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/**
* \file emscripten.cpp
* Emscripten example of using the single-file \c basisu_transcoder.cpp. Draws
* a rotating textured quad with data from the in-line compressed textures.
* \n
* Compile using:
* \code
* export CC_FLAGS="-std=c++11 -Wall -Wextra -Werror -Os -g0 -flto --llvm-lto 3 -fno-exceptions -fno-rtti -lGL -DNDEBUG=1"
* export EM_FLAGS="-s ENVIRONMENT=web -s WASM=1 --shell-file shell.html --closure 1"
* emcc $CC_FLAGS $EM_FLAGS -o out.html emscripten.cpp
* \endcode
* Alternatively include \c basisu_transcoder.h and compile \c
* basisu_transcoder.cpp separately (the resulting binary is exactly the same
* size):
* \code
* emcc $CC_FLAGS $EM_FLAGS -o out.html ../basisu_transcoder.cpp emscripten.cpp
* \encode
* To determine the WebAssembly size without the transcoder comment the \c
* basisu_transcoder.cpp include (which stubs the texture creation).
* \n
* Example code released under a CC0 license.
*/
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <emscripten/emscripten.h>
#include <emscripten/html5.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "../basisu_transcoder.cpp"
//********************************* Test Data ********************************/
/**
* Basis Universal compressed 256x256 RGB texture source (with mipmaps).
* \n
* See \c testcard.png for the original. Generate using:
* \code
* basisu -comp_level 5 -linear -global_sel_pal -y_flip -mipmap
* \endcode
*/
static uint8_t const srcRgb[] = {
#include "testcard.basis.inc"
};
/**
* Basis Universal compressed 256x256 RGBA texture source (with mipmaps).
* \n
* See \c testcard-rgba.png for the original. Generate using:
* \code
* basisu -comp_level 5 -linear -global_sel_pal -y_flip -mipmap
* \endcode
*/
static uint8_t const srcRgba[] = {
#include "testcard-rgba.basis.inc"
};
//*************************** Program and Shaders ***************************/
/**
* Program object ID.
*/
static GLuint progId = 0;
/**
* Vertex shader ID.
*/
static GLuint vertId = 0;
/**
* Fragment shader ID.
*/
static GLuint fragId = 0;
//********************************* Uniforms *********************************/
/**
* Quad rotation angle ID.
*/
static GLint uRotId = -1;
/**
* Texture ID.
*/
static GLint uTx0Id = -1;
//******************************* Shader Source ******************************/
/**
* Vertex shader to draw texture mapped polys with an applied rotation.
*/
static GLchar const vertShader2D[] =
#if GL_ES_VERSION_2_0
"#version 100\n"
"precision mediump float;\n"
#else
"#version 120\n"
#endif
"uniform float uRot;" // rotation
"attribute vec2 aPos;" // vertex position coords
"attribute vec2 aUV0;" // vertex texture UV0
"varying vec2 vUV0;" // (passed to fragment shader)
"void main() {"
" float cosA = cos(radians(uRot));"
" float sinA = sin(radians(uRot));"
" mat3 rot = mat3(cosA, -sinA, 0.0,"
" sinA, cosA, 0.0,"
" 0.0, 0.0, 1.0);"
" gl_Position = vec4(rot * vec3(aPos, 1.0), 1.0);"
" vUV0 = aUV0;"
"}";
/**
* Fragment shader for the above polys.
*/
static GLchar const fragShader2D[] =
#if GL_ES_VERSION_2_0
"#version 100\n"
"precision mediump float;\n"
#else
"#version 120\n"
#endif
"uniform sampler2D uTx0;"
"varying vec2 vUV0;" // (passed from fragment shader)
"void main() {"
" gl_FragColor = texture2D(uTx0, vUV0);"
"}";
/**
* Helper to compile a shader.
*
* \param type shader type
* \param text shader source
* \return the shader ID (or zero if compilation failed)
*/
static GLuint compileShader(GLenum const type, const GLchar* text) {
GLuint shader = glCreateShader(type);
if (shader) {
glShaderSource (shader, 1, &text, NULL);
glCompileShader(shader);
GLint compiled;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (compiled) {
return shader;
} else {
GLint logLen;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLen);
if (logLen > 1) {
GLchar* logStr = static_cast<GLchar*>(malloc(logLen));
glGetShaderInfoLog(shader, logLen, NULL, logStr);
#ifndef NDEBUG
printf("Shader compilation error: %s\n", logStr);
#endif
free(logStr);
}
glDeleteShader(shader);
}
}
return 0;
}
//********************************** Helpers *********************************/
/**
* Vertex position index.
*/
#define GL_VERT_POSXY_ID 0
/**
* Vertex UV0 index.
