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F
|
||||
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80
|
||||
#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83
|
||||
#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84
|
||||
#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85
|
||||
#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88
|
||||
#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A
|
||||
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B
|
||||
#define GL_INTERLEAVED_ATTRIBS 0x8C8C
|
||||
#define GL_SEPARATE_ATTRIBS 0x8C8D
|
||||
#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E
|
||||
#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F
|
||||
#define GL_TRANSFORM_FEEDBACK 0x8E22
|
||||
#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23
|
||||
#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24
|
||||
#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25
|
||||
|
||||
// +================================+
|
||||
// | Framebuffers and Renderbuffers |
|
||||
// +================================+
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217
|
||||
#define GL_FRAMEBUFFER_DEFAULT 0x8218
|
||||
#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
|
||||
#define GL_DEPTH_STENCIL 0x84F9
|
||||
#define GL_DEPTH24_STENCIL8 0x88F0
|
||||
#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6
|
||||
#define GL_READ_FRAMEBUFFER 0x8CA8
|
||||
#define GL_DRAW_FRAMEBUFFER 0x8CA9
|
||||
#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA
|
||||
#define GL_RENDERBUFFER_SAMPLES 0x8CAB
|
||||
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4
|
||||
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56
|
||||
|
||||
// +==============================+
|
||||
// | Uniforms |
|
||||
// +==============================+
|
||||
#define GL_UNIFORM_BUFFER 0x8A11
|
||||
#define GL_UNIFORM_BUFFER_BINDING 0x8A28
|
||||
#define GL_UNIFORM_BUFFER_START 0x8A29
|
||||
#define GL_UNIFORM_BUFFER_SIZE 0x8A2A
|
||||
#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B
|
||||
#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D
|
||||
#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E
|
||||
#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F
|
||||
#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30
|
||||
#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31
|
||||
#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33
|
||||
#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
|
||||
#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36
|
||||
#define GL_UNIFORM_TYPE 0x8A37
|
||||
#define GL_UNIFORM_SIZE 0x8A38
|
||||
#define GL_UNIFORM_BLOCK_INDEX 0x8A3A
|
||||
#define GL_UNIFORM_OFFSET 0x8A3B
|
||||
#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C
|
||||
#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D
|
||||
#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E
|
||||
#define GL_UNIFORM_BLOCK_BINDING 0x8A3F
|
||||
#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40
|
||||
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42
|
||||
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43
|
||||
#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44
|
||||
#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46
|
||||
|
||||
// +==============================+
|
||||
// | Sync Objects |
|
||||
// +==============================+
|
||||
#define GL_OBJECT_TYPE 0x9112
|
||||
#define GL_SYNC_CONDITION 0x9113
|
||||
#define GL_SYNC_STATUS 0x9114
|
||||
#define GL_SYNC_FLAGS 0x9115
|
||||
#define GL_SYNC_FENCE 0x9116
|
||||
#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
|
||||
#define GL_UNSIGNALED 0x9118
|
||||
#define GL_SIGNALED 0x9119
|
||||
#define GL_ALREADY_SIGNALED 0x911A
|
||||
#define GL_TIMEOUT_EXPIRED 0x911B
|
||||
#define GL_CONDITION_SATISFIED 0x911C
|
||||
#define GL_WAIT_FAILED 0x911D
|
||||
#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
|
||||
|
||||
// +==============================+
|
||||
// | Miscellaneous |
|
||||
// +==============================+
|
||||
#define GL_COLOR 0x1800
|
||||
#define GL_DEPTH 0x1801
|
||||
#define GL_STENCIL 0x1802
|
||||
#define GL_MIN 0x8007
|
||||
#define GL_MAX 0x8008
|
||||
#define GL_DEPTH_COMPONENT24 0x81A6
|
||||
#define GL_STREAM_READ 0x88E1
|
||||
#define GL_STREAM_COPY 0x88E2
|
||||
#define GL_STATIC_READ 0x88E5
|
||||
#define GL_STATIC_COPY 0x88E6
|
||||
#define GL_DYNAMIC_READ 0x88E9
|
||||
#define GL_DYNAMIC_COPY 0x88EA
|
||||
#define GL_DEPTH_COMPONENT32F 0x8CAC
|
||||
#define GL_DEPTH32F_STENCIL8 0x8CAD
|
||||
#define GL_INVALID_INDEX 0xFFFFFFFF
|
||||
#define GL_TIMEOUT_IGNORED 1
|
||||
#define GL_MAX_CLIENT_WAIT_TIMEOUT_WEBGL 0x9247
|
||||
|
||||
//TODO: Any extension constants we want to add here?
