Files
CWasm/test_app.c

151 lines
4.7 KiB
C

/*
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";