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@devappd
Last active November 2, 2023 18:28
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Minimal OpenGL Emscripten example
mkdir -p bin
emcc -o bin/main.html main.cpp -s USE_SDL=2 -s FULL_ES2=1 -s SINGLE_FILE=1
emcc -o bin/main-asyncify.html main.cpp -s USE_SDL=2 -s FULL_ES2=1 -s ASYNCIFY=1 -s SINGLE_FILE=1
#include <exception>
#include <functional>
#define GL_GLEXT_PROTOTYPES 1
#include <emscripten.h>
#include <SDL/SDL.h>
#include <SDL_opengles2.h>
// Shader sources
const GLchar* vertexSource =
"attribute vec4 position; \n"
"varying vec3 color; \n"
"void main() \n"
"{ \n"
" gl_Position = vec4(position.xyz, 1.0); \n"
" color = gl_Position.xyz + vec3(0.5); \n"
"} \n";
// Fragment/pixel shader
const GLchar* fragmentSource =
"precision mediump float; \n"
"varying vec3 color; \n"
"void main() \n"
"{ \n"
" gl_FragColor = vec4 ( color, 1.0 ); \n"
"} \n";
std::function<void()> loop;
void main_loop() { loop(); }
int main(int argc, char** argv)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
auto wnd(
SDL_CreateWindow("test", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN));
auto glc = SDL_GL_CreateContext(wnd);
SDL_GL_SetSwapInterval(0);
auto rdr = SDL_CreateRenderer(
wnd, -1, SDL_RENDERER_ACCELERATED);
// Create Vertex Array Object
GLuint vao;
glGenVertexArraysOES(1, &vao);
glBindVertexArrayOES(vao);
// Create a Vertex Buffer Object and copy the vertex data to it
GLuint vbo;
glGenBuffers(1, &vbo);
GLfloat vertices[] = {0.0f, 0.5f, 0.5f, -0.5f, -0.5f, -0.5f};
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Create and compile the vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
// Create and compile the fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
// Link the vertex and fragment shader into a shader program
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
// Specify the layout of the vertex data
GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
loop = [&]
{
SDL_Event e;
while(SDL_PollEvent(&e))
{
if(e.type == SDL_QUIT) std::terminate();
}
// Clear the screen to black
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Draw a triangle from the 3 vertices
glDrawArrays(GL_TRIANGLES, 0, 3);
SDL_GL_SwapWindow(wnd);
};
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(main_loop, 0, true);
#else
while(true) main_loop();
#endif
return 0;
}
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