|
||||
|
||||
#endif // _CWASM_WEBGL_CONSTANTS_H
|
||||
35
cwasm_webgl_js_imports.h
Normal file
35
cwasm_webgl_js_imports.h
Normal file
@@ -0,0 +1,35 @@
|
||||
/*
|
||||
File: cwasm_webgl_js_imports.h
|
||||
Author: Taylor Robbins
|
||||
Date: 09\01\2025
|
||||
*/
|
||||
|
||||
#ifndef _CWASM_WEBGL_JS_IMPORTS_H
|
||||
#define _CWASM_WEBGL_JS_IMPORTS_H
|
||||
|
||||
typedef int GlId; // Really this is just an index into a javascript array that holds the real reference to the WebGL object
|
||||
typedef int GlEnum;
|
||||
|
||||
MAYBE_EXTERN_C GlId jsGlCreateBuffer();
|
||||
MAYBE_EXTERN_C void jsGlBindBuffer(GlEnum bufferType, GlId bufferId);
|
||||
MAYBE_EXTERN_C void jsGlBufferData(GlEnum bufferType, u32 dataLength, const void* dataPntr, GlEnum usageHint);
|
||||
MAYBE_EXTERN_C GlId jsGlCreateVertexArray();
|
||||
MAYBE_EXTERN_C void jsGlBindVertexArray(GlId vaoId);
|
||||
MAYBE_EXTERN_C void jsGlEnableVertexAttribArray(GlEnum location);
|
||||
MAYBE_EXTERN_C void jsGlVertexAttribPointer(GlEnum attribLocation, int componentCount, GlEnum componentType, bool normalized, int stride, int offset);
|
||||
MAYBE_EXTERN_C GlId jsGlCreateShader(GlEnum shaderType);
|
||||
MAYBE_EXTERN_C void jsGlShaderSource(GlId shaderId, int sourceLength, const char* sourcePntr);
|
||||
MAYBE_EXTERN_C void jsGlCompileShader(GlId shaderId);
|
||||
MAYBE_EXTERN_C bool jsGlGetShaderParameterBool(GlId shaderId, GlEnum parameter);
|
||||
MAYBE_EXTERN_C int jsGlGetShaderParameterInt(GlId shaderId, GlEnum parameter);
|
||||
MAYBE_EXTERN_C GlId jsGlCreateProgram();
|
||||
MAYBE_EXTERN_C void jsGlAttachShader(GlId programId, GlId shaderId);
|
||||
MAYBE_EXTERN_C void jsGlLinkProgram(GlId programId);
|
||||
MAYBE_EXTERN_C void jsGlUseProgram(GlId programId);
|
||||
MAYBE_EXTERN_C bool jsGlGetProgramParameterBool(GlId programId, GlEnum parameter);
|
||||
MAYBE_EXTERN_C int jsGlGetProgramParameterInt(GlId programId, GlEnum parameter);
|
||||
MAYBE_EXTERN_C void jsGlClearColor(r32 rValue, r32 gValue, r32 bValue, r32 aValue);
|
||||
MAYBE_EXTERN_C void jsGlClear(int bufferBits);
|
||||
MAYBE_EXTERN_C void jsGlDrawArrays(GlEnum geometryType, int startIndex, int count);
|
||||
|
||||
#endif // _CWASM_WEBGL_JS_IMPORTS_H
|
||||
236
data/gl_functions.js
Normal file
236
data/gl_functions.js
Normal file
@@ -0,0 +1,236 @@
|
||||
|
||||
import { appGlobals } from './globals.js'
|
||||
import { wasmPntrToJsString, wasmPntrAndLengthToJsString } from './wasm_functions.js'
|
||||
|
||||
export var glObjects = {
|
||||
buffers: [ null ],
|
||||
vaos: [ null ],
|
||||
shaders: [ null ],
|
||||
programs: [ null ],
|
||||
};
|
||||
|
||||
// +--------------------------------------------------------------+
|
||||
// | Helpers |
|
||||
// +--------------------------------------------------------------+
|
||||
export function verifyGlBufferId(bufferId, allowZero)
|
||||
{
|
||||
if (typeof(bufferId) != "number") { return "BufferId is not a number!"; }
|
||||
if (bufferId == 0) { return allowZero ? null : "BufferId is 0!"; }
|
||||
if (glObjects == null || glObjects.buffers == null) { return "Buffers array has not been initialized yet!"; }
|
||||
if (bufferId >= glObjects.buffers.length) { return "BufferId is too high!"; }
|
||||
if (glObjects.buffers[bufferId] == null) { return "BufferId is for a destroyed vertBuffer!"; }
|
||||
return null;
|
||||
}
|
||||
export function verifyGlVaoId(vaoId, allowZero)
|
||||
{
|
||||
if (typeof(vaoId) != "number") { return "VaoId is not a number!"; }
|
||||
if (vaoId == 0) { return allowZero ? null : "VaoId is 0!"; }
|
||||
if (glObjects == null || glObjects.vaos == null) { return "Vaos array has not been initialized yet!"; }
|
||||
if (vaoId >= glObjects.vaos.length) { return "VaoId is too high!"; }
|
||||
if (glObjects.vaos[vaoId] == null) { return "VaoId is for a destroyed array!"; }
|
||||
return null;
|
||||
}
|
||||
export function verifyGlShaderId(shaderId, allowZero)
|
||||
{
|
||||
if (typeof(shaderId) != "number") { return "ShaderId is not a number!"; }
|
||||
if (shaderId == 0) { return allowZero ? null : "ShaderId is 0!"; }
|
||||
if (glObjects == null || glObjects.shaders == null) { return "Shaders array has not been initialized yet!"; }
