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html5_webgl.c
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#include <emscripten/html5_webgl.h>
#include <emscripten/html5.h>
#include <webgl/webgl2.h>
#include <stdlib.h>
#include <assert.h>
#include <stdio.h>
#include <string.h>
GLuint compile_shader(GLenum shaderType, const char *src) {
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
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;
}
int main() {
EmscriptenWebGLContextAttributes attrs;
emscripten_webgl_init_context_attributes(&attrs);
attrs.majorVersion = 2;
attrs.proxyContextToMainThread = EMSCRIPTEN_WEBGL_CONTEXT_PROXY_FALLBACK;
attrs.renderViaOffscreenBackBuffer = true;
EMSCRIPTEN_WEBGL_CONTEXT_HANDLE context = emscripten_webgl_create_context("#canvas", &attrs);
emscripten_webgl_make_context_current(context);
// Test emscripten_webgl_get_supported_extensions() API
char *extensions = emscripten_webgl_get_supported_extensions();
assert(extensions);
assert(strlen(extensions) > 0);
assert(strstr(extensions, "WEBGL") != 0);
free(extensions);
// Test emscripten_webgl_get_parameter_d() API
assert(emscripten_webgl_get_parameter_d(GL_BLUE_BITS) == 8);
// Test emscripten_webgl_get_parameter_o() API
GLuint buf;
glGenBuffers(1, &buf);
assert(buf != 0);
glBindBuffer(GL_ARRAY_BUFFER, buf);
assert(emscripten_webgl_get_parameter_o(GL_ARRAY_BUFFER_BINDING) == buf);
// Test emscripten_webgl_get_parameter_utf8() API
char *version = emscripten_webgl_get_parameter_utf8(GL_VERSION);
assert(version);
assert(strstr(version, "WebGL") != 0);
free(version);
// Test emscripten_webgl_get_parameter_i64v API
int64_t components = 0;
emscripten_webgl_get_parameter_i64v(GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS, &components);
assert(components > 0);
// Test emscripten_webgl_get_parameter_v API with truncated read length
glViewport(1, 2, 3, 4);
int viewport[4] = { 0, 0, 0, 0 };
int numElements = emscripten_webgl_get_parameter_v(GL_VIEWPORT, viewport, 3, EMSCRIPTEN_WEBGL_PARAM_TYPE_INT);
assert(numElements == 4);
assert(viewport[0] == 1);
assert(viewport[1] == 2);
assert(viewport[2] == 3);
assert(viewport[3] == 0);
// Test emscripten_webgl_get_parameter_v API with full read length
numElements = emscripten_webgl_get_parameter_v(GL_VIEWPORT, viewport, 4, EMSCRIPTEN_WEBGL_PARAM_TYPE_INT);
assert(numElements == 4);
assert(viewport[0] == 1);
assert(viewport[1] == 2);
assert(viewport[2] == 3);
assert(viewport[3] == 4);
// Test emscripten_webgl_get_vertex_attrib_d() API
glEnableVertexAttribArray(0);
double enabled = emscripten_webgl_get_vertex_attrib_d(0, GL_VERTEX_ATTRIB_ARRAY_ENABLED);
assert(enabled == 1.0);
// Test emscripten_webgl_get_vertex_attrib_v() API with truncated read length
glVertexAttrib4f(0, 0.2f, 0.4f, 0.6f, 0.8f);
float data[4] = { 0, 0, 0, 0 };
numElements = emscripten_webgl_get_vertex_attrib_v(0, GL_CURRENT_VERTEX_ATTRIB, data, 2, EMSCRIPTEN_WEBGL_PARAM_TYPE_FLOAT);
assert(numElements == 4);
assert(data[0] == 0.2f);
assert(data[1] == 0.4f);
assert(data[2] == 0.0f);
assert(data[3] == 0.0f);
// Test emscripten_webgl_get_vertex_attrib_v() API with full read length
numElements = emscripten_webgl_get_vertex_attrib_v(0, GL_CURRENT_VERTEX_ATTRIB, data, 4, EMSCRIPTEN_WEBGL_PARAM_TYPE_FLOAT);
assert(numElements == 4);
assert(data[0] == 0.2f);
assert(data[1] == 0.4f);
assert(data[2] == 0.6f);
assert(data[3] == 0.8f);
// Test emscripten_webgl_get_vertex_attrib_o() API
glBufferData(GL_ARRAY_BUFFER, 4, data, GL_STATIC_DRAW);
glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 0, 0);
assert(emscripten_webgl_get_vertex_attrib_o(0, GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) == buf);
