Examples: Add emscripten opengl3 example

This commit is contained in:
SlowRiot 2026-09-03 15:02:50 +01:00
parent db34cdad81
commit dae858d80f
6 changed files with 339 additions and 0 deletions

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@ -626,6 +626,13 @@ jobs:
popd
make -C examples/example_sdl2_opengl3 -f Makefile.emscripten
- name: Build example_emscripten_opengl3
run: |
pushd emsdk-master
source ./emsdk_env.sh
popd
make -C examples/example_emscripten_opengl3 -f Makefile.emscripten
# This build compiles example_glfw_wgpu using Makefile.emscripten and Emscripten GLFW built-in implementation (-sUSE_GLFW=3)
# This ensures 2 things: the make build works, and the GLFW built-in implementation is tested
- name: Build example_glfw_wgpu with Emscripten/Makefile

1
.gitignore vendored
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@ -43,6 +43,7 @@ examples/*/*.dSYM
examples/*.o.tmp
examples/*.out.js
examples/*.out.wasm
examples/example_emscripten_opengl3/web/*
examples/example_emscripten_wgpu/web/*
examples/example_glfw_opengl3/web/*
examples/example_glfw_wgpu/web/*

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@ -71,6 +71,10 @@ OSX + OpenGL2 example. <BR>
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
[example_emscripten_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_opengl3/) <BR>
Emscripten (browser) + OpenGL3/ES2/ES3 example. Uses imgui_impl_emscripten for platform input and imgui_impl_opengl3 for rendering. <BR>
= main.cpp + imgui_impl_emscripten.cpp + imgui_impl_opengl3.cpp
[example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/) <BR>
Emscripten (browser) + WebGPU example. Uses imgui_impl_emscripten for platform input and imgui_impl_wgpu for rendering. <BR>
= main.cpp + imgui_impl_emscripten.cpp + imgui_impl_wgpu.cpp

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@ -0,0 +1,94 @@
#
# Makefile to use with emscripten
# See https://emscripten.org/docs/getting_started/downloads.html
# for installation instructions.
#
# This Makefile assumes you have loaded emscripten's environment.
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
#
# Running `make -f Makefile.emscripten` will produce three files:
# - web/index.html
# - web/index.js
# - web/index.wasm
#
# All three are needed to run the demo.
CC = emcc
CXX = em++
WEB_DIR = web
EXE = $(WEB_DIR)/index.html
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_emscripten.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CPPFLAGS =
LDFLAGS =
EMS =
##---------------------------------------------------------------------
## EMSCRIPTEN OPTIONS
##---------------------------------------------------------------------
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
EMS += -s DISABLE_EXCEPTION_CATCHING=1
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
# Use WebGL 1 by default. Set USE_WEBGL2=1 to use OpenGL ES 3 and WebGL 2 instead.
USE_WEBGL2 ?= 0
ifeq ($(USE_WEBGL2), 1)
CPPFLAGS += -DIMGUI_IMPL_OPENGL_ES3
LDFLAGS += -s MIN_WEBGL_VERSION=2 -s MAX_WEBGL_VERSION=2
endif
# Build as single file (binary text encoded in .html file)
#LDFLAGS += -sSINGLE_FILE
# Emscripten allows preloading a file or folder to be accessible at runtime.
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
USE_FILE_SYSTEM ?= 0
ifeq ($(USE_FILE_SYSTEM), 0)
LDFLAGS += -s NO_FILESYSTEM=1
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
endif
ifeq ($(USE_FILE_SYSTEM), 1)
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
endif
##---------------------------------------------------------------------
## FINAL BUILD FLAGS
##---------------------------------------------------------------------
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
#CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os $(EMS)
LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
LDFLAGS += $(EMS)
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(EXE)
$(WEB_DIR):
mkdir $@
$(EXE): $(OBJS) $(WEB_DIR)
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
clean:
rm -f $(EXE) $(OBJS) $(WEB_DIR)/*.js $(WEB_DIR)/*.wasm $(WEB_DIR)/*.wasm.pre

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@ -0,0 +1,23 @@
## How to Build
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
- Then build using `make -f Makefile.emscripten` while in the `example_emscripten_opengl3/` directory.
- This example is browser-only. It uses `imgui_impl_emscripten` for platform input and `imgui_impl_opengl3` for rendering.
- The default build targets OpenGL ES 2 and WebGL 1. Build with `make -f Makefile.emscripten USE_WEBGL2=1` to target OpenGL ES 3 and WebGL 2 instead.
## How to Run
To run on a local machine:
- `emrun web/index.html` will spawn a temporary local webserver and open the example in your browser. See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
- Otherwise, generally you will need a local webserver:
- Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can't load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you'll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
- You may use Python 3 builtin webserver: `python -m http.server -d web`.
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.