|
||||
if (shaderId >= glObjects.shaders.length) { return "ShaderId is too high!"; }
|
||||
if (glObjects.shaders[shaderId] == null) { return "ShaderId is for a destroyed shader!"; }
|
||||
return null;
|
||||
}
|
||||
export function verifyGlProgramId(programId, allowZero)
|
||||
{
|
||||
if (typeof(programId) != "number") { return "ProgramId is not a number!"; }
|
||||
if (programId == 0) { return allowZero ? null : "ProgramId is 0!"; }
|
||||
if (glObjects == null || glObjects.programs == null) { return "Programs array has not been initialized yet!"; }
|
||||
if (programId >= glObjects.programs.length) { return "ProgramId is too high!"; }
|
||||
if (glObjects.programs[programId] == null) { return "ProgramId is for a destroyed program!"; }
|
||||
return null;
|
||||
}
|
||||
export function verifyParameter(verifyResult, functionName, parameterName, parameterValue)
|
||||
{
|
||||
if (verifyResult == null) { return true; }
|
||||
console.error("Invalid argument \"" + parameterName + "\" passed to " + functionName + ": " + verifyResult);
|
||||
console.error("Argument value: " + parameterValue);
|
||||
return false;
|
||||
}
|
||||
|
||||
// +--------------------------------------------------------------+
|
||||
// | WebGL API |
|
||||
// +--------------------------------------------------------------+
|
||||
export function jsGlCreateBuffer()
|
||||
{
|
||||
let newBuffer = appGlobals.glContext.createBuffer();
|
||||
let newBufferId = glObjects.buffers.length;
|
||||
glObjects.buffers.push(newBuffer);
|
||||
return newBufferId;
|
||||
}
|
||||
|
||||
export function jsGlBindBuffer(bufferType, bufferId)
|
||||
{
|
||||
if (!verifyParameter(verifyGlBufferId(bufferId, true), "gl.bindBuffer", "bufferId", bufferId)) { return; }
|
||||
let buffer = glObjects.buffers[bufferId];
|
||||
appGlobals.glContext.bindBuffer(bufferType, buffer);
|
||||
}
|
||||
|
||||
export function jsGlBufferData(bufferType, dataLength, dataPntr, usageHint)
|
||||
{
|
||||
let dataArray = appGlobals.memDataView.buffer.slice(dataPntr, dataPntr + dataLength)
|
||||
appGlobals.glContext.bufferData(bufferType, dataArray, usageHint);
|
||||
}
|
||||
|
||||
export function jsGlCreateVertexArray()
|
||||
{
|
||||
let newVao = appGlobals.glContext.createVertexArray();
|
||||
let newVaoId = glObjects.vaos.length;
|
||||
glObjects.vaos.push(newVao);
|
||||
return newVaoId;
|
||||
}
|
||||
|
||||
export function jsGlBindVertexArray(vaoId)
|
||||
{
|
||||
if (!verifyParameter(verifyGlVaoId(vaoId, true), "gl.bindVertexArray", "vaoId", vaoId)) { return; }
|
||||
let vao = glObjects.vaos[vaoId];
|
||||
appGlobals.glContext.bindVertexArray(vao);
|
||||
}
|
||||
|
||||
export function jsGlEnableVertexAttribArray(location)
|
||||
{
|
||||
appGlobals.glContext.enableVertexAttribArray(location);
|
||||
}
|
||||
|
||||
export function jsGlVertexAttribPointer(attribLocation, componentCount, componentType, normalized, stride, offset)
|
||||
{
|
||||
appGlobals.glContext.vertexAttribPointer(attribLocation, componentCount, componentType, normalized, stride, offset);
|
||||
}
|
||||
|
||||
export function jsGlCreateShader(shaderType)
|
||||
{
|
||||
let newShader = appGlobals.glContext.createShader(shaderType);
|
||||
let newShaderId = glObjects.shaders.length;
|
||||
glObjects.shaders.push(newShader);
|
||||
return newShaderId;
|
||||
}
|
||||
|
||||
export function jsGlShaderSource(shaderId, sourceLength, sourcePntr)
|
||||
{
|
||||
if (!verifyParameter(verifyGlShaderId(shaderId, false), "gl.shaderSource", "shaderId", shaderId)) { return; }
|
||||
let shader = glObjects.shaders[shaderId];
|
||||
let sourceStr = wasmPntrAndLengthToJsString(sourcePntr, sourceLength);
|
||||
appGlobals.glContext.shaderSource(shader, sourceStr);
|
||||
}
|
||||
|
||||
export function jsGlCompileShader(shaderId)
|
||||
{
|
||||
if (!verifyParameter(verifyGlShaderId(shaderId, false), "gl.compileShader", "shaderId", shaderId)) { return; }
|
||||
let shader = glObjects.shaders[shaderId];
|
||||
appGlobals.glContext.compileShader(shader);
|
||||
}
|
||||
|
||||
export function jsGlGetShaderParameterBool(shaderId, parameter)
|
||||
{
|
||||
if (!verifyParameter(verifyGlShaderId(shaderId, false), "gl.getShaderParameter", "shaderId", shaderId)) { return false; }
