mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-27 08:27:30 +01:00
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
|
||
|
||
This Tutorial shows how to run code with emscripten.
|
||
Emscripten compiles c++ to asm.js to allow it running inside a webbrowser.
|
||
You have to setup the emscripten environment on your system first to use this.
|
||
*/
|
||
#include <irrlicht.h>
|
||
#include "exampleHelper.h"
|
||
#include <emscripten.h>
|
||
#include <stdio.h>
|
||
|
||
/*
|
||
The code in here is mostly similar to the usual HelloWorld.
|
||
You can find more information about it there. Here we mainly document the
|
||
differences needed for emscripten.
|
||
*/
|
||
|
||
using namespace irr;
|
||
using namespace core;
|
||
using namespace scene;
|
||
using namespace video;
|
||
using namespace io;
|
||
using namespace gui;
|
||
|
||
/*
|
||
This part not necessary for emscripten, only useful to keep it in
|
||
in case you want to run the same code on Windows with VS as well.
|
||
*/
|
||
#ifdef _MSC_VER
|
||
#pragma comment(lib, "Irrlicht.lib")
|
||
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
|
||
#endif
|
||
|
||
|
||
/*
|
||
Variables on the stack will stay intact between runs of one_iter()
|
||
*/
|
||
IrrlichtDevice *device = 0;
|
||
IVideoDriver* driver = 0;
|
||
ISceneManager* smgr = 0;
|
||
IGUIEnvironment* guienv = 0;
|
||
|
||
ICameraSceneNode* camera = 0;
|
||
dimension2d<u32> screenSize(640, 480);
|
||
|
||
#ifdef __EMSCRIPTEN__
|
||
/*
|
||
Handle changes in canvas size which are done with html/js.
|
||
Note that it's only OK for windowed so far,
|
||
the switch to fullscreen not yet working.
|
||
Also the emscripten_get_canvas_size might cause a slow-down
|
||
(but haven't found yet a way to avoid it with SDL1).
|
||
*/
|
||
void checkCanvasResize()
|
||
{
|
||
int w, h, fs;
|
||
emscripten_get_canvas_size(&w, &h, &fs);
|
||
const core::dimension2d<u32> canvasDim(w,h);
|
||
if ( canvasDim != screenSize )
|
||
{
|
||
screenSize = canvasDim;
|
||
driver->OnResize(canvasDim);
|
||
driver->setViewPort(irr::core::rect<irr::s32>(0,0,w,h));
|
||
|
||
irr::f32 aspect = (irr::f32)w / (irr::f32)h;
|
||
camera->setAspectRatio(aspect);
|
||
}
|
||
}
|
||
|
||
|
||
/*
|
||
emscripten can't run things in an endless-loop or otherwise the browse will consider
|
||
the script to hang.
|
||
*/
|
||
void one_iter()
|
||
{
|
||
if(!device->run())
|
||
{
|
||
// Could clean up here in theory, but not sure if it makes a difference
|
||
|
||
/*
|
||
This tells emscripten to not run any further code.
|
||
*/
|
||
emscripten_cancel_main_loop();
|
||
return;
|
||
}
|
||
|
||
// In case you have a resizeable canvas (resized from html)
|
||
//checkCanvasResize();
|
||
|
||
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
|
||
|
||
smgr->drawAll();
|
||
guienv->drawAll();
|
||
|
||
driver->endScene();
|
||
}
|
||
#endif //__EMSCRIPTEN__
|
||
|
||
|
||
/*
|
||
The main method is also run on emscripten.
|
||
*/
|
||
int main()
|
||
{
|
||
/*
|
||
Printing out the build date/time is very useful to find troubles with unexpected browser-caches.
|
||
*/
|
||
printf("Build-date: %s %s\n", __DATE__, __TIME__);
|
||
|
||
SIrrlichtCreationParameters parameters;
|
||
/*
|
||
Create device flags for emscripten are still experimental
|
||
and might not all work.
|
||
|
||
- deviceType: You can to use EDT_OGLES2 or EDT_WEBGL1 on emscripten.
|
||
EDT_WEBGL1 is better optimized but does not yet support all options.
|
||
EDT_OGLES2 needs -s FULL_ES2=1 as linker flag in the Makefile.
