Это источник (файл c):
#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
#ifndef USE_REGAL
#include "SDL/SDL_opengl.h"
#else
#include "GL/Regal.h"
#endif
#include <stdio.h>
#include <string.h>
int main(int argc, char *argv[])
{
SDL_Surface *screen;
// Slightly different SDL initialization
if (SDL_Init(SDL_INIT_VIDEO) != 0)
{
printf("Unable to initialize SDL: %s\n", SDL_GetError());
return 1;
}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // *new*
screen = SDL_SetVideoMode(640, 480, 16, SDL_OPENGL); // *changed*
if (!screen)
{
printf("Unable to set video mode: %s\n", SDL_GetError());
return 1;
}
#if USE_REGAL
RegalMakeCurrent((void *)1);
#endif
// Set the OpenGL state after creating the context with SDL_SetVideoMode
glClearColor(0, 0, 0, 0);
glEnable(GL_TEXTURE_2D); // Needed when we're using the fixed-function pipeline.
glViewport(0, 0, 640, 480);
glMatrixMode(GL_PROJECTION);
glPushMatrix(); // just for testing
glLoadIdentity();
glOrtho(0, 640, 480, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Load the OpenGL texture
GLuint texture; // Texture object handle
SDL_Surface *surface; // Gives us the information to make the texture
if ((surface = IMG_Load("test.png")))
{
// Check that the image's width is a power of 2
if ((surface->w & (surface->w - 1)) != 0)
{
printf("warning: image.bmp's width is not a power of 2\n");
}
// Also check if the height is a power of 2
if ((surface->h & (surface->h - 1)) != 0)
{
printf("warning: image.bmp's height is not a power of 2\n");
}
// Have OpenGL generate a texture object handle for us
glGenTextures(1, &texture);
// Bind the texture object
glBindTexture(GL_TEXTURE_2D, texture);
// Set the texture's stretching properties
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//SDL_LockSurface(surface);
// Add some greyness
memset(surface->pixels, 0x66, surface->w * surface->h);
// Edit the texture object's image data using the information SDL_Surface gives us
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);
//SDL_UnlockSurface(surface);
}
else
{
printf("SDL could not load image.bmp: %s\n", SDL_GetError());
SDL_Quit();
return 1;
}
// Free the SDL_Surface only if it was successfully created
if (surface)
{
SDL_FreeSurface(surface);
}
// Clear the screen before drawing
glClear(GL_COLOR_BUFFER_BIT);
// Bind the texture to which subsequent calls refer to
glBindTexture(GL_TEXTURE_2D, texture);
glBegin(GL_QUADS);
glTexCoord2i(0, 0);
glVertex3f(10, 10, 0);
glTexCoord2i(1, 0);
glVertex3f(300, 10, 0);
glTexCoord2i(1, 1);
glVertex3f(300, 128, 0);
glTexCoord2i(0, 1);
glVertex3f(10, 128, 0);
glTexCoord2f(0, 0.5);
glVertex3f(410, 10, 0);
glTexCoord2f(1, 0.5);
glVertex3f(600, 10, 0);
glTexCoord2f(1, 1);
glVertex3f(630, 200, 0);
glTexCoord2f(0.5, 1);
glVertex3f(310, 250, 0);
glEnd();
// test calls to glVertex4f
// Result should be equivalent as to glVertex3f( x/w, y/w, z/w )
glBegin(GL_QUADS);
glTexCoord2i(0, 0);
glVertex4f(300, 300, 0, 2); // Square will be at (150,150) (150,250) (250,250) (250,150)
glTexCoord2i(1, 0);
glVertex4f(300, 500, 0, 2);
glTexCoord2i(1, 1);
glVertex4f(500, 500, 0, 2);
glTexCoord2i(0, 1);
glVertex4f(500, 300, 0, 2);
glEnd();
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2i(0, 0);
glVertex3f(100, 300, 0);
glTexCoord2i(1, 0);
glVertex3f(300, 300, 0);
glTexCoord2i(1, 1);
glVertex3f(300, 400, 0);
glTexCoord2i(0, 1);
glVertex3f(500, 410, 0);
glEnd();
glDisable(GL_TEXTURE_2D);
glColor3ub(90, 255, 255);
glBegin(GL_QUADS);
glVertex3f(10, 410, 0);
glVertex3f(300, 410, 0);
glVertex3f(300, 480, 0);
glVertex3f(10, 470, 0);
glEnd();
glBegin(GL_QUADS);
glColor3f(1.0, 0, 1.0);
glVertex3f(410, 410, 0);
glColor3f(0, 1.0, 0);
glVertex3f(600, 410, 0);
glColor3f(0, 0, 1.0);
glVertex3f(600, 480, 0);
glColor3f(1.0, 1.0, 1.0);
glVertex3f(410, 470, 0);
glEnd();
SDL_GL_SwapBuffers();
#ifndef __EMSCRIPTEN__
// Wait for 3 seconds to give us a chance to see the image
SDL_Delay(3000);
#endif
// Now we can delete the OpenGL texture and close down SDL
glDeleteTextures(1, &texture);
SDL_Quit();
return 0;
}
Это моя попытка портирования emscripten с помощью emcc:
emcc sdl2-ogl/sdl_ogl.c -O2 -s USE_SDL=2 -s USE_SDL_IMAGE=2 --preload-file sdl2-ogl -s USE_REGAL=1 -DUSE_REGAL --use-preload-plugins -lSDL -lGL -o sdl2-ogl/build/test.html
Нет ошибки втерминал после запуска команды.
Я получил ошибки в браузере:
не удалось асинхронно подготовить wasm: Ошибка: функция импорта env: emscripten_get_preloaded_image_data должна быть вызываемой