|
||||
let shader = glObjects.shaders[shaderId];
|
||||
let paramValue = appGlobals.glContext.getShaderParameter(shader, parameter);
|
||||
if (typeof(paramValue) != "boolean") { console.error("Tried to get GL parameter " + parameter + " as bool when it's actually: " + typeof(paramValue)); return false; }
|
||||
return paramValue;
|
||||
}
|
||||
export function jsGlGetShaderParameterInt(shaderId, parameter)
|
||||
{
|
||||
if (!verifyParameter(verifyGlShaderId(shaderId, false), "gl.getShaderParameter", "shaderId", shaderId)) { return false; }
|
||||
let shader = glObjects.shaders[shaderId];
|
||||
let paramValue = appGlobals.glContext.getShaderParameter(shader, parameter);
|
||||
if (typeof(paramValue) != "number") { console.error("Tried to get GL parameter " + parameter + " as number when it's actually: " + typeof(paramValue)); return false; }
|
||||
return paramValue;
|
||||
}
|
||||
|
||||
export function jsGlCreateProgram()
|
||||
{
|
||||
let newProgram = appGlobals.glContext.createProgram();
|
||||
let newProgramId = glObjects.programs.length;
|
||||
glObjects.programs.push(newProgram);
|
||||
return newProgramId;
|
||||
}
|
||||
|
||||
export function jsGlAttachShader(programId, shaderId)
|
||||
{
|
||||
if (!verifyParameter(verifyGlProgramId(programId, false), "gl.attachShader", "programId", programId)) { return; }
|
||||
if (!verifyParameter(verifyGlShaderId(shaderId, false), "gl.attachShader", "shaderId", shaderId)) { return; }
|
||||
let program = glObjects.programs[programId];
|
||||
let shader = glObjects.shaders[shaderId];
|
||||
appGlobals.glContext.attachShader(program, shader);
|
||||
}
|
||||
|
||||
export function jsGlLinkProgram(programId)
|
||||
{
|
||||
if (!verifyParameter(verifyGlProgramId(programId, false), "gl.linkProgram", "programId", programId)) { return; }
|
||||
let program = glObjects.programs[programId];
|
||||
appGlobals.glContext.linkProgram(program);
|
||||
}
|
||||
|
||||
export function jsGlUseProgram(programId)
|
||||
{
|
||||
if (!verifyParameter(verifyGlProgramId(programId, true), "gl.useProgram", "programId", programId)) { return; }
|
||||
let program = glObjects.programs[programId];
|
||||
appGlobals.glContext.useProgram(program);
|
||||
}
|
||||
|
||||
export function jsGlGetProgramParameterBool(programId, parameter)
|
||||
{
|
||||
if (!verifyParameter(verifyGlProgramId(programId, false), "gl.getProgramParameter", "programId", programId)) { return false; }
|
||||
let program = glObjects.programs[programId];
|
||||
let paramValue = appGlobals.glContext.getProgramParameter(program, parameter);
|
||||
if (typeof(paramValue) != "boolean") { console.error("Tried to get GL parameter " + parameter + " as bool when it's actually: " + typeof(paramValue)); return false; }
|
||||
return paramValue;
|
||||
}
|
||||
export function jsGlGetProgramParameterInt(programId, parameter)
|
||||
{
|
||||
if (!verifyParameter(verifyGlProgramId(programId, false), "gl.getProgramParameter", "programId", programId)) { return false; }
|
||||
let program = glObjects.programs[programId];
|
||||
let paramValue = appGlobals.glContext.getProgramParameter(program, parameter);
|
||||
if (typeof(paramValue) != "number") { console.error("Tried to get GL parameter " + parameter + " as number when it's actually: " + typeof(paramValue)); return false; }
|
||||
return paramValue;
|
||||
}
|
||||
|
||||
export function jsGlClearColor(rValue, gValue, bValue, aValue)
|
||||
{
|
||||
appGlobals.glContext.clearColor(rValue, gValue, bValue, aValue);
|
||||
}
|
||||
|
||||
export function jsGlClear(bufferBits)
|
||||
{
|
||||
appGlobals.glContext.clear(bufferBits);
|
||||
}
|
||||
|
||||
export function jsGlDrawArrays(geometryType, startIndex, count)
|
||||
{
|
||||
appGlobals.glContext.drawArrays(geometryType, startIndex, count);
|
||||
}
|
||||
|
||||
export let jsGlFunctions = {
|
||||
jsGlCreateBuffer: jsGlCreateBuffer,
|
||||
jsGlBindBuffer: jsGlBindBuffer,
|
||||
jsGlBufferData: jsGlBufferData,
|
||||
jsGlCreateVertexArray: jsGlCreateVertexArray,
|
||||
jsGlBindVertexArray: jsGlBindVertexArray,
|
||||
jsGlEnableVertexAttribArray: jsGlEnableVertexAttribArray,
|
||||
