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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
241 lines
6.7 KiB
C++
241 lines
6.7 KiB
C++
/** Example 001 HelloWorld adapted to emscripten
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This Tutorial shows how to run code with emscripten.
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Emscripten compiles c++ to asm.js to allow it running inside a webbrowser.
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You have to setup the emscripten environment on your system first to use this.
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*/
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#include <irrlicht.h>
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#include "exampleHelper.h"
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#include <emscripten.h>
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#include <stdio.h>
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/*
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The code in here is mostly similar to the usual HelloWorld.
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You can find more information about it there. Here we mainly document the
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differences needed for emscripten.
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*/
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using namespace irr;
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using namespace core;
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using namespace scene;
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using namespace video;
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using namespace io;
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using namespace gui;
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/*
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This part not necessary for emscripten, only useful to keep it in
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in case you want to run the same code on Windows with VS as well.
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*/
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#ifdef _MSC_VER
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#pragma comment(lib, "Irrlicht.lib")
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#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
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#endif
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/*
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Variables on the stack will stay intact between runs of one_iter()
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*/
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IrrlichtDevice *device = 0;
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IVideoDriver* driver = 0;
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ISceneManager* smgr = 0;
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IGUIEnvironment* guienv = 0;
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ICameraSceneNode* camera = 0;
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dimension2d<u32> screenSize(640, 480);
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#ifdef __EMSCRIPTEN__
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/*
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Handle changes in canvas size which are done with html/js.
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Note that it's only OK for windowed so far,
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the switch to fullscreen not yet working.
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Also the emscripten_get_canvas_size might cause a slow-down
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(but haven't found yet a way to avoid it with SDL1).
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*/
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void checkCanvasResize()
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{
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int w, h, fs;
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emscripten_get_canvas_size(&w, &h, &fs);
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const core::dimension2d<u32> canvasDim(w,h);
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if ( canvasDim != screenSize )
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{
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screenSize = canvasDim;
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driver->OnResize(canvasDim);
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driver->setViewPort(irr::core::rect<irr::s32>(0,0,w,h));
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irr::f32 aspect = (irr::f32)w / (irr::f32)h;
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camera->setAspectRatio(aspect);
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}
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}
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/*
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emscripten can't run things in an endless-loop or otherwise the browse will consider
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the script to hang.
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*/
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void one_iter()
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{
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if(!device->run())
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{
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// Could clean up here in theory, but not sure if it makes a difference
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/*
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This tells emscripten to not run any further code.
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*/
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emscripten_cancel_main_loop();
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return;
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}
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// In case you have a resizeable canvas (resized from html)
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//checkCanvasResize();
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driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
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smgr->drawAll();
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guienv->drawAll();
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driver->endScene();
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}
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#endif //__EMSCRIPTEN__
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/*
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The main method is also run on emscripten.
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*/
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int main()
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{
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/*
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Printing out the build date/time is very useful to find troubles with unexpected browser-caches.
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*/
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printf("Build-date: %s %s\n", __DATE__, __TIME__);
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SIrrlichtCreationParameters parameters;
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/*
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Create device flags for emscripten are still experimental
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and might not all work.
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- deviceType: You can to use EDT_OGLES2 or EDT_WEBGL1 on emscripten.
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EDT_WEBGL1 is better optimized but does not yet support all options.
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EDT_OGLES2 needs -s FULL_ES2=1 as linker flag in the Makefile.
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*/
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#ifndef __EMSCRIPTEN__
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parameters.DriverType = EDT_OGLES2;
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#else //__EMSCRIPTEN__
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parameters.DriverType = EDT_WEBGL1;
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#endif //__EMSCRIPTEN__
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parameters.LoggingLevel = ELL_DEBUG;
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parameters.WindowSize = screenSize;
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parameters.Stencilbuffer = false;
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parameters.AntiAlias = 4;
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device = createDeviceEx(parameters);
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if (!device)
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return 1;
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/*
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Window caption will set the title-text in the browser.
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*/
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device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
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/*
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Get a pointer to the VideoDriver, the SceneManager and the graphical
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user interface environment, so that we do not always have to write
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device->getVideoDriver(), device->getSceneManager(), or
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device->getGUIEnvironment().
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*/
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driver = device->getVideoDriver();
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smgr = device->getSceneManager();
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guienv = device->getGUIEnvironment();
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/*
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We add a hello world label to the window, using the GUI environment.
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The text is placed at the position (10,10) as top left corner and
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(260,22) as lower right corner.
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*/
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guienv->addStaticText(L"Hello World! This is Irrlicht on emscripten!",
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rect<s32>(10,10,260,22), true);
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/*
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Get a media path dedicated for your platform.
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We tell emscripten to copy the media folder in the Makefile with:
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"--preload-file ../../media@/media"
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That copies our ../../media folder in a .data
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file which is loaded by the browser. It can then be accessed there
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by "/media" name (that's the parameter after the '@').
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Note that usually you would try to copy only as many files
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as absolutely necessary to reduce start-up times.
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*/
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const io::path mediaPath = getExampleMediaPath();
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/*
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Make a model called Sydney show up.
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*/
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IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2");
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if (!mesh)
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{
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device->drop();
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return 1;
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}
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IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
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/*
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Disable lighting because we do not have a dynamic light in here, and
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the mesh would be totally black otherwise.
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Set the frame loop such that the predefined STAND animation is used.
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Add a texture to the model.
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*/
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if (node)
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{
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node->setMaterialFlag(EMF_LIGHTING, false);
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node->setMD2Animation(scene::EMAT_STAND);
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node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") );
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}
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/*
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To look at the mesh, we place a camera into 3d space at the position
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(0, 30, -40). The camera looks from there to (0,5,0), which is
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approximately the place where our md2 model is.
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*/
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camera = smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
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#ifndef __EMSCRIPTEN__ // this part only so you can run the same code on desktop
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/*
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On desktop we run and endless loop until the user closes the window or
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presses ALT+F4 (or whatever keycode closes a window).
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*/
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while(device->run())
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{
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driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
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smgr->drawAll();
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guienv->drawAll();
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driver->endScene();
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}
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device->drop();
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#else // __EMSCRIPTEN__
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/*
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Setting fps to 0 or a negative value will use the browser’s
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requestAnimationFrame mechanism to call the main loop function.
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Emscripten documentation recommends to do that, but you can also set
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another fps value and the browser will try to call the main-loop
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fps times per second.
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The simulate_infinite_loop tells emscripten that this is an application
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which will simulate an infinite loop. There is also a flag in the
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Makefile about that: -s NO_EXIT_RUNTIME=1
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*/
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int fps = 0;
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int simulate_infinite_loop = 1;
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emscripten_set_main_loop(one_iter, fps, simulate_infinite_loop);
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#endif //__EMSCRIPTEN__
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return 0;
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}
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/*
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That's it. Compile and run.
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**/
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