* Edited tests so they use emscripten_main_loop.

* Got triangle test about to work.
* Implemented misc functions.
This commit is contained in:
Éloi Rivard 2013-03-05 12:21:00 +01:00
Родитель 94b3f0a692
Коммит 0d05320324
9 изменённых файлов: 346 добавлений и 248 удалений

Просмотреть файл

@ -2,54 +2,55 @@
# Makefile for GLFW example programs on X11 (generated by compile.sh)
##########################################################################
CC = emcc
CFLAGS = -I../include
CFLAGS = -I../include -DEMSCRIPTEN
LIB = -lglfw
SOLIB =
LFLAGS = $(LIB)
SO_LFLAGS = $(SOLIB)
EXT = html
BINARIES = triangle.js listmodes.js mthello.js pong3d.js mtbench.js particles.js splitview.js \
mipmaps.js gears.js boing.js heightmap.js
BINARIES = triangle listmodes mthello pong3d mtbench particles splitview \
mipmaps gears boing heightmap
## wave
all: $(BINARIES)
triangle.js: triangle.c
$(CC) $(CFLAGS) triangle.c $(LFLAGS) -o $@
triangle: triangle.c
$(CC) $(CFLAGS) triangle.c $(LFLAGS) -o $@.$(EXT)
listmodes.js: listmodes.c
$(CC) $(CFLAGS) listmodes.c $(LFLAGS) -o $@
listmodes: listmodes.c
$(CC) $(CFLAGS) listmodes.c $(LFLAGS) -o $@.$(EXT)
mthello.js: mthello.c
$(CC) $(CFLAGS) mthello.c $(LFLAGS) -o $@
mthello: mthello.c
$(CC) $(CFLAGS) mthello.c $(LFLAGS) -o $@.$(EXT)
pong3d.js: pong3d.c
$(CC) $(CFLAGS) pong3d.c $(LFLAGS) -o $@
pong3d: pong3d.c
$(CC) $(CFLAGS) pong3d.c $(LFLAGS) -o $@.$(EXT)
mtbench.js: mtbench.c
$(CC) $(CFLAGS) mtbench.c $(LFLAGS) -o $@
mtbench: mtbench.c
$(CC) $(CFLAGS) mtbench.c $(LFLAGS) -o $@.$(EXT)
particles.js: particles.c
$(CC) $(CFLAGS) particles.c $(LFLAGS) -o $@
particles: particles.c
$(CC) $(CFLAGS) particles.c $(LFLAGS) -o $@.$(EXT)
splitview.js: splitview.c
$(CC) $(CFLAGS) splitview.c $(LFLAGS) -o $@
splitview: splitview.c
$(CC) $(CFLAGS) splitview.c $(LFLAGS) -o $@.$(EXT)
mipmaps.js: mipmaps.c
$(CC) $(CFLAGS) mipmaps.c $(LFLAGS) -o $@
mipmaps: mipmaps.c
$(CC) $(CFLAGS) mipmaps.c $(LFLAGS) -o $@.$(EXT)
gears.js: gears.c
$(CC) $(CFLAGS) gears.c $(LFLAGS) -o $@
gears: gears.c
$(CC) $(CFLAGS) gears.c $(LFLAGS) -o $@.$(EXT)
boing.js: boing.c
$(CC) $(CFLAGS) boing.c $(LFLAGS) -o $@
boing: boing.c
$(CC) $(CFLAGS) boing.c $(LFLAGS) -o $@.$(EXT)
wave.js: wave.c
$(CC) $(CFLAGS) wave.c $(LFLAGS) -o $@
wave: wave.c
$(CC) $(CFLAGS) wave.c $(LFLAGS) -o $@.$(EXT)
heightmap.js: heightmap.c
$(CC) $(CFLAGS) heightmap.c $(LFLAGS) -o $@
heightmap: heightmap.c
$(CC) $(CFLAGS) heightmap.c $(LFLAGS) -o $@.$(EXT)
clean:
rm -f $(BINARIES)

