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Some initial work on JS windowing interface and WebGL backend -- not even half done!

Karl Zylinski hai 2 meses
pai
achega
6c2c299d69

+ 8 - 0
.sublime/karl2d.sublime-project

@@ -16,6 +16,11 @@
 					"shell_cmd": "odin run . -vet -strict-style -keep-executable -debug -define:KARL2D_RENDER_BACKEND=gl",
 					"working_dir": "$project_path/../examples/minimal"
 				},
+				{
+					"name": "minimal (web)",
+					"shell_cmd": "odin build . -vet -strict-style -keep-executable -debug -target:js_wasm32",
+					"working_dir": "$project_path/../examples/minimal"
+				},
 				{
 					"name": "fonts",
 					"shell_cmd": "odin run . -vet -strict-style -keep-executable -debug",
@@ -121,6 +126,9 @@
 		{
 			"path": "C:\\SDK\\Odin\\vendor\\directx\\dxc"
 		},
+		{
+			"path": "C:\\SDK\\Odin\\vendor\\wasm\\WebGL"
+		},
 		{
 			"path": "C:\\SDK\\Odin\\vendor\\box2d"
 		}

+ 1 - 1
karl2d.odin

@@ -45,7 +45,7 @@ init :: proc(window_width: int, window_height: int, window_title: string,
 
 	s.allocator = allocator
 
-	s.win = WINDOW_INTERFACE_WIN32
+	s.win = WINDOW_INTERFACE
 	win = s.win
 
 	// We alloc memory for the windowing backend and pass the blob of memory to it.

+ 3 - 1
render_backend_chooser.odin

@@ -2,8 +2,10 @@ package karl2d
 
 when ODIN_OS == .Windows {
 	DEFAULT_RENDER_BACKEND :: RENDER_BACKEND_INTERFACE_D3D11
-} else {
+} else when ODIN_OS == .Linux || ODIN_OS == .Darwin {
 	DEFAULT_RENDER_BACKEND :: RENDER_BACKEND_INTERFACE_GL
+} else when ODIN_OS == .JS {
+	DEFAULT_RENDER_BACKEND :: RENDER_BACKEND_INTERFACE_WEBGL
 }
 
 CUSTOM_RENDER_BACKEND_STR :: #config(KARL2D_RENDER_BACKEND, "")