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@ -0,0 +1,210 @@
// Dear ImGui: standalone example application for using Emscripten + OpenGL 3
// - This uses imgui_impl_emscripten for platform inputs and imgui_impl_opengl3 for rendering.
// - Emscripten is required to build this example. See https://emscripten.org.
// - WebGL 1 is used by default. Define IMGUI_IMPL_OPENGL_ES3 and enable WebGL 2 to use WebGL 2 instead.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#include "imgui.h"
#include "imgui_impl_emscripten.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#elif defined(IMGUI_IMPL_OPENGL_ES3)
#include <GLES3/gl3.h>
#endif
#include <emscripten.h>
#include <emscripten/html5.h>
#include "../libs/emscripten/emscripten_mainloop_stub.h"
// Data
static int gl_framebuffer_width = 0;
static int gl_framebuffer_height = 0;
// Forward declarations
static void GetFramebufferSizeFromDisplaySize(int width, int height, int* framebuffer_width, int* framebuffer_height);
static void ResizeCanvas(int width, int height);
static void GetFramebufferSizeFromDisplaySize(int width, int height, int* framebuffer_width, int* framebuffer_height)
{
ImGuiIO& io = ImGui::GetIO();
*framebuffer_width = (int)(width * io.DisplayFramebufferScale.x + 0.5f);
*framebuffer_height = (int)(height * io.DisplayFramebufferScale.y + 0.5f);
}
static void ResizeCanvas(int width, int height)
{
if (width <= 0 || height <= 0)
return;
int framebuffer_width = 0;
int framebuffer_height = 0;
GetFramebufferSizeFromDisplaySize(width, height, &framebuffer_width, &framebuffer_height);
if (framebuffer_width <= 0 || framebuffer_height <= 0)
return;
emscripten_set_canvas_element_size("#canvas", framebuffer_width, framebuffer_height);
gl_framebuffer_width = framebuffer_width;
gl_framebuffer_height = framebuffer_height;
}
// Main code
int main(int, char**)
{
// Decide GL+GLSL versions
EmscriptenWebGLContextAttributes context_attributes;
emscripten_webgl_init_context_attributes(&context_attributes);
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
const char* glsl_version = "#version 100";
context_attributes.majorVersion = 1;
context_attributes.minorVersion = 0;
#elif defined(IMGUI_IMPL_OPENGL_ES3)
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
const char* glsl_version = "#version 300 es";
context_attributes.majorVersion = 2;
context_attributes.minorVersion = 0;
#endif
// Create window with graphics context
EMSCRIPTEN_WEBGL_CONTEXT_HANDLE gl_context = emscripten_webgl_create_context("#canvas", &context_attributes);
if (gl_context == 0)
{
fprintf(stderr, "Failed to create WebGL context.\n");
return 1;
}
if (emscripten_webgl_make_context_current(gl_context) != EMSCRIPTEN_RESULT_SUCCESS)
{
fprintf(stderr, "Failed to make WebGL context current.\n");
emscripten_webgl_destroy_context(gl_context);
return 1;
}
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplEmscripten_Init();
if (io.DisplaySize.x > 0.0f && io.DisplaySize.y > 0.0f)
ResizeCanvas((int)io.DisplaySize.x, (int)io.DisplaySize.y);
ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf");
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf");
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf");
//IM_ASSERT(font != nullptr);
#endif
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
io.IniFilename = nullptr;
EMSCRIPTEN_MAINLOOP_BEGIN
{
// Input handling is callback-driven via imgui_impl_emscripten, so there is no event pump here.
// React to changes in browser window size.
int width = (int)io.DisplaySize.x;
int height = (int)io.DisplaySize.y;
if (width <= 0 || height <= 0)
continue;
int framebuffer_width = 0;
int framebuffer_height = 0;
GetFramebufferSizeFromDisplaySize(width, height, &framebuffer_width, &framebuffer_height);
if (framebuffer_width != gl_framebuffer_width || framebuffer_height != gl_framebuffer_height)
ResizeCanvas(width, height);
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplEmscripten_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
glViewport(0, 0, framebuffer_width, framebuffer_height);
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
EMSCRIPTEN_MAINLOOP_END;
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplEmscripten_Shutdown();
ImGui::DestroyContext();
emscripten_webgl_destroy_context(gl_context);
return 0;
}