Просмотреть файл

@ -32,6 +32,10 @@
#include <math.h>
#include <GL/glfw.h>
#ifdef EMSCRIPTEN
#include <emscripten/emscripten.h>
#endif
/*****************************************************************************
* Various declarations and macros
@ -563,6 +567,19 @@ void DrawGrid( void )
* main()
*======================================================================*/
void iteration(){
/* Timing */
t = glfwGetTime();
dt = t - t_old;
t_old = t;
/* Draw one frame */
display();
/* Swap buffers */
glfwSwapBuffers();
}
int main( void )
{
int running;
@ -590,25 +607,18 @@ int main( void )
init();
/* Main loop */
#ifdef EMSCRIPTEN
emscripten_set_main_loop (iteration, 0, 1);
#else
do
{
/* Timing */
t = glfwGetTime();
dt = t - t_old;
t_old = t;
/* Draw one frame */
display();
/* Swap buffers */
glfwSwapBuffers();
iteration();
/* Check if we are still running */
running = !glfwGetKey( GLFW_KEY_ESC ) &&
glfwGetWindowParam( GLFW_OPENED );
}
while( running );
#endif
glfwTerminate();
exit( EXIT_SUCCESS );
}

Просмотреть файл

@ -32,6 +32,10 @@
#define M_PI 3.141592654
#endif
#ifdef EMSCRIPTEN
#include <emscripten/emscripten.h>
#endif
/* The program exits when this is zero.
*/
static int running = 1;
@ -317,6 +321,22 @@ static void init(int argc, char *argv[])
}
}
void iteration(){
// Draw gears
draw();
// Update animation
animate();
// Swap buffers
glfwSwapBuffers();
// Was the window closed?
if( !glfwGetWindowParam( GLFW_OPENED ) )
{
running = 0;
}
}
/* program entry */
int main(int argc, char *argv[])
@ -345,25 +365,15 @@ int main(int argc, char *argv[])
glfwSetWindowSizeCallback( reshape );
glfwSetKeyCallback( key );
#ifdef EMSCRIPTEN
emscripten_set_main_loop (iteration, 0, 1);
#else
// Main loop
while( running )
{
// Draw gears
draw();
// Update animation
animate();
// Swap buffers
glfwSwapBuffers();
// Was the window closed?
if( !glfwGetWindowParam( GLFW_OPENED ) )
{
running = 0;
iteration();
}
}
#endif
// Terminate GLFW
glfwTerminate();

Просмотреть файл

@ -30,6 +30,9 @@
#include <stddef.h>
#include "getopt.h"
#ifdef EMSCRIPTEN
#include <emscripten/emscripten.h>
#endif
#define GLFW_NO_GLU 1
#include <GL/glfw.h>
@ -674,12 +677,16 @@ static void usage(void)
printf(" heightmap [-h]\n");
}
void iteration();
double dt;
int frame;
int iter;
double last_update_time;
int main(int argc, char** argv)
{
int ch, iter;
double dt;
double last_update_time;
int frame;
int ch;
float f;
GLint uloc_modelview;
GLint uloc_project;
@ -820,8 +827,20 @@ int main(int argc, char** argv)
iter = 0;
dt = last_update_time = glfwGetTime();
while (running)
#ifdef EMSCRIPTEN
emscripten_set_main_loop (iteration, 0, 1);
#else
// Main loop
while( running )
{
iteration();
}
#endif
exit(EXIT_SUCCESS);
}
void iteration(){
++frame;
/* render the next frame */
glClear(GL_COLOR_BUFFER_BIT);
@ -843,8 +862,5 @@ int main(int argc, char** argv)
last_update_time = dt;
frame = 0;
}
}
exit(EXIT_SUCCESS);
}