|
||
*/
|
||
#ifndef __EMSCRIPTEN__
|
||
parameters.DriverType = EDT_OGLES2;
|
||
#else //__EMSCRIPTEN__
|
||
parameters.DriverType = EDT_WEBGL1;
|
||
#endif //__EMSCRIPTEN__
|
||
|
||
parameters.LoggingLevel = ELL_DEBUG;
|
||
parameters.WindowSize = screenSize;
|
||
parameters.Stencilbuffer = false;
|
||
parameters.AntiAlias = 4;
|
||
|
||
device = createDeviceEx(parameters);
|
||
|
||
if (!device)
|
||
return 1;
|
||
|
||
/*
|
||
Window caption will set the title-text in the browser.
|
||
*/
|
||
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
|
||
|
||
/*
|
||
Get a pointer to the VideoDriver, the SceneManager and the graphical
|
||
user interface environment, so that we do not always have to write
|
||
device->getVideoDriver(), device->getSceneManager(), or
|
||
device->getGUIEnvironment().
|
||
*/
|
||
driver = device->getVideoDriver();
|
||
smgr = device->getSceneManager();
|
||
guienv = device->getGUIEnvironment();
|
||
|
||
/*
|
||
We add a hello world label to the window, using the GUI environment.
|
||
The text is placed at the position (10,10) as top left corner and
|
||
(260,22) as lower right corner.
|
||
*/
|
||
guienv->addStaticText(L"Hello World! This is Irrlicht on emscripten!",
|
||
rect<s32>(10,10,260,22), true);
|
||
|
||
/*
|
||
Get a media path dedicated for your platform.
|
||
We tell emscripten to copy the media folder in the Makefile with:
|
||
"--preload-file ../../media@/media"
|
||
That copies our ../../media folder in a .data
|
||
file which is loaded by the browser. It can then be accessed there
|
||
by "/media" name (that's the parameter after the '@').
|
||
Note that usually you would try to copy only as many files
|
||
as absolutely necessary to reduce start-up times.
|
||
*/
|
||
const io::path mediaPath = getExampleMediaPath();
|
||
|
||
/*
|
||
Make a model called Sydney show up.
|
||
*/
|
||
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2");
|
||
if (!mesh)
|
||
{
|
||
device->drop();
|
||
return 1;
|
||
}
|
||
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
|
||
|
||
/*
|
||
Disable lighting because we do not have a dynamic light in here, and
|
||
the mesh would be totally black otherwise.
|
||
Set the frame loop such that the predefined STAND animation is used.
|
||
Add a texture to the model.
|
||
*/
|
||
if (node)
|
||
{
|
||
node->setMaterialFlag(EMF_LIGHTING, false);
|
||
node->setMD2Animation(scene::EMAT_STAND);
|
||
node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") );
|
||
}
|
||
|
||
/*
|
||
To look at the mesh, we place a camera into 3d space at the position
|
||
(0, 30, -40). The camera looks from there to (0,5,0), which is
|
||
approximately the place where our md2 model is.
|
||
*/
|
||
camera = smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
|
||
|
||
#ifndef __EMSCRIPTEN__ // this part only so you can run the same code on desktop
|
||
/*
|
||
On desktop we run and endless loop until the user closes the window or
|
||
presses ALT+F4 (or whatever keycode closes a window).
|
||
*/
|
||
while(device->run())
|
||
{
|
||
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
|
||
|
||
smgr->drawAll();
|
||
guienv->drawAll();
|
||
|
||
driver->endScene();
|
||
}
|
||
device->drop();
|
||
|
||
#else // __EMSCRIPTEN__
|
||
|
||
/*
|
||
Setting fps to 0 or a negative value will use the browser’s
|
||
requestAnimationFrame mechanism to call the main loop function.
|
||
Emscripten documentation recommends to do that, but you can also set
|
||
another fps value and the browser will try to call the main-loop
|
||
fps times per second.
|
||
The simulate_infinite_loop tells emscripten that this is an application
|
||
which will simulate an infinite loop. There is also a flag in the
|
||
Makefile about that: -s NO_EXIT_RUNTIME=1
|
||
*/
|
||
int fps = 0;
|
||
int simulate_infinite_loop = 1;
|
||
emscripten_set_main_loop(one_iter, fps, simulate_infinite_loop);
|
||
#endif //__EMSCRIPTEN__
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*
|
||
That's it. Compile and run.
|
||
**/
|