https://juejin.cn/post/7362528152777162793 这篇文章中给出了一种使用 WASM 在浏览器中使用 OpenGL API 的方式,但是却没有给出代码参考
这里参考 https://github.com/aliabbas299792/openglWASMTemplate 使用现代 OpenGL 环境复现了上述功能,并 https://github.com/takashikumagai/wasm-opengl-keyboard-input/blob/master/MyApp.cpp 找到了如何处理输入的方式
OpenGL 本地运行
这里参考 https://learnopengl-cn.github.io/01 Getting started/04 Hello Triangle/ 其中的绘制三角形的代码
02_triangle.cpp
#include <functional>
#include <unistd.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <emscripten/emscripten.h>
#include <iostream>
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
const char *vertexShaderSource = "#version 300 es\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragmentShaderSource = "#version 300 es\n"
"precision mediump float\n;"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}\n\0";
std::function<void()> lambdaDrawLoop;
void drawLoop() { lambdaDrawLoop(); }
float r = 0.2f, g = 0.3f, b = 0.3f;
int main()
{
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw window creation
// --------------------
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// build and compile our shader program
// ------------------------------------
// vertex shader
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// fragment shader
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
float vertices[] = {
-0.5f, -0.5f, 0.0f, // left
0.5f, -0.5f, 0.0f, // right
0.0f, 0.5f, 0.0f // top
};
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
glBindVertexArray(0);
// uncomment this call to draw in wireframe polygons.
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
lambdaDrawLoop = [&] {
glClearColor(r, g, b, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// draw our first triangle
glUseProgram(shaderProgram);
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
glDrawArrays(GL_TRIANGLES, 0, 3);
// glBindVertexArray(0); // no need to unbind it every time
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
};
emscripten_set_main_loop(drawLoop, -1, true); //sets the emscripten main loop
return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_RELEASE) {
r = float(rand() % 255) / 255.0f;
g = float(rand() % 255) / 255.0f;
b = float(rand() % 255) / 255.0f;
}
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
编译
emcc example/02_triangle.cpp D:/Dev/OpenglProject/GLProj/deps/glad/src/glad.c -s WASM=1 -s USE_GLFW=3 -s FULL_ES3=1 -s USE_WEBGL2=1 -s MIN_WEBGL_VERSION=2 -O3 -I"D:/Dev/OpenglProject/GLProj/deps/glad/include/" -I"D:/Apps/glfw3/include" -L"D:/Apps/glfw3/lib/" -lglfw3 -o index.js
index.html
<style>
html{ overflow: hidden; }
*{
box-sizing: border-box;
padding: 0;
margin: 0;
background:#000;
}
canvas{
position: absolute;
top:50%;
left:50%;
transform: translate(-50%, -50%);
max-width: 100vw;
max-height: 100vh;
}
</style>
<canvas id="canvas" oncontextmenu="event.preventDefault()" height="0" width="0"></canvas>
<!-- to start off with the height and width are set to 0 -->
<script>
// const files = ["assets/fragshader.glsl", "assets/vertexshader.glsl"];
// const data = {};
// for(const file of files){
// fetch(file)
// .then(res => res.text())
// .then(res => data[file] = res);
// }
</script>
<!-- <script src="library.js"></script> -->
<script src="index.js"></script>
<script type='text/javascript'>
const canvas = document.getElementById('canvas');
Module.canvas = canvas;
Module.onRuntimeInitialized = () => {
setTimeout(() => {
resize()
}, 50); //delays the resize by 50ms to allow the initial sizing to occur
}
window.addEventListener('resize', resize);
function resize(){
const width = window.innerWidth;
const height = window.innerWidth < window.innerHeight ? window.innerWidth : window.innerHeight;
_setWindowSize(width*2, height*2); //sets the content to the correct size
//setting it to be 2x bigger than the actual viewport seems to get rid of the aliasing effect well
canvas.setAttribute("style", `width:${width}px; height:${height}px`); //sets canvas to be as big as the content inside it
}
</script>
处理输入
lambdaDrawLoop = [&] {
processInput(window);
// ...
glfwSwapBuffers(window);
glfwPollEvents();
};
return 0;
}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_RELEASE) {
r = float(rand() % 255) / 255.0f;
g = float(rand() % 255) / 255.0f;
b = float(rand() % 255) / 255.0f;
}
}
打印 cout
默认操作
在生成的 index.js 文件中配置如下代码:
Module['print'] = function(text) {
console.log('[C++ Output] ' + text);
};
Module['printErr'] = function(text) {
console.error('[C++ Error] ' + text);
};
注意,默认情况下 emcc 4.0 生成 index.js 中就会包含类似的上述代码
强制使用 emscripten_run_script
你可以在 C++ 中直接调用 JS 函数(性能差,仅用于调试):
EM_ASM_({console.log(UTF8ToString($0));}, "opengl in wasm");
或者可以将其封装成函数
#include <emscripten.h>
void log_to_console(const std::string& msg) {
EM_ASM_({
console.log(UTF8ToString($0));
}, msg.c_str());
}
读取文件
index.data
在 emcc 编译过程中使用 --preload-file "D:/Dev/OpenglProject/GLProj/assets/textures"
可以将该目录打包进 index.data 中,
index.data 文件是 Emscripten 工具链自动生成和管理的,其内容在 WebAssembly 模块启动时会被自动解压并加载到一个虚拟的 Emscripten 文件系统(通常是 MEMFS)中。
你的 C/C++ 代码(编译成 WebAssembly)会像访问本地文件系统一样,通过标准的 IO 函数来读取这些文件。Emscripten 的运行时环境会将这些调用重定向到 index.data 中预加载的内容。
fetch
<script>
const files = ["assets/glsl/fragshader.glsl", "assets/glsl/vertexshader.glsl"];
const data = {};
for(const file of files){
fetch(file)
.then(res => res.text())
.then(res => data[file] = res);
}
</script>
导出函数给 JS 调用
以 setWindowSize 函数为例子,在 cpp 文件中这样编写:
// helper.hpp
#include <GLFW/glfw3.h>
#include <emscripten/emscripten.h>
extern GLFWwindow *window;
extern "C" {
void EMSCRIPTEN_KEEPALIVE setWindowSize(int width, int height) {
glfwSetWindowSize(window, width, height);
glViewport(0, 0, width, height);
}
}
在 index.html 中调用 _setWindowSize
<script type='text/javascript'>
const canvas = document.getElementById('canvas');
window.addEventListener('resize', resize);
function resize(){
const width = window.innerWidth;
const height = window.innerHeight;
// const height = window.innerWidth < window.innerHeight ? window.innerWidth : window.innerHeight;
_setWindowSize(width*2, height*2); //sets the content to the correct size
//setting it to be 2x bigger than the actual viewport seems to get rid of the aliasing effect well
canvas.setAttribute("style", `width:${width}px; height:${height}px`); //sets canvas to be as big as the content inside it
}
</script>
引用
https://github.com/aliabbas299792/openglWASMTemplate
https://developer.aliyun.com/article/609232
https://github.com/13rac1/starter-wasm-webgl-opengl
https://juejin.cn/post/7362528152777162793
https://github.com/Bitbloq/wasmGL
https://github.com/takashikumagai/wasm-opengl-keyboard-input/blob/master/MyApp.cpp