WARNING: Issues on web building
Found some issues when building for web using latest emscripten 1.38.30, traced the error and found that eglGetProcAdress does not return function pointers for VAO functionality, supported by extension. It requires more investigation but now it works (avoiding VAO usage)
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@ -25,7 +25,7 @@
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# Define required raylib variables
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PROJECT_NAME ?= raylib_examples
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RAYLIB_VERSION ?= 2.0.0
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RAYLIB_VERSION ?= 2.5.0
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RAYLIB_API_VERSION ?= 1
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RAYLIB_PATH ?= ..
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@ -118,8 +118,8 @@ endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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# Emscripten required variables
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EMSDK_PATH = C:/emsdk
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EMSCRIPTEN_VERSION = 1.38.21
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CLANG_VERSION = e1.38.21_64bit
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EMSCRIPTEN_VERSION = 1.38.30
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CLANG_VERSION = e1.38.30_64bit
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PYTHON_VERSION = 2.7.13.1_64bit\python-2.7.13.amd64
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NODE_VERSION = 8.9.1_64bit
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export PATH = $(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
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@ -249,7 +249,8 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
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# -s EMTERPRETIFY_ASYNC=1 # support synchronous loops by emterpreter
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# --profiling # include information for code profiling
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# --preload-file resources # specify a resources folder for data compilation
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CFLAGS += -Os -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1
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CFLAGS += -Os -s USE_GLFW=3 -s ASSERTIONS=2 -s WASM=1
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# -Os -s WASM=1 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1
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# NOTE: Simple raylib examples are compiled to be interpreter by emterpreter, that way,
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# we can compile same code for ALL platforms with no change required, but, working on bigger
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@ -42,7 +42,7 @@
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.PHONY: all clean install uninstall
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# Define required raylib variables
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RAYLIB_VERSION = 2.4.0
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RAYLIB_VERSION = 2.5.0
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RAYLIB_API_VERSION = 2
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# See below for alternatives.
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@ -3172,7 +3172,8 @@ static void PollInputEvents(void)
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// NOTE: GLFW3 joystick functionality not available in web
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#if defined(PLATFORM_WEB)
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// Get number of gamepads connected
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int numGamepads = emscripten_get_num_gamepads();
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int numGamepads = 0;
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if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS) numGamepads = emscripten_get_num_gamepads();
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for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
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{
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4
src/external/cgltf.h
vendored
4
src/external/cgltf.h
vendored
@ -369,7 +369,7 @@ typedef struct cgltf_light {
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cgltf_float spot_outer_cone_angle;
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} cgltf_light;
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typedef struct cgltf_node {
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struct cgltf_node {
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char* name;
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cgltf_node* parent;
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cgltf_node** children;
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@ -388,7 +388,7 @@ typedef struct cgltf_node {
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cgltf_float rotation[4];
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cgltf_float scale[3];
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cgltf_float matrix[16];
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} cgltf_node;
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};
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typedef struct cgltf_scene {
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char* name;
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2
src/external/miniaudio.h
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2
src/external/miniaudio.h
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@ -21915,8 +21915,6 @@ extern "C" {
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#endif
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EMSCRIPTEN_KEEPALIVE void ma_device_process_pcm_frames_capture__webaudio(ma_device* pDevice, int frameCount, float* pFrames)
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{
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ma_result result;
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if (pDevice->type == ma_device_type_duplex) {
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ma_device__handle_duplex_callback_capture(pDevice, (ma_uint32)frameCount, pFrames, &pDevice->webaudio.duplexRB);
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} else {
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12
src/rlgl.h
12
src/rlgl.h
@ -1559,7 +1559,19 @@ void rlglInit(int width, int height)
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glBindVertexArray = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
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glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES");
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//glIsVertexArray = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES"); // NOTE: Fails in WebGL, omitted
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if (glGenVertexArrays == NULL) printf("glGenVertexArrays is NULL.\n"); // WEB: ISSUE FOUND! ...but why?
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if (glBindVertexArray == NULL) printf("glBindVertexArray is NULL.\n"); // WEB: ISSUE FOUND! ...but why?
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}
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// TODO: HACK REVIEW!
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// For some reason on raylib 2.5, VAO usage breaks the build
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// error seems related to function pointers but I can not get detailed info...
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// Avoiding VAO usage is the only solution for now... :(
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// Ref: https://emscripten.org/docs/porting/guidelines/function_pointer_issues.html
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#if defined(PLATFORM_WEB)
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vaoSupported = false;
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#endif
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// Check NPOT textures support
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// NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature
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@ -178,14 +178,14 @@
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}
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</script>
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<script type='text/javascript'>
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var statusElement = document.getElementById('status');
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var progressElement = document.getElementById('progress');
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var spinnerElement = document.getElementById('spinner');
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var statusElement = document.querySelector('#status');
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var progressElement = document.querySelector('#progress');
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var spinnerElement = document.querySelector('#spinner');
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var Module = {
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preRun: [],
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postRun: [],
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print: (function() {
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var element = document.getElementById('output');
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var element = document.querySelector('#output');
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if (element) element.value = ''; // clear browser cache
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return function(text) {
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if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
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@ -210,7 +210,7 @@
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}
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},
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canvas: (function() {
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var canvas = document.getElementById('canvas');
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var canvas = document.querySelector('#canvas');
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// As a default initial behavior, pop up an alert when webgl context is lost. To make your
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// application robust, you may want to override this behavior before shipping!
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// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
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