/* File: test_app.c Author: Taylor Robbins Date: 08\28\2025 Description: ** When no other application is present, this serves as a simple test case for the CWasm layer */ #include "cwasm.c" struct { 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(App_UpdateAndRender) void App_UpdateAndRender() { 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";