Просмотреть файл

@ -10,11 +10,66 @@
#include <GL/glfw.h>
#ifdef EMSCRIPTEN
#include <emscripten/emscripten.h>
#endif
int width, height, x;
double time;
GLboolean running;
void iteration(){
// Get time and mouse position
time = glfwGetTime();
glfwGetMousePos( &x, NULL );
// Get window size (may be different than the requested size)
glfwGetWindowSize( &width, &height );
height = height > 0 ? height : 1;
// Set viewport
glViewport( 0, 0, width, height );
// Clear color buffer
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f);
glClear( GL_COLOR_BUFFER_BIT );
// Select and setup the projection matrix
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 65.0f, (GLfloat)width / (GLfloat)height, 1.0f,
50.0f );
// Select and setup the modelview matrix
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt( 0.0f, 3.0f, -20.0f, // Eye-position
0.0f, -4.0f, -11.0f, // View-point
0.0f, 1.0f, 0.0f ); // Up-vector
// Draw a textured quad
glRotatef( 0.05f * (GLfloat)x + (GLfloat)time * 5.0f, 0.0f, 1.0f, 0.0f );
glBegin( GL_QUADS );
glTexCoord2f( -20.0f, 20.0f );
glVertex3f( -50.0f, 0.0f, -50.0f );
glTexCoord2f( 20.0f, 20.0f );
glVertex3f( 50.0f, 0.0f, -50.0f );
glTexCoord2f( 20.0f, -20.0f );
glVertex3f( 50.0f, 0.0f, 50.0f );
glTexCoord2f( -20.0f, -20.0f );
glVertex3f( -50.0f, 0.0f, 50.0f );
glEnd();
// Swap buffers
glfwSwapBuffers();
// Check if the ESC key was pressed or the window was closed
running = !glfwGetKey( GLFW_KEY_ESC ) &&
glfwGetWindowParam( GLFW_OPENED );
}
int main( void )
{
int width, height, x;
double time;
GLboolean running;
GLuint textureID;
char* texturePath = "mipmaps.tga";
@ -63,56 +118,15 @@ int main( void )
glEnable( GL_TEXTURE_2D );
running = GL_TRUE;
#ifdef EMSCRIPTEN
emscripten_set_main_loop (iteration, 0, 1);
#else
// Main loop
while( running )
{
// Get time and mouse position
time = glfwGetTime();
glfwGetMousePos( &x, NULL );
// Get window size (may be different than the requested size)
glfwGetWindowSize( &width, &height );
height = height > 0 ? height : 1;
// Set viewport
glViewport( 0, 0, width, height );
// Clear color buffer
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f);
glClear( GL_COLOR_BUFFER_BIT );
// Select and setup the projection matrix
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 65.0f, (GLfloat)width / (GLfloat)height, 1.0f,
50.0f );
// Select and setup the modelview matrix
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt( 0.0f, 3.0f, -20.0f, // Eye-position
0.0f, -4.0f, -11.0f, // View-point
0.0f, 1.0f, 0.0f ); // Up-vector
// Draw a textured quad
glRotatef( 0.05f * (GLfloat)x + (GLfloat)time * 5.0f, 0.0f, 1.0f, 0.0f );
glBegin( GL_QUADS );
glTexCoord2f( -20.0f, 20.0f );
glVertex3f( -50.0f, 0.0f, -50.0f );
glTexCoord2f( 20.0f, 20.0f );
glVertex3f( 50.0f, 0.0f, -50.0f );
glTexCoord2f( 20.0f, -20.0f );
glVertex3f( 50.0f, 0.0f, 50.0f );
glTexCoord2f( -20.0f, -20.0f );
glVertex3f( -50.0f, 0.0f, 50.0f );
glEnd();
// Swap buffers
glfwSwapBuffers();
// Check if the ESC key was pressed or the window was closed
running = !glfwGetKey( GLFW_KEY_ESC ) &&
glfwGetWindowParam( GLFW_OPENED );
iteration();
}
#endif
// Close OpenGL window and terminate GLFW
glfwTerminate();

Просмотреть файл

@ -43,6 +43,10 @@
#include <math.h>
#include <GL/glfw.h>
#ifdef EMSCRIPTEN
#include <emscripten/emscripten.h>
#endif
// Define tokens for GL_EXT_separate_specular_color if not already defined
#ifndef GL_EXT_separate_specular_color
#define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8
@ -970,10 +974,34 @@ void GLFWCALL PhysicsThreadFun( void *arg )
// main()
//========================================================================
double t0, t;
int frames, benchmark;
void iteration(){
// Get frame time
t = glfwGetTime() - t0;
// Draw...
Draw( t );
// Swap buffers
glfwSwapBuffers();
// Check if window was closed
running = running && glfwGetWindowParam( GLFW_OPENED );
// Increase frame count
frames ++;
// End of benchmark?
if( benchmark && t >= 60.0 )
{
running = 0;
}
}
int main( int argc, char **argv )
{
int i, frames, benchmark;
double t0, t;
int i;
GLFWthread physics_thread = 0;
// Use multithreading by default, but don't benchmark
@ -1108,29 +1136,15 @@ int main( int argc, char **argv )
// Main loop
t0 = glfwGetTime();
frames = 0;
#ifdef EMSCRIPTEN
emscripten_set_main_loop (iteration, 0, 1);
#else
// Main loop
while( running )
{
// Get frame time
t = glfwGetTime() - t0;
// Draw...
Draw( t );
// Swap buffers
glfwSwapBuffers();
// Check if window was closed
running = running && glfwGetWindowParam( GLFW_OPENED );
// Increase frame count
frames ++;
// End of benchmark?
if( benchmark && t >= 60.0 )
{
running = 0;
}
iteration();
}
#endif
t = glfwGetTime() - t0;
// Wait for particle physics thread to die

