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build_wasm.sh
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build_wasm.sh
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#!/usr/bin/env bash
set -e
HELP_STRING=$(cat <<- END
usage: build_wasm.sh
Build script for combining a Macroquad project with wasm-bindgen,
allowing integration with the greater wasm-ecosystem.
example: ./build_wasm.sh
This'll go through the following steps:
1. Build as target 'wasm32-unknown-unknown'.
2. Create the directory 'dist' if it doesn't already exist.
3. Run wasm-bindgen with output into the 'dist' directory.
4. Apply patches to the output js file (detailed here: https://github.com/not-fl3/macroquad/issues/212#issuecomment-835276147).
5. Generate coresponding 'index.html' file.
Author: Tom Solberg <me@sbg.dev>
Edit: Nik codes <nik.code.things@gmail.com>
Edit: Nobbele <realnobbele@gmail.com>
Version: 0.2
END
)
die () {
echo >&2 "Error: $@"
echo >&2
echo >&2 "$HELP_STRING"
exit 1
}
# Parse primary commands
while [[ $# -gt 0 ]]
do
key="$1"
case $key in
--release)
RELEASE=yes
shift
;;
-h|--help)
echo "$HELP_STRING"
exit 0
;;
*)
POSITIONAL+=("$1")
shift
;;
esac
done
# Restore positionals
set -- "${POSITIONAL[@]}"
PROJECT_NAME="prpr"
HTML=$(cat <<- END
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>${PROJECT_NAME}</title>
<style>
html,
body,
canvas,
#container {
margin: 0px;
padding: 0px;
width: 100%;
height: 100%;
overflow: hidden;
position: absolute;
z-index: 0;
}
#container {
position: relative;
}
</style>
</head>
<body style="margin: 0; padding: 0; height: 100vh; width: 100vw;">
<div id="container" hidden>
<div style="position: absolute; display: flex; justify-content: center; align-items: center; width: 100vw; height: 100%; flex-direction: column; z-index: 1;">
<h1 id="status" style="color: white;">Loading WASM</h1>
</div>
<canvas onclick="full()" id="glcanvas" tabindex="1" hidden></canvas>
</div>
<!--<script src="https://not-fl3.github.io/miniquad-samples/mq_js_bundle.js"></script>-->
<script src="./mq_js_bundle.js"></script>
<script type="module">
import init, { set_wasm } from "./${PROJECT_NAME}.js";
async function impl_run() {
gl.clearColorStencil = gl.clearStencil;
GL.renderbuffers = [];
gl.glGenRenderbuffers = function (n, ids) {
_glGenObject(n, ids, 'createRenderbuffer', GL.renderbuffers, 'glGenRenderbuffers');
};
gl.glBindRenderbuffer = function (target, renderbuffer) {
GL.validateGLObjectID(GL.renderbuffers, renderbuffer, 'glBindRenderbuffer', 'renderbuffer');
gl.bindRenderbuffer(target, GL.renderbuffers[renderbuffer]);
};
gl.glRenderbufferStorageMultisample = function (target, samples, internalFormat, width, height) {
gl.renderbufferStorageMultisample(target, samples, internalFormat, width, height);
};
gl.glFramebufferRenderbuffer = function (target, attachment, renderbuffertarget, renderbuffer) {
gl.framebufferRenderbuffer(target, attachment, renderbuffertarget, GL.renderbuffers[renderbuffer]);
};
gl.glDrawBuffers = function (length, buffers) {
gl.drawBuffers(buffers? getArray(buffers, Int32Array, length): null);
};
gl.glBlitFramebuffer = function (srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter) {
gl.blitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
};
gl.glDeleteRenderbuffers = function (n, buffers) {
for (var i = 0; i < n; i++) {
var id = getArray(buffers + i * 4, Uint32Array, 1)[0];
var buffer = GL.renderbuffers[id];
if (!buffer) continue;
gl.deleteRenderbuffer(buffer);
buffer.name = 0;
GL.renderbuffers[id] = null;
}
};
let wbg = await init();
miniquad_add_plugin({
register_plugin: (a) => {
Object.assign(a.env, wbg);
Object.assign(a.env, gl);
a.wbg = wbg;
},
on_init: () => set_wasm(wasm_exports),
version: "0.0.1",
name: "wbg",
});
load("./${PROJECT_NAME}_bg.wasm");
}
window.run = function() {
document.getElementById('container').removeAttribute('hidden');
// document.getElementById('status').style.color = 'white';
document.getElementById('glcanvas').removeAttribute('hidden');
document.getElementById('glcanvas').style.background = 'black';
document.getElementById('glcanvas').focus();
full(); setTimeout(impl_run, 1);
}
window.on_game_start = function() {
document.getElementById('status').parentNode.remove();
// full();
}
window.full = function() {
document.getElementById('container').requestFullscreen();
}
</script>
<div id="run-container" style="display: flex; justify-content: center; align-items: center; height: 100%; flex-direction: column;">
<p id="status">Game can't play audio unless a button has been clicked.</p>
<button onclick="run()">Run Game</button>
</div>
<script>
window.onload = () => {
let old = XMLHttpRequest.prototype.open;
let status = document.getElementById('status');
XMLHttpRequest.prototype.open = function() {
let url = arguments[1];
status.innerText = 'Loading ' + url;
old.call(this, ...arguments);
this.onprogress = function(e) {
if (e.total) {
status.innerText = 'Loading ' + url + ' (' + Math.round(e.loaded / e.total * 100) + '%)';
} else {
status.innerText = 'Loading ' + url + ' (Loaded ' + (e.loaded / 1024).toFixed(1) + 'KB)';
}
}
}
};
</script>
</body>
</html>
END
)
# Build
cargo build --target wasm32-unknown-unknown --release --bin prpr-player
# Generate bindgen outputs
mkdir -p dist
wasm-bindgen target/wasm32-unknown-unknown/release/$PROJECT_NAME-player.wasm --out-dir dist --out-name prpr --target web --no-typescript
# Shim to tie the thing together
sed -i "s/import \* as __wbg_star0 from 'env';//" dist/$PROJECT_NAME.js
sed -i "s/let wasm;/let wasm; export const set_wasm = (w) => wasm = w;/" dist/$PROJECT_NAME.js
sed -i "s/imports\['env'\] = __wbg_star0;/return imports.wbg\;/" dist/$PROJECT_NAME.js
sed -i "s/const imports = getImports();/return getImports();/" dist/$PROJECT_NAME.js
# Create index from the HTML variable
echo "$HTML" > dist/index.html