/** * \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 #include #include #include #include #include #include #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(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; }