Просмотреть файл

@ -10,6 +10,9 @@
#include <stdlib.h>
#include <math.h>
#ifdef EMSCRIPTEN
#include <emscripten/emscripten.h>
#endif
//========================================================================
// Constants
@ -719,20 +722,9 @@ void GameOver( void )
// GameLoop() - Game loop
//========================================================================
void GameLoop( void )
{
int playing, event;
int playing, event;
// Initialize a new game
NewGame();
// Enable sticky keys
glfwEnable( GLFW_STICKY_KEYS );
// Loop until the game ends
playing = GL_TRUE;
while( playing && glfwGetWindowParam( GLFW_OPENED ) )
{
void iteration(){
// Frame timer
oldtime = thistime;
thistime = glfwGetTime();
@ -784,7 +776,36 @@ void GameLoop( void )
// Swap buffers
glfwSwapBuffers();
}
void GameLoop( void )
{
int menuoption;
// Initialize a new game
NewGame();
// Enable sticky keys
glfwEnable( GLFW_STICKY_KEYS );
// Loop until the game ends
playing = GL_TRUE;
menuoption = GameMenu();
// If the user wants to play, let him...
if( menuoption != MENU_PLAY)
playing = GL_FALSE;
#ifdef EMSCRIPTEN
emscripten_set_main_loop (iteration, 0, 1);
#else
// Main loop
while( playing && glfwGetWindowParam( GLFW_OPENED ) )
{
iteration();
}
#endif
// Disable sticky keys
glfwDisable( GLFW_STICKY_KEYS );
@ -800,7 +821,6 @@ void GameLoop( void )
int main( void )
{
int menuoption;
// Initialize GLFW
if( !glfwInit() )
@ -826,19 +846,7 @@ int main( void )
exit( EXIT_FAILURE );
}
// Main loop
do
{
// Get menu option
menuoption = GameMenu();
// If the user wants to play, let him...
if( menuoption == MENU_PLAY )
{
GameLoop();
}
}
while( menuoption != MENU_QUIT );
// Unload all textures
if( glfwGetWindowParam( GLFW_OPENED ) )

Просмотреть файл

@ -15,6 +15,10 @@
#include <stdio.h>
#include <stdlib.h>
#ifdef EMSCRIPTEN
#include <emscripten/emscripten.h>
#endif
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
@ -446,6 +450,23 @@ static void GLFWCALL mouseButtonFun( int button, int action )
// main()
//========================================================================
void iteration(){
// Only redraw if we need to
if( do_redraw )
{
// Draw all views
drawAllViews();
// Swap buffers
glfwSwapBuffers();
do_redraw = 0;
}
// Wait for new events
glfwWaitEvents();
}
int main( void )
{
// Initialise GLFW
@ -484,27 +505,17 @@ int main( void )
glfwSetMousePosCallback( mousePosFun );
glfwSetMouseButtonCallback( mouseButtonFun );
#ifdef EMSCRIPTEN
emscripten_set_main_loop (iteration, 0, 1);
#else
// Main loop
do
{
// Only redraw if we need to
if( do_redraw )
{
// Draw all views
drawAllViews();
// Swap buffers
glfwSwapBuffers();
do_redraw = 0;
}
// Wait for new events
glfwWaitEvents();
iteration();
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
glfwGetWindowParam( GLFW_OPENED ) );
#endif
// Close OpenGL window and terminate GLFW
glfwTerminate();