*/
#define GL_VERT_TXUV0_ID 1
/**
* \c GL vec2 storage type.
*/
struct vec2 {
float x;
float y;
};
/**
* Combined 2D vertex and 2D texture coordinates.
*/
struct posTex2d {
struct vec2 pos;
struct vec2 uv0;
};
/**
* Shortcut for \c emscripten_webgl_enable_extension().
*/
#ifndef GL_HAS_EXT
#define GL_HAS_EXT(ctx, ext) emscripten_webgl_enable_extension(ctx, ext)
#endif
/*
* Possibly missing GL enums.
*
* Note: GL_COMPRESSED_RGB_ETC1_WEBGL is the same as GL_ETC1_RGB8_OES
*/
#ifndef GL_ETC1_RGB8_OES
#define GL_ETC1_RGB8_OES 0x8D64
#endif
#ifndef GL_COMPRESSED_RGB8_ETC2
#define GL_COMPRESSED_RGB8_ETC2 0x9274
#endif
#ifndef GL_COMPRESSED_RGBA8_ETC2_EAC
#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
#endif
#ifndef COMPRESSED_RGBA_ASTC_4x4_KHR
#define COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0
#endif
//***************************** Basis Universal ******************************/
/*
* All of the BasisU code is within this block to enable building with or
* without the library. Not including the transcoder will build a dummy
* implementation to (roughly) determine the size.
*/
#ifdef BASISD_LIB_VERSION
using namespace basist;
/**
* Shared codebook instance.
*/
static etc1_global_selector_codebook* globalCodebook = NULL;
/**
* Returns a supported compressed texture format for a given context.
*
* \param[in] ctx WebGL context
* \param[in] alpha \c true if the texture has an alpha channel
* \return corresponding Basis format
*/
static transcoder_texture_format supports(EMSCRIPTEN_WEBGL_CONTEXT_HANDLE const ctx, bool const alpha) {
#if BASISD_SUPPORT_PVRTC1 || !defined(BASISD_SUPPORT_PVRTC1)
/*
* Test for both prefixed and non-prefixed versions. This should grab iOS
* and other ImgTec GPUs first as a preference.
*
* TODO: do older iOS expose ASTC to the browser and does it transcode to RGBA?
*/
static bool const pvr = GL_HAS_EXT(ctx, "WEBKIT_WEBGL_compressed_texture_pvrtc")
|| GL_HAS_EXT(ctx, "WEBGL_compressed_texture_pvrtc");
if (pvr) {
return (alpha)
? transcoder_texture_format::cTFPVRTC1_4_RGBA
: transcoder_texture_format::cTFPVRTC1_4_RGB;
}
#endif
#if BASISD_SUPPORT_ASTC || !defined(BASISD_SUPPORT_ASTC)
/*
* Then Android, ChromeOS and others with ASTC (newer iOS devices should
* make the list but don't appear to be exposed from WebGL).
*/
static bool const astc = GL_HAS_EXT(ctx, "WEBGL_compressed_texture_astc");
if (astc) {
return transcoder_texture_format::cTFASTC_4x4_RGBA;
}
#endif
#if BASISD_SUPPORT_DXT1 || !defined(BASISD_SUPPORT_DXT1)
/*
* We choose DXT next, since a worry is the browser will claim ETC support
* then transcode (transcoding slower and with more artefacts). This gives
* us desktop and various (usually Intel) Android devices.
*/
static bool const dxt = GL_HAS_EXT(ctx, "WEBGL_compressed_texture_s3tc")
|| GL_HAS_EXT(ctx, "WEBKIT_WEBGL_compressed_texture_s3tc");
if (dxt) {
return (alpha)
? transcoder_texture_format::cTFBC3_RGBA
: transcoder_texture_format::cTFBC1_RGB;
}
#endif
#if BASISD_SUPPORT_ETC2_EAC_A8 || !defined(BASISD_SUPPORT_ETC2_EAC_A8)
/*
* Then ETC2 (which may be incorrect).
*/
static bool const etc2 = GL_HAS_EXT(ctx, "WEBGL_compressed_texture_etc");
if (etc2) {
return (alpha)
? transcoder_texture_format::cTFETC2_RGBA
: transcoder_texture_format::cTFETC1_RGB;
}
#endif
/*
* Finally ETC1, falling back on RGBA.
*
* TODO: we might just prefer to transcode to dithered 565 once available
*/
static bool const etc1 = GL_HAS_EXT(ctx, "WEBGL_compressed_texture_etc1");
if (etc1 && !alpha) {
return transcoder_texture_format::cTFETC1_RGB;
}
/*
* We choose 8888 over 4444 and 565 (in the hope that is is never chosen).