jsGlVertexAttribPointer: jsGlVertexAttribPointer,
|
||||
jsGlCreateShader: jsGlCreateShader,
|
||||
jsGlShaderSource: jsGlShaderSource,
|
||||
jsGlCompileShader: jsGlCompileShader,
|
||||
jsGlGetShaderParameterBool: jsGlGetShaderParameterBool,
|
||||
jsGlGetShaderParameterInt: jsGlGetShaderParameterInt,
|
||||
jsGlCreateProgram: jsGlCreateProgram,
|
||||
jsGlAttachShader: jsGlAttachShader,
|
||||
jsGlLinkProgram: jsGlLinkProgram,
|
||||
jsGlUseProgram: jsGlUseProgram,
|
||||
jsGlGetProgramParameterBool: jsGlGetProgramParameterBool,
|
||||
jsGlGetProgramParameterInt: jsGlGetProgramParameterInt,
|
||||
jsGlClearColor: jsGlClearColor,
|
||||
jsGlClear: jsGlClear,
|
||||
jsGlDrawArrays: jsGlDrawArrays,
|
||||
};
|
||||
|
||||
//TODO: string getShaderInfoLog(shaderId)
|
||||
//TODO: string getProgramInfoLog(programId)
|
||||
14
data/globals.js
Normal file
14
data/globals.js
Normal file
@@ -0,0 +1,14 @@
|
||||
|
||||
export const WASM_MEMORY_PAGE_SIZE = (64 * 1024); //64kB or 65,536b
|
||||
export const WASM_MEMORY_MAX_NUM_PAGES = (64 * 1024) //65,536 pages * 64 kB/page = 4GB
|
||||
export const WASM_MEMORY_MAX_SIZE = (WASM_MEMORY_MAX_NUM_PAGES * WASM_MEMORY_PAGE_SIZE)
|
||||
|
||||
export var appGlobals =
|
||||
{
|
||||
heapBase: 0,
|
||||
canvas: null,
|
||||
glContext: null,
|
||||
memDataView: null,
|
||||
wasmModule: null,
|
||||
textDecoder: null,
|
||||
};
|
||||
20
data/index.html
Normal file
20
data/index.html
Normal file
@@ -0,0 +1,20 @@
|
||||
<!DOCTYPE html>
|
||||
<html>
|
||||
<head>
|
||||
<link rel="stylesheet" href="main.css" />
|
||||
<meta content="text/html;charset=utf-8" http-equiv="Content-Type">
|
||||
<meta content="utf-8" http-equiv="encoding">
|
||||
</head>
|
||||
<body>
|
||||
<div class="main_section">
|
||||
<p>🠟 The canvas is below 🠟</p>
|
||||
<div id="canvas_container">
|
||||
<canvas>
|
||||
Your browser does not support the HTML5 canvas tag.
|
||||
</canvas>
|
||||
</div>
|
||||
<p>🠝 The canvas is above 🠝</p>
|
||||
</div>
|
||||
<script async type="module" src="main.js" ></script>
|
||||
</body>
|
||||
</html>
|
||||
22
data/main.css
Normal file
22
data/main.css
Normal file
@@ -0,0 +1,22 @@
|
||||
body
|
||||
{
|
||||
/* TODO: Where does this collection of font names come from? Is it standard or something? */
|
||||
font-family: -apple-system,BlinkMacSystemFont,segoe ui,Helvetica,Arial,sans-serif,apple color emoji,segoe ui emoji,segoe ui symbol;
|
||||
}
|
||||
|
||||
.main_section
|
||||
{
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
#canvas_container
|
||||
{
|
||||
display: inline-block;
|
||||
}
|
||||
|
||||
canvas
|
||||
{
|
||||
border: 1px solid black;
|
||||
width: 640px;
|
||||
height: 480px;
|
||||
}
|
||||
80
data/main.js
Normal file
80
data/main.js
Normal file
@@ -0,0 +1,80 @@
|
||||
|
||||
import { WASM_MEMORY_PAGE_SIZE, appGlobals } from './globals.js'
|
||||
import { loadWasmModule, wasmPntrToJsString, wasmPntrAndLengthToJsString } from './wasm_functions.js'
|
||||
import { jsStdFunctions } from './std_functions.js'
|
||||
import { jsGlFunctions } from './gl_functions.js'
|
||||
|
||||
function AcquireCanvas(canvasWidth, canvasHeight)
|
||||
{
|
||||
var canvas = document.getElementsByTagName("canvas")[0];
|
||||
// console.log(canvas);
|
||||
|
||||
// set the display size of the canvas.
|
||||
canvas.style.width = canvasWidth + "px";
|
||||
canvas.style.height = canvasHeight + "px";
|
||||
|
||||
// set the size of the drawingBuffer
|
||||
var devicePixelRatio = window.devicePixelRatio || 1;
|
||||
canvas.width = canvasWidth * devicePixelRatio;
|
||||
canvas.height = canvasHeight * devicePixelRatio;
|
||||
|
||||
// canvasContainer = document.getElementById("canvas_container");
|
||||
// console.assert(canvasContainer != null, "Couldn't find canvas container DOM element!");
|
||||
appGlobals.canvas = canvas;
|
||||
return canvas;
|
||||
}
|
||||
|
||||
function CreateGlContext(canvas)
|
||||
{
|
||||
var canvasContextGl = canvas.getContext("webgl2");
|
||||
if (canvasContextGl === null) { console.error("Unable to initialize WebGL render context. Your browser or machine may not support it :("); return null; }
|
||||
// console.dir(canvasContextGl);
|
||||
appGlobals.glContext = canvasContextGl;