Просмотреть файл

@ -8,87 +8,101 @@
#include <stdlib.h>
#include <GL/glfw.h>
#ifdef EMSCRIPTEN
#include <emscripten/emscripten.h>
#endif
int main( void )
void
iteration ()
{
int width, height, x;
double t;
// Initialise GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
exit( EXIT_FAILURE );
}
// Open a window and create its OpenGL context
if( !glfwOpenWindow( 640, 480, 0,0,0,0, 0,0, GLFW_WINDOW ) )
{
fprintf( stderr, "Failed to open GLFW window\n" );
glfwTerminate();
exit( EXIT_FAILURE );
}
glfwSetWindowTitle( "Spinning Triangle" );
// Ensure we can capture the escape key being pressed below
glfwEnable( GLFW_STICKY_KEYS );
// Enable vertical sync (on cards that support it)
glfwSwapInterval( 1 );
do
{
t = glfwGetTime();
glfwGetMousePos( &x, NULL );
t = glfwGetTime ();
glfwGetMousePos (&x, NULL);
// Get window size (may be different than the requested size)
glfwGetWindowSize( &width, &height );
glfwGetWindowSize (&width, &height);
// Special case: avoid division by zero below
height = height > 0 ? height : 1;
glViewport( 0, 0, width, height );
glViewport (0, 0, width, height);
// Clear color buffer to black
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT );
glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
glClear (GL_COLOR_BUFFER_BIT);
// Select and setup the projection matrix
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 65.0f, (GLfloat)width/(GLfloat)height, 1.0f, 100.0f );
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective (65.0f, (GLfloat) width / (GLfloat) height, 1.0f, 100.0f);
// Select and setup the modelview matrix
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt( 0.0f, 1.0f, 0.0f, // Eye-position
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
gluLookAt (0.0f, 1.0f, 0.0f, // Eye-position
0.0f, 20.0f, 0.0f, // View-point
0.0f, 0.0f, 1.0f ); // Up-vector
0.0f, 0.0f, 1.0f); // Up-vector
// Draw a rotating colorful triangle
glTranslatef( 0.0f, 14.0f, 0.0f );
glRotatef( 0.3f*(GLfloat)x + (GLfloat)t*100.0f, 0.0f, 0.0f, 1.0f );
glBegin( GL_TRIANGLES );
glColor3f( 1.0f, 0.0f, 0.0f );
glVertex3f( -5.0f, 0.0f, -4.0f );
glColor3f( 0.0f, 1.0f, 0.0f );
glVertex3f( 5.0f, 0.0f, -4.0f );
glColor3f( 0.0f, 0.0f, 1.0f );
glVertex3f( 0.0f, 0.0f, 6.0f );
glEnd();
//glTranslatef (0.0f, 14.0f, 0.0f);
glTranslatef (0.0f, 1.0f, 0.0f);
glRotatef (0.3f * (GLfloat) x + (GLfloat) t * 100.0f, 0.0f, 0.0f, 1.0f);
glBegin (GL_TRIANGLES);
glColor3f (1.0f, 0.0f, 0.0f);
glVertex3f (-5.0f, 0.0f, -4.0f);
glColor3f (0.0f, 1.0f, 0.0f);
glVertex3f (5.0f, 0.0f, -4.0f);
glColor3f (0.0f, 0.0f, 1.0f);
glVertex3f (0.0f, 0.0f, 6.0f);
glEnd ();
// Swap buffers
glfwSwapBuffers();
glfwSwapBuffers ();
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
glfwGetWindowParam( GLFW_OPENED ) );
// Close OpenGL window and terminate GLFW
glfwTerminate();
exit( EXIT_SUCCESS );
}
int
main (void)
{
// Initialise GLFW
if (!glfwInit ())
{
fprintf (stderr, "Failed to initialize GLFW\n");
exit (EXIT_FAILURE);
}
// Open a window and create its OpenGL context
if (!glfwOpenWindow (640, 480, 0, 0, 0, 0, 0, 0, GLFW_WINDOW))
{
fprintf (stderr, "Failed to open GLFW window\n");
glfwTerminate ();
exit (EXIT_FAILURE);
}
glfwSetWindowTitle ("Spinning Triangle");
// Ensure we can capture the escape key being pressed below
glfwEnable (GLFW_STICKY_KEYS);
// Enable vertical sync (on cards that support it)
glfwSwapInterval (1);
#ifdef EMSCRIPTEN
emscripten_set_main_loop (iteration, 0, 1);
#else
do
{
iteration ();
} // Check if the ESC key was pressed or the window was closed
while (glfwGetKey (GLFW_KEY_ESC) != GLFW_PRESS &&
glfwGetWindowParam (GLFW_OPENED));
#endif
// Close OpenGL window and terminate GLFW
glfwTerminate ();
exit (EXIT_SUCCESS);
}