*/
return transcoder_texture_format::cTFRGBA32;
}
/**
* Returns the equivalent GL type given a BasisU type.
*
* \note This relies on \c #supports() returning the supported formats, and so
* only converts to the GL equivalents (without further testing for support).
*
* \param[in] type BasisU transcode target
* \return equivalent GL type
*/
static GLenum toGlType(transcoder_texture_format const type) {
switch (type) {
case transcoder_texture_format::cTFETC1_RGB:
return GL_ETC1_RGB8_OES;
case transcoder_texture_format::cTFETC2_RGBA:
return GL_COMPRESSED_RGBA8_ETC2_EAC;
case transcoder_texture_format::cTFBC1_RGB:
return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
case transcoder_texture_format::cTFBC3_RGBA:
return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
case transcoder_texture_format::cTFPVRTC1_4_RGB:
return GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
case transcoder_texture_format::cTFPVRTC1_4_RGBA:
return GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
case transcoder_texture_format::cTFASTC_4x4_RGBA:
return GL_COMPRESSED_RGBA_ASTC_4x4_KHR;
case transcoder_texture_format::cTFRGBA32:
return GL_UNSIGNED_BYTE;
case transcoder_texture_format::cTFRGB565:
return GL_UNSIGNED_SHORT_5_6_5;
default:
return GL_UNSIGNED_SHORT_4_4_4_4;
}
}
/**
* Uploads the texture.
*
* \param[in] ctx ctx WebGL context
* \param[in] name texture \e name
* \param[in] data \c .basis file content
* \param[in] size number of bytes in \a data
* \return \c true if the texture was decoded and created
*
* \todo reuse the decode buffer (the first mips level should be able to contain the rest)
*/
bool upload(EMSCRIPTEN_WEBGL_CONTEXT_HANDLE const ctx, GLuint const name, const uint8_t* const data, size_t const size) {
basisu_transcoder_init();
if (!globalCodebook) {
globalCodebook = new etc1_global_selector_codebook(g_global_selector_cb_size, g_global_selector_cb);
}
basisu_transcoder transcoder(globalCodebook);
bool success = false;
if (transcoder.validate_header(data, size)) {
glBindTexture(GL_TEXTURE_2D, name);
basisu_file_info fileInfo;
if (transcoder.get_file_info(data, size, fileInfo)) {
transcoder_texture_format type = supports(ctx, fileInfo.m_has_alpha_slices);
basisu_image_info info;
if (transcoder.get_image_info(data, size, info, 0)) {
printf("Transcoding to type: %s (w: %d, h: %d, mips: %d)\n",
basis_get_format_name(type), info.m_width, info.m_height,
info.m_total_levels);
if (transcoder.start_transcoding(data, size)) {
uint32_t descW, descH, blocks;
for (uint32_t level = 0; level < info.m_total_levels; level++) {
// reset per level
success = false;
if (transcoder.get_image_level_desc(data, size, 0, level, descW, descH, blocks)) {
uint32_t decSize;
if (type == transcoder_texture_format::cTFPVRTC1_4_RGB ||
type == transcoder_texture_format::cTFPVRTC1_4_RGBA)
{
decSize = (std::max(8U, (descW + 3) & ~3) *
std::max(8U, (descH + 3) & ~3) * 4 + 7) / 8;
} else {
decSize = basis_get_bytes_per_block_or_pixel(type);
if (basis_transcoder_format_is_uncompressed(type)) {
decSize *= descW * descH;
} else {
decSize *= blocks;
}
}
if (void* decBuf = malloc(decSize)) {
if (basis_transcoder_format_is_uncompressed(type)) {
// note that blocks becomes total number of pixels for RGB/RGBA
blocks = descW * descH;
}
if (transcoder.transcode_image_level(data, size, 0, level, decBuf, blocks, type)) {
if (basis_transcoder_format_is_uncompressed(type)) {
glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA,
descW, descH, 0, GL_RGBA, toGlType(type), decBuf);
} else {
glCompressedTexImage2D(GL_TEXTURE_2D, level,
toGlType(type), descW, descH, 0, decSize, decBuf);
}
success = true;
}
free(decBuf);
}
}
if (!success) {
break;
}
}
}
}
}
}
return success;
}
#else
// dummy implementation
bool upload(EMSCRIPTEN_WEBGL_CONTEXT_HANDLE /*ctx*/, GLuint /*name*/, const uint8_t* data, size_t size) {
return (data[0] | data[size - 1]) != 0;
}
#endif
//****************************************************************************/
/**
* Current quad rotation angle (in degrees, updated per frame).
*/
static float rotDeg = 0.0f;
/**
* Decoded textures (0 = opaque, 1 = transparent).