|
||||
return canvasContextGl;
|
||||
}
|
||||
|
||||
async function LoadWasmModule(wasmFilePath, initialWasmPageCount)
|
||||
{
|
||||
appGlobals.textDecoder = new TextDecoder("utf-8");
|
||||
|
||||
let wasmEnvironment =
|
||||
{
|
||||
...jsStdFunctions,
|
||||
...jsGlFunctions,
|
||||
};
|
||||
appGlobals.wasmModule = await loadWasmModule(wasmFilePath, wasmEnvironment);
|
||||
|
||||
appGlobals.memDataView = new DataView(new Uint8Array(appGlobals.wasmModule.exports.memory.buffer).buffer);
|
||||
// let heapBaseAddress = appGlobals.wasmModule.exports.__heap_base.value;
|
||||
// console.log("__heap_base = " + heapBaseAddress);
|
||||
|
||||
let memorySize = appGlobals.wasmModule.exports.memory.buffer.byteLength;
|
||||
let numMemoryPagesAfterLoad = memorySize / WASM_MEMORY_PAGE_SIZE;
|
||||
if ((memorySize % WASM_MEMORY_PAGE_SIZE) != 0)
|
||||
{
|
||||
console.warn("memorySize (" + memorySize + ") is not a multiple of WASM_MEMORY_PAGE_SIZE (" + WASM_MEMORY_PAGE_SIZE + ")");
|
||||
numMemoryPagesAfterLoad++;
|
||||
}
|
||||
appGlobals.wasmModule.exports.init_mem(numMemoryPagesAfterLoad);
|
||||
}
|
||||
|
||||
async function MainLoop()
|
||||
{
|
||||
console.log("Initializing WebGL Canvas...");
|
||||
var canvas = AcquireCanvas(600, 400);
|
||||
var glContext = CreateGlContext(canvas);
|
||||
|
||||
console.log("Loading WASM Module...");
|
||||
await LoadWasmModule("app.wasm", 4);
|
||||
appGlobals.wasmModule.exports.App_Initialize();
|
||||
|
||||
console.log("Running!");
|
||||
function renderFrame()
|
||||
{
|
||||
appGlobals.wasmModule.exports.App_UpdateAndRender();
|
||||
window.requestAnimationFrame(renderFrame);
|
||||
}
|
||||
window.requestAnimationFrame(renderFrame);
|
||||
}
|
||||
|
||||
MainLoop();
|
||||
73
data/std_functions.js
Normal file
73
data/std_functions.js
Normal file
@@ -0,0 +1,73 @@
|
||||
/*
|
||||
File: std_functions.c
|
||||
Author: Taylor Robbins
|
||||
Date: 09\01\2025
|
||||
Description:
|
||||
** Contains all the functions that are required as imports by the C standard library implementation in the std folder
|
||||
*/
|
||||
|
||||
import { WASM_MEMORY_PAGE_SIZE, appGlobals } from './globals.js'
|
||||
import { wasmPntrToJsString, wasmPntrAndLengthToJsString } from './wasm_functions.js'
|
||||
|
||||
export function jsStdPrint(level, messageStrPntr, messageLength)
|
||||
{
|
||||
let messageStr = wasmPntrAndLengthToJsString(messageStrPntr, messageLength);
|
||||
if (level == 0) { console.debug(messageStr); }
|
||||
else if (level == 1) { console.info(messageStr); }
|
||||
else if (level == 2) { console.warn(messageStr); }
|
||||
else if (level == 3) { console.error(messageStr); }
|
||||
else { console.log(messageStr); }
|
||||
}
|
||||
|
||||
export function jsStdAbort(messageStrPntr, exitCode)
|
||||
{
|
||||
let messageStr = wasmPntrToJsString(messageStrPntr);
|
||||
let exitStr = "Abort [" + exitCode + "]: " + messageStr;
|
||||
console.error(exitStr);
|
||||
throw new Error(exitStr);
|
||||
}
|
||||
|
||||
export function jsStdAssertFailure(filePathPntr, fileLineNum, funcNamePntr, conditionStrPntr, messageStrPntr)
|
||||
{
|
||||
let filePath = wasmPntrToJsString(filePathPntr);
|
||||
let funcName = wasmPntrToJsString(funcNamePntr);
|
||||
let conditionStr = wasmPntrToJsString(conditionStrPntr);
|
||||
let outputMessage = "";
|
||||
if (messageStrPntr != 0)
|
||||
{
|
||||
let messageStr = wasmPntrToJsString(messageStrPntr);
|
||||
outputMessage = "Assertion failed, " + messageStr + " (" + conditionStr + ") is not true! In " + filePath + ":" + fileLineNum + " " + funcName + "(...)";
|
||||
}
|
||||
else
|
||||
{
|
||||
outputMessage = "Assertion failed! (" + conditionStr + ") is not true! In " + filePath + ":" + fileLineNum + " " + funcName + "(...)";
|
||||
}
|
||||
console.error(outputMessage);
|
||||
throw new Error(outputMessage);
|
||||
}
|
||||
|
||||
export function jsStdDebugBreak()
|
||||
{
|
||||
//TODO: This is not a proper solution, really. Can we somehow notify the debugger in Firefox/Chrome/Safari/etc.?
|
||||
alert("A debug breakpoint has been hit!");
|
||||
}
|
||||
|
||||
//TODO: Can we use these inside the Wasm module rather than calling out to javascript??
