File: webgl_draw_base_vertex_base_instance_test.c

package info (click to toggle)
emscripten 3.1.69%2Bdfsg-4
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 121,872 kB
  • sloc: ansic: 636,110; cpp: 425,974; javascript: 78,401; python: 58,404; sh: 49,154; pascal: 5,237; makefile: 3,365; asm: 2,415; lisp: 1,869
file content (183 lines) | stat: -rw-r--r-- 5,445 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
/*
 * Copyright 2020 The Emscripten Authors.  All rights reserved.
 * Emscripten is available under two separate licenses, the MIT license and the
 * University of Illinois/NCSA Open Source License.  Both these licenses can be
 * found in the LICENSE file.
 */

#include <stdio.h>
#include <stdlib.h>
#include <assert.h>
#include <emscripten/emscripten.h>
#include <emscripten/html5.h>

#include <webgl/webgl2_ext.h>

#include <GLES3/gl3.h>

GLuint compile_shader(GLenum shaderType, const char *src) {
  GLuint shader = glCreateShader(shaderType);
  glShaderSource(shader, 1, &src, NULL);
  glCompileShader(shader);

  GLint isCompiled = 0;
  glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
  if (!isCompiled)
  {
    GLint maxLength = 0;
    glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
    char *buf = (char*)malloc(maxLength);
    glGetShaderInfoLog(shader, maxLength, NULL, buf);
    printf("%s\n", buf);
    free(buf);
    return 0;
  }

  return shader;
}

GLuint create_program(GLuint vertexShader, GLuint fragmentShader) {
  GLuint program = glCreateProgram();
  glAttachShader(program, vertexShader);
  glAttachShader(program, fragmentShader);
  glBindAttribLocation(program, 0, "apos");
  glBindAttribLocation(program, 1, "acolor");
  glLinkProgram(program);
  return program;
}

#ifndef WEBGL_CONTEXT_VERSION
#define WEBGL_CONTEXT_VERSION 2
#endif

int main() {
  EMSCRIPTEN_WEBGL_CONTEXT_HANDLE ctx;
  EMSCRIPTEN_RESULT res;
  EmscriptenWebGLContextAttributes attrs;
  emscripten_webgl_init_context_attributes(&attrs);
  attrs.majorVersion = WEBGL_CONTEXT_VERSION;
  ctx = emscripten_webgl_create_context("#canvas", &attrs);
  assert(ctx > 0); // Must have received a valid context.
  res = emscripten_webgl_make_context_current(ctx);
  assert(res == EMSCRIPTEN_RESULT_SUCCESS);

#ifdef EXPLICIT_SWAP
  attrs.explicitSwapControl = 1;
#endif

  GLboolean extAvailable = emscripten_webgl_enable_WEBGL_draw_instanced_base_vertex_base_instance(ctx);
  extAvailable &= emscripten_webgl_enable_WEBGL_multi_draw_instanced_base_vertex_base_instance(ctx);

  if (!extAvailable) {
    EM_ASM({
      fetch('http://localhost:8888/report_result?skipped:%20WEBGL_draw_instanced_base_vertex_base_instance%20is%20not%20supported!').then(() => window.close());
    });
    return 0;
  }

  static const char vertex_shader[] =
    "#version 300 es\n"
    "layout(location=0) in vec4 apos;"
    "layout(location=1) in vec4 acolor;"
    "layout(location=2) in float icolor;"
    "out vec4 color;"
    "void main() {"
      "color = acolor;"
      "color.b = icolor;"
      "gl_Position = apos;"
    "}";
  GLuint vs = compile_shader(GL_VERTEX_SHADER, vertex_shader);

  static const char fragment_shader[] =
    "#version 300 es\n"
    "precision lowp float;"
    "in vec4 color;"
    "out vec4 o_color;"
    "void main() {"
      "o_color = color;"
    "}";
  GLuint fs = compile_shader(GL_FRAGMENT_SHADER, fragment_shader);

  GLuint program = create_program(vs, fs);
  glUseProgram(program);

  static const float pos_and_color[] = {
  //     x,     y, r, g, b
     -0.5f, -0.5f, 1, 1, 0,
      0.5f, -0.5f, 1, 0, 0,
     -0.5f,   0.5f, 0, 1, 0,
      0.5f, 0.5f, 0, 0, 0,
     -0.5f,   0.5f, 0, 1, 0,
      0.5f, -0.5f, 1, 0, 0
  };

  // 2 -- 3
  // | \  |
  // |  \ |
  // 0 -- 1
  static const GLushort indices[] = {
    0, 1, 2,
    2, 1, 0
  };

  static const float instance_color[] = {
    0, 1
  };

  GLuint vbo;
  glGenBuffers(1, &vbo);
  glBindBuffer(GL_ARRAY_BUFFER, vbo);
  glBufferData(GL_ARRAY_BUFFER, sizeof(pos_and_color), pos_and_color, GL_STATIC_DRAW);
  glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 20, 0);
  glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 20, (void*)8);
  glEnableVertexAttribArray(0);
  glEnableVertexAttribArray(1);

  GLuint ibo;
  glGenBuffers(1, &ibo);
  glBindBuffer(GL_ARRAY_BUFFER, ibo);
  glBufferData(GL_ARRAY_BUFFER, sizeof(instance_color), instance_color, GL_STATIC_DRAW);
  glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 0, 0);
  glVertexAttribDivisor(2, 1);
  glEnableVertexAttribArray(2);

  // use element array buffer
  GLuint elementBuffer;
  glGenBuffers(1, &elementBuffer);
  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer);
  glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);

  glClearColor(0.3f,0.3f,0.3f,1);

  GLint firsts[] = {0, 3};
  GLsizei counts[] = {3, 3};
  GLsizei instanceCounts[] = {1, 1};
  const GLvoid* const offsets[] = {(GLvoid*)0, (GLvoid*)(3 * sizeof(GLushort))};
  GLint baseVertices[] = {0, 1};
  GLuint baseInstances[] = {0, 1};
  GLsizei drawcount = 2;

  glClear(GL_COLOR_BUFFER_BIT);

#if MULTI_DRAW
#if DRAW_ELEMENTS
  glMultiDrawElementsInstancedBaseVertexBaseInstanceWEBGL(GL_TRIANGLES, counts, GL_UNSIGNED_SHORT, offsets, instanceCounts, baseVertices, baseInstances, drawcount);
#else
  glMultiDrawArraysInstancedBaseInstanceWEBGL(GL_TRIANGLES, firsts, counts, instanceCounts, baseInstances, drawcount);
#endif
#else
#if DRAW_ELEMENTS
  for (GLsizei i = 0; i < drawcount; i++) {
    glDrawElementsInstancedBaseVertexBaseInstanceWEBGL(GL_TRIANGLES, counts[i], GL_UNSIGNED_SHORT, offsets[i], instanceCounts[i], baseVertices[i], baseInstances[i]);
  }
#else
  for (GLsizei i = 0; i < drawcount; i++) {
    glDrawArraysInstancedBaseInstanceWEBGL(GL_TRIANGLES, firsts[i], counts[i], instanceCounts[i], baseInstances[i]);
  }
#endif
#endif

#ifdef EXPLICIT_SWAP
  emscripten_webgl_commit_frame();
#endif
}