*/
static GLuint txName[2] = {};
/**
* Emscripten (single) GL context.
*/
static EMSCRIPTEN_WEBGL_CONTEXT_HANDLE glCtx = 0;
/**
* Emscripten resize handler.
*/
static EM_BOOL resize(int /*type*/, const EmscriptenUiEvent* /*e*/, void* /*data*/) {
double surfaceW;
double surfaceH;
if (emscripten_get_element_css_size ("#canvas", &surfaceW, &surfaceH) == EMSCRIPTEN_RESULT_SUCCESS) {
emscripten_set_canvas_element_size("#canvas", surfaceW, surfaceH);
if (glCtx) {
glViewport(0, 0, (int) surfaceW, (int) surfaceH);
}
}
return EM_FALSE;
}
/**
* Boilerplate to create a WebGL context.
*/
static EM_BOOL initContext() {
// Default attributes
EmscriptenWebGLContextAttributes attr;
emscripten_webgl_init_context_attributes(&attr);
if ((glCtx = emscripten_webgl_create_context("#canvas", &attr))) {
// Bind the context and fire a resize to get the initial size
emscripten_webgl_make_context_current(glCtx);
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, NULL, EM_FALSE, resize);
resize(0, NULL, NULL);
return EM_TRUE;
}
return EM_FALSE;
}
/**
* Called once per frame (clears the screen and draws the rotating quad).
*/
static void tick() {
glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (uRotId >= 0) {
glUniform1f(uRotId, rotDeg);
rotDeg += 0.1f;
if (rotDeg >= 360.0f) {
rotDeg -= 360.0f;
}
glBindTexture(GL_TEXTURE_2D, txName[(lround(rotDeg / 45) & 1) != 0]);
}
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glFlush();
}
/**
* Creates the GL context, shaders and quad data, decompresses the .basis files
* and 'uploads' the resulting textures.
*/
int main() {
if (initContext()) {
// Compile shaders and set the initial GL state
if ((progId = glCreateProgram())) {
vertId = compileShader(GL_VERTEX_SHADER, vertShader2D);
fragId = compileShader(GL_FRAGMENT_SHADER, fragShader2D);
glBindAttribLocation(progId, GL_VERT_POSXY_ID, "aPos");
glBindAttribLocation(progId, GL_VERT_TXUV0_ID, "aUV0");
glAttachShader(progId, vertId);
glAttachShader(progId, fragId);
glLinkProgram (progId);
glUseProgram (progId);
uRotId = glGetUniformLocation(progId, "uRot");
uTx0Id = glGetUniformLocation(progId, "uTx0");
if (uTx0Id >= 0) {
glUniform1i(uTx0Id, 0);
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glDisable(GL_DITHER);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
}
GLuint vertsBuf = 0;
GLuint indexBuf = 0;
// Create the textured quad (vert positions then UVs)
struct posTex2d verts2d[] = {
{{-0.85f, -0.85f}, {0.0f, 0.0f}}, // BL
{{ 0.85f, -0.85f}, {1.0f, 0.0f}}, // BR
{{-0.85f, 0.85f}, {0.0f, 1.0f}}, // TL
{{ 0.85f, 0.85f}, {1.0f, 1.0f}}, // TR
};
uint16_t index2d[] = {
0, 1, 2,
2, 1, 3,
};
glGenBuffers(1, &vertsBuf);
glBindBuffer(GL_ARRAY_BUFFER, vertsBuf);
glBufferData(GL_ARRAY_BUFFER,
sizeof(verts2d), verts2d, GL_STATIC_DRAW);
glVertexAttribPointer(GL_VERT_POSXY_ID, 2,
GL_FLOAT, GL_FALSE, sizeof(struct posTex2d), 0);
glVertexAttribPointer(GL_VERT_TXUV0_ID, 2,
GL_FLOAT, GL_FALSE, sizeof(struct posTex2d),
(void*) offsetof(struct posTex2d, uv0));
glGenBuffers(1, &indexBuf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
sizeof(index2d), index2d, GL_STATIC_DRAW);
glEnableVertexAttribArray(GL_VERT_POSXY_ID);
glEnableVertexAttribArray(GL_VERT_TXUV0_ID);
glGenTextures(2, txName);
if (upload(glCtx, txName[0], srcRgb, sizeof srcRgb) &&
upload(glCtx, txName[1], srcRgba, sizeof srcRgba))
{
printf("Decoded!\n");
}
emscripten_set_main_loop(tick, 0, EM_FALSE);
emscripten_exit_with_live_runtime();
} else {
printf("Failed to init WebGL!\n");
}
return EXIT_FAILURE;
}