|
||||
// __builtin_wasm_memory_size(0); // the number of 64Kb pages we have
|
||||
// __builtin_wasm_memory_grow(0, blocks); // increases amount of pages
|
||||
// __builtin_huge_valf(); // similar to Infinity in JS
|
||||
export function jsStdGrowMemory(numPages)
|
||||
{
|
||||
let currentPageCount = appGlobals.wasmModule.exports.memory.buffer.byteLength / WASM_MEMORY_PAGE_SIZE;
|
||||
// console.log("Memory growing by " + numPages + " pages (" + currentPageCount + " -> " + (currentPageCount + numPages) + ")");
|
||||
appGlobals.wasmModule.exports.memory.grow(numPages);
|
||||
appGlobals.memDataView = new DataView(new Uint8Array(appGlobals.wasmModule.exports.memory.buffer).buffer);
|
||||
}
|
||||
|
||||
export let jsStdFunctions = {
|
||||
jsStdPrint: jsStdPrint,
|
||||
jsStdAbort: jsStdAbort,
|
||||
jsStdAssertFailure: jsStdAssertFailure,
|
||||
jsStdDebugBreak: jsStdDebugBreak,
|
||||
jsStdGrowMemory: jsStdGrowMemory,
|
||||
};
|
||||
42
data/wasm_functions.js
Normal file
42
data/wasm_functions.js
Normal file
@@ -0,0 +1,42 @@
|
||||
|
||||
import { appGlobals } from './globals.js'
|
||||
|
||||
export async function loadWasmModule(filePath, environment)
|
||||
{
|
||||
let result = null;
|
||||
try
|
||||
{
|
||||
const fetchPromise = fetch(filePath);
|
||||
const wasmModule = await WebAssembly.instantiateStreaming(
|
||||
fetchPromise,
|
||||
{ env: environment }
|
||||
);
|
||||
result = wasmModule.instance;
|
||||
}
|
||||
catch (exception)
|
||||
{
|
||||
console.error("Failed to load WASM module from \"" + filePath + "\":", exception);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
//TODO: We should do some performance measurements of wasmPntrToJsString vs wasmPntrAndLengthToJsString!
|
||||
export function wasmPntrToJsString(ptr)
|
||||
{
|
||||
let cIndex = ptr;
|
||||
while (cIndex < appGlobals.memDataView.byteLength)
|
||||
{
|
||||
let byteValue = appGlobals.memDataView.getUint8(cIndex, true);
|
||||
if (byteValue == 0) { break; }
|
||||
cIndex++;
|
||||
}
|
||||
return appGlobals.textDecoder.decode(
|
||||
appGlobals.memDataView.buffer.slice(ptr, cIndex)
|
||||
);
|
||||
}
|
||||
export function wasmPntrAndLengthToJsString(ptr, length)
|
||||
{
|
||||
return appGlobals.textDecoder.decode(
|
||||
appGlobals.memDataView.buffer.slice(ptr, ptr + length)
|
||||
);
|
||||
}
|
||||
147
test_app.c
147
test_app.c
@@ -8,20 +8,143 @@ Description:
|
||||
|
||||
#include "cwasm.c"
|
||||
|
||||
#define SCRATCH_ARENAS_SIZE Kilobytes(128)
|
||||
|
||||
WASM_EXPORT(InitializeApp) void InitializeApp()
|
||||
struct
|
||||
{
|
||||
InitializeCWasm(SCRATCH_ARENAS_SIZE);
|
||||
GlId positionBuffer;
|
||||
GlId colorBuffer;
|
||||
GlId vao;
|
||||
GlId vertexShader;
|
||||
GlId fragmentShader;
|
||||
GlId testShader;
|
||||
|
||||
u32 frameIndex;
|
||||
} app;
|
||||
|
||||
static const char* VertexShaderCodeStr;
|
||||
static const char* FragmentShaderCodeStr;
|
||||
|
||||
WASM_EXPORT(App_Initialize) void App_Initialize()
|
||||
{
|
||||
InitializeCWasm(Kilobytes(128));
|
||||
|
||||
memset(&app, 0x00, sizeof(app));
|
||||
|
||||
r32 positions[] = {
|
||||
-0.9, -0.79, // left bottom corner
|
||||
1.0, -1.0, // right bottom corner
|
||||
0.0, 1.0 // center top corner
|
||||
};
|
||||
app.positionBuffer = jsGlCreateBuffer();
|
||||
jsGlBindBuffer(GL_ARRAY_BUFFER, app.positionBuffer);
|
||||
jsGlBufferData(GL_ARRAY_BUFFER, sizeof(positions), &positions[0], GL_STATIC_DRAW);
|
||||
|
||||
u8 colors[] = {
|
||||
// R , G , B
|
||||
255, 0, 0, // red
|
||||
0, 255, 0, // green
|
||||
0, 0, 255 // blue
|
||||
};
|
||||
app.colorBuffer = jsGlCreateBuffer();
|
||||
jsGlBindBuffer(GL_ARRAY_BUFFER, app.colorBuffer);
|
||||
jsGlBufferData(GL_ARRAY_BUFFER, sizeof(colors), &colors[0], GL_STATIC_DRAW);
|
||||
|
||||
app.vao = jsGlCreateVertexArray();
|
||||
jsGlBindVertexArray(app.vao); // start "recording"
|
||||
// position attribute data
|
||||
jsGlBindBuffer(GL_ARRAY_BUFFER, app.positionBuffer);
|
||||
jsGlEnableVertexAttribArray(0);
|
||||
jsGlVertexAttribPointer(
|
||||
0, // attrib location
|
||||
2, // components per element: vec2 for our postition data
|
||||
GL_FLOAT, // buffer data type: we have Float32Array
|
||||
false, // whether the data is normalized to 0.0 1.0 range in shaders
