emscripten support
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@@ -5,6 +5,7 @@
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#include <llmr/platform/platform.hpp>
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#include <llmr/map/transform.hpp>
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#include <llmr/map/tile.hpp>
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#include <llmr/platform/gl.hpp>
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using namespace llmr;
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@@ -44,6 +45,7 @@ void painter::setup() {
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assert(fillShader);
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assert(lineShader);
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@@ -62,20 +64,8 @@ void painter::setup() {
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}
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void painter::setupShaders() {
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const GLchar *vertexSource, *fragmentSource;
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vertexSource = platform->shaderSource("fill", "vertex.glsl");
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assert((vertexSource, "Missing fill vertex shader source"));
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fragmentSource = platform->shaderSource("fill", "fragment.glsl");
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assert((fragmentSource, "Missing fill fragment shader source"));
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fillShader = new FillShader(vertexSource, fragmentSource);
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vertexSource = platform->shaderSource("line", "vertex.glsl");
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assert((vertexSource, "Missing line vertex shader source"));
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fragmentSource = platform->shaderSource("line", "fragment.glsl");
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assert((fragmentSource, "Missing line fragment shader source"));
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lineShader = new LineShader(vertexSource, fragmentSource);
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fillShader = new FillShader();
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lineShader = new LineShader();
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}
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void painter::teardown() {
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@@ -108,6 +98,8 @@ void painter::resize(GLuint new_width, GLuint new_height) {
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void painter::changeMatrix() {
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assert(transform);
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assert(width);
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assert(height);
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// Initialize projection matrix
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float projMatrix[16];
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@@ -1,9 +1,14 @@
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#include <llmr/renderer/shader-fill.hpp>
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#include <llmr/shader/shaders.h>
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#include <llmr/platform/gl.hpp>
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using namespace llmr;
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FillShader::FillShader(const GLchar *vertSource, const GLchar *fragSource)
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: Shader(vertSource, fragSource) {
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FillShader::FillShader()
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: Shader(
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llmr_shaders[FILL_SHADER].vertex,
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llmr_shaders[FILL_SHADER].fragment
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) {
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if (!valid) return;
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a_pos = glGetAttribLocation(program, "a_pos");
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@@ -1,10 +1,24 @@
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#include <llmr/renderer/shader-line.hpp>
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#include <llmr/shader/shaders.h>
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#include <llmr/platform/gl.hpp>
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#include <cstdio>
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using namespace llmr;
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LineShader::LineShader(const GLchar *vertSource, const GLchar *fragSource)
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: Shader(vertSource, fragSource) {
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if (!valid) return;
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LineShader::LineShader()
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: Shader(
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llmr_shaders[LINE_SHADER].vertex,
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llmr_shaders[LINE_SHADER].fragment
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),
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a_pos(42) {
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if (!valid) {
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fprintf(stderr, "invalid line shader\n");
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return;
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}
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GLint pos = glGetAttribLocation(program, "a_pos");
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fprintf(stderr, "a_pos: %d\n", pos);
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a_pos = glGetAttribLocation(program, "a_pos");
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attributes.push_back(a_pos);
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@@ -1,4 +1,5 @@
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#include <llmr/renderer/shader.hpp>
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#include <llmr/renderer/shader.hpp>
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#include <llmr/platform/gl.hpp>
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#include <cstdlib>
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#include <cstdio>
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@@ -102,7 +103,20 @@ bool Shader::compileShader(GLuint *shader, GLenum type, const GLchar *source) {
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GLint status;
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*shader = glCreateShader(type);
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#ifdef EMSCRIPTEN
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// Add WebGL GSLSL precision premable
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const char *preamble = "precision mediump float;\n\n";
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int preamble_length = strlen(preamble);
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int source_length = strlen(source);
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char *modified_source = (char *)malloc(preamble_length + source_length);
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strncpy(&modified_source[0], preamble, preamble_length);
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strncpy(&modified_source[preamble_length], source, source_length);
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glShaderSource(*shader, 1, (const GLchar **)(&modified_source), NULL);
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#else
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glShaderSource(*shader, 1, &source, NULL);
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#endif
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glCompileShader(*shader);
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#if defined(DEBUG)
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