static const char vertex_shader[] =
"#version 100\n"
"attribute vec4 apos;"
"attribute vec4 acolor;"
"uniform float vsUniformFloat;"
"varying vec4 color;"
"void main() {"
"color = acolor * vsUniformFloat;"
"gl_Position = apos;"
"}";
GLuint vs = compile_shader(GL_VERTEX_SHADER, vertex_shader);
// Test emscripten_webgl_get_shader_parameter_d() API
assert(emscripten_webgl_get_shader_parameter_d(vs, GL_DELETE_STATUS) == 0);
assert(emscripten_webgl_get_shader_parameter_d(vs, GL_COMPILE_STATUS) == 1);
assert(emscripten_webgl_get_shader_parameter_d(vs, GL_SHADER_TYPE) == GL_VERTEX_SHADER);
// Test emscripten_webgl_get_shader_source_utf8() API
char *src = emscripten_webgl_get_shader_source_utf8(vs);
assert(src);
assert(strstr(src, "attribute") != 0);
free(src);
static const char failing_shader[] =
"#version 100\n"
"attribute vec4 apos;"
"attr_error_ibute vec4 acolor;"
"varying vec4 color;"
"void main() {"
"color = acolor;"
"gl_Position = apos;"
"}";
GLuint vs2 = compile_shader(GL_VERTEX_SHADER, failing_shader);
// Test emscripten_webgl_get_shader_info_log_utf8() API
src = emscripten_webgl_get_shader_info_log_utf8(vs2);
assert(src);
assert(strstr(src, "attr_error_ibute") != 0);
free(src);
static const char fragment_shader[] =
"#version 100\n"
"precision lowp float;"
"varying vec4 color;"
"uniform vec4 psUniformVec;"
"void main() {"
"gl_FragColor = color + psUniformVec;"
"}";
GLuint fs = compile_shader(GL_FRAGMENT_SHADER, fragment_shader);
// Test emscripten_webgl_get_shader_parameter_d() API
assert(emscripten_webgl_get_shader_parameter_d(fs, GL_DELETE_STATUS) == 0);
assert(emscripten_webgl_get_shader_parameter_d(fs, GL_COMPILE_STATUS) == 1);
assert(emscripten_webgl_get_shader_parameter_d(fs, GL_SHADER_TYPE) == GL_FRAGMENT_SHADER);
// Test emscripten_webgl_get_shader_source_utf8() API
src = emscripten_webgl_get_shader_source_utf8(fs);
assert(src);
assert(strstr(src, "varying") != 0);
free(src);
GLuint program = create_program(vs, fs);
// Test emscripten_webgl_get_program_parameter_d() API
assert(emscripten_webgl_get_program_parameter_d(program, GL_ACTIVE_ATTRIBUTES) == 2);
// Test emscripten_webgl_get_program_info_log_utf8() API
GLuint program2 = create_program(vs2, fs);
char *programLog = emscripten_webgl_get_program_info_log_utf8(program2);
assert(programLog);
// Firefox says "Must have a compiled vertex shader attached."
// Chrome says "invalid shaders"
// -> test that word "shader" is present
assert(strstr(programLog, "shader") != 0);
free(programLog);
glUseProgram(program);
glUniform1f(glGetUniformLocation(program, "vsUniformFloat"), 2.f);
glUniform4f(glGetUniformLocation(program, "psUniformVec"), 1.f, 2.f, 3.f, 4.f);
// Test emscripten_webgl_get_uniform_d() API
double vsUniformFloat = emscripten_webgl_get_uniform_d(program, glGetUniformLocation(program, "vsUniformFloat"));
assert(vsUniformFloat == 2.f);
float psUniformVec[4] = { 0, 0, 0, 0 };
// Test emscripten_webgl_get_uniform_v() API truncated read
numElements = emscripten_webgl_get_uniform_v(program, glGetUniformLocation(program, "psUniformVec"), psUniformVec, 3, EMSCRIPTEN_WEBGL_PARAM_TYPE_FLOAT);
assert(numElements == 4);
assert(psUniformVec[0] == 1.0f);
assert(psUniformVec[1] == 2.0f);
assert(psUniformVec[2] == 3.0f);
assert(psUniformVec[3] == 0.0f);
// Test emscripten_webgl_get_uniform_v() API full read
numElements = emscripten_webgl_get_uniform_v(program, glGetUniformLocation(program, "psUniformVec"), psUniformVec, 4, EMSCRIPTEN_WEBGL_PARAM_TYPE_FLOAT);
assert(numElements == 4);
assert(psUniformVec[0] == 1.0f);
assert(psUniformVec[1] == 2.0f);
assert(psUniformVec[2] == 3.0f);
assert(psUniformVec[3] == 4.0f);
return 0;
}