|
||||
0, // stride, not important atm
|
||||
0 // offset, not important atm
|
||||
);
|
||||
// color attribute data
|
||||
jsGlBindBuffer(GL_ARRAY_BUFFER, app.colorBuffer);
|
||||
jsGlEnableVertexAttribArray(1);
|
||||
jsGlVertexAttribPointer(
|
||||
1, // attrib location
|
||||
3, // components per element:
|
||||
GL_UNSIGNED_BYTE, // we have Uint8Array
|
||||
true, // the 0..255 is normalized into 0.0...1.0 in shaders
|
||||
0,
|
||||
0
|
||||
);
|
||||
jsGlBindVertexArray(0); // end "recording"
|
||||
|
||||
app.vertexShader = jsGlCreateShader(GL_VERTEX_SHADER);
|
||||
jsGlShaderSource(app.vertexShader, (int)strlen(VertexShaderCodeStr), VertexShaderCodeStr);
|
||||
jsGlCompileShader(app.vertexShader);
|
||||
if (!jsGlGetShaderParameterBool(app.vertexShader, GL_COMPILE_STATUS)) { WriteLine_E("Failed to compile vertex shader!"); } //TODO: jsGlGetShaderInfoLog
|
||||
app.fragmentShader = jsGlCreateShader(GL_FRAGMENT_SHADER);
|
||||
jsGlShaderSource(app.fragmentShader, (int)strlen(FragmentShaderCodeStr), FragmentShaderCodeStr);
|
||||
jsGlCompileShader(app.fragmentShader);
|
||||
if (!jsGlGetShaderParameterBool(app.fragmentShader, GL_COMPILE_STATUS)) { WriteLine_E("Failed to compile fragment shader!"); } //TODO: jsGlGetShaderInfoLog
|
||||
app.testShader = jsGlCreateProgram();
|
||||
jsGlAttachShader(app.testShader, app.vertexShader);
|
||||
jsGlAttachShader(app.testShader, app.fragmentShader);
|
||||
jsGlLinkProgram(app.testShader);
|
||||
// also debug the program status
|
||||
if (!jsGlGetProgramParameterBool(app.testShader, GL_LINK_STATUS)) { WriteLine_E("Failed to link shader program!"); } //TODO: jsGlGetProgramInfoLog
|
||||
}
|
||||
|
||||
WASM_EXPORT(HelloFromWasm) float HelloFromWasm(float value, float value2)
|
||||
WASM_EXPORT(App_UpdateAndRender) void App_UpdateAndRender()
|
||||
{
|
||||
printf("Called HelloFromWasm(%g)!\n", fmodf(value, value2));
|
||||
for (int iIndex = 0; iIndex < 1024; iIndex++)
|
||||
{
|
||||
void* newMem = grow_mem(1024);
|
||||
printf("mem[%d] = %p\n", iIndex, newMem);
|
||||
}
|
||||
return value*(value+1)*2;
|
||||
r32 time = app.frameIndex * (1000.0f/60.0f);
|
||||
jsGlClearColor(sinf(time * 0.0005f + 1.5f)/2 + 0.5f, sinf(time * 0.0013f + 2.3f)/2 + 0.5f, sinf(time * 0.0007f + 3.7f)/2 + 0.5f, 1.0f);
|
||||
jsGlClear(GL_COLOR_BUFFER_BIT);
|
||||
jsGlBindVertexArray(app.vao); // our vertex array object
|
||||
jsGlUseProgram(app.testShader); // our shader program
|
||||
jsGlDrawArrays(
|
||||
GL_TRIANGLES, // drawing mode
|
||||
0, // index of the first vertex to draw
|
||||
3 // number of vertices to draw
|
||||
);
|
||||
|
||||
app.frameIndex++;
|
||||
}
|
||||
|
||||
static const char* VertexShaderCodeStr = "#version 300 es\n"
|
||||
"// ^^^\n"
|
||||
"// the version definition has to be the first line in\n"
|
||||
"// the string.\n"
|
||||
"\n"
|
||||
"// sets the precision level for all float and vec\n"
|
||||
"// data types\n"
|
||||
"precision highp float;\n"
|
||||
"\n"
|
||||
"// this is the vertex attribute at index 0\n"
|
||||
"// which we defined in the vertex array object.\n"
|
||||
"// we can use any name for this in the glsl code\n"
|
||||
"// the important bit is the location=0\n"
|
||||
"layout(location=0) in vec2 aPos;\n"
|
||||
"\n"
|
||||
"// this is the color attrib at index: 1\n"
|
||||
"layout(location=1) in vec3 aCol;\n"
|
||||
"\n"
|
||||
"// this is the interpolate color which is\n"
|
||||
"// passed to the fragment shader\n"
|
||||
"out vec3 vCol;\n"
|
||||
"\n"
|
||||
"void main(){\n"
|
||||
" vCol = aCol; // just pass through the value \n"
|
||||
" \n"
|
||||
" // vertex position for the shader program\n"
|
||||
" // always a vec4 value\n"
|
||||
" gl_Position = vec4(aPos, 0.0, 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
static const char* FragmentShaderCodeStr = "#version 300 es\n"
|
||||
"precision highp float;\n"
|
||||
"\n"
|
||||
"in vec3 vCol; // the data from vertex shader\n"
|
||||
"\n"
|
||||
"// fragment output value\n"
|
||||
"// essentially the color of the output pixel\n"
|
||||
"out vec4 outCol;\n"
|
||||
"\n"
|
||||
"void main(){\n"
|
||||
" outCol = vec4(vCol, 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
Reference in New Issue
Block a user