+ 840 - 0
render_backend_webgl.odin

@@ -0,0 +1,840 @@
+#+build js
+#+private file
+
+package karl2d
+
+@(private="package")
+RENDER_BACKEND_INTERFACE_WEBGL :: Render_Backend_Interface {
+	state_size = webgl_state_size,
+	init = webgl_init,
+	shutdown = webgl_shutdown,
+	clear = webgl_clear,
+	present = webgl_present,
+	draw = webgl_draw,
+	resize_swapchain = webgl_resize_swapchain,
+	get_swapchain_width = webgl_get_swapchain_width,
+	get_swapchain_height = webgl_get_swapchain_height,
+	flip_z = webgl_flip_z,
+	set_internal_state = webgl_set_internal_state,
+	create_texture = webgl_create_texture,
+	load_texture = webgl_load_texture,
+	update_texture = webgl_update_texture,
+	destroy_texture = webgl_destroy_texture,
+	create_render_texture = webgl_create_render_texture,
+	destroy_render_target = webgl_destroy_render_target,
+	set_texture_filter = webgl_set_texture_filter,
+	load_shader = webgl_load_shader,
+	destroy_shader = webgl_destroy_shader,
+
+	default_shader_vertex_source = webgl_default_shader_vertex_source,
+	default_shader_fragment_source = webgl_default_shader_fragment_source,
+}
+
+import "base:runtime"
+import gl "vendor:wasm/WebGL"
+import hm "handle_map"
+import "core:log"
+import "core:strings"
+import "core:slice"
+import la "core:math/linalg"
+
+_ :: la
+
+WebGL_State :: struct {
+	canvas_id: string,
+	width: int,
+	height: int,
+	allocator: runtime.Allocator,
+	shaders: hm.Handle_Map(WebGL_Shader, Shader_Handle, 1024*10),
+	vertex_buffer_gpu: gl.Buffer,
+	textures: hm.Handle_Map(WebGL_Texture, Texture_Handle, 1024*10),
+}
+
+WebGL_Shader_Constant_Buffer :: struct {
+	buffer: gl.Buffer,
+	size: int,
+	block_index: u32,
+}
+
+WebGL_Shader_Constant_Type :: enum {
+	Uniform,
+	Block_Variable,
+}
+
+// OpenGL can have constants both in blocks (like constant buffers in D3D11), or as stand-alone
+// uniforms. We support both.
+WebGL_Shader_Constant :: struct {
+	type: WebGL_Shader_Constant_Type,
+
+	// if type is Uniform, then this is the uniform loc
+	// if type is Block_Variable, then this is the block loc
+	loc: i32, 
+
+	// if this is a block variable, then this is the offset to it
+	block_variable_offset: u32,
+
+	// if type is Uniform, then this contains the GL type of the uniform
+	uniform_type: gl.Enum,
+}
+
+WebGL_Texture :: struct {
+	handle: Texture_Handle,
+	id: u32,
+	format: Pixel_Format,
+}
+
+WebGL_Texture_Binding :: struct {
+	loc: i32,
+}
+
+WebGL_Shader :: struct {
+	handle: Shader_Handle,
+
+	// This is like the "input layout"
+	vao: u32,
+
+	program: gl.Program,
+
+	constant_buffers: []WebGL_Shader_Constant_Buffer,
+	constants: []WebGL_Shader_Constant,
+	texture_bindings: []WebGL_Texture_Binding, 
+}
+
+s: ^WebGL_State
+
+webgl_state_size :: proc() -> int {
+	return size_of(WebGL_State)
+}
+
+webgl_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
+	s = (^WebGL_State)(state)
+	canvas_id := (^HTML_Canvas_ID)(window_handle)^
+	s.canvas_id = strings.clone(canvas_id, allocator)
+	s.width = swapchain_width
+	s.height = swapchain_height
+	s.allocator = allocator
+
+	context_ok := gl.CreateCurrentContextById(s.canvas_id, gl.DEFAULT_CONTEXT_ATTRIBUTES)
+	log.ensuref(context_ok, "Could not create context for canvas ID %s", s.canvas_id)
+	set_context_ok := gl.SetCurrentContextById(s.canvas_id)
+	log.ensuref(set_context_ok, "Failed setting context with canvas ID %s", s.canvas_id)
+
+	gl.Enable(gl.DEPTH_TEST)
+	gl.DepthFunc(gl.GREATER)
+
+	s.vertex_buffer_gpu = gl.CreateBuffer()
+	gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
+	gl.BufferData(gl.ARRAY_BUFFER, VERTEX_BUFFER_MAX, nil, gl.DYNAMIC_DRAW)
+
+	gl.Enable(gl.BLEND)
+}
+
+webgl_shutdown :: proc() {
+	gl.DeleteBuffer(s.vertex_buffer_gpu)
+}
+
+webgl_clear :: proc(render_texture: Render_Target_Handle, color: Color) {
+	c := f32_color_from_color(color)
+	gl.ClearColor(c.r, c.g, c.b, c.a)
+	gl.ClearDepth(-1)
+	gl.Clear(u32(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT))
+}
+
+webgl_present :: proc() {
+	// The browser flips the backbuffer for you
+}
+
+webgl_draw :: proc(
+	shd: Shader,
+	render_texture: Render_Target_Handle,
+	bound_textures: []Texture_Handle,
+	scissor: Maybe(Rect),
+	blend_mode: Blend_Mode,
+	vertex_buffer: []u8,
+) {
+	gl_shd := hm.get(&s.shaders, shd.handle)
+
+	if gl_shd == nil {
+		return
+	}
+
+	switch blend_mode {
+	case .Alpha: gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
+	case .Premultiplied_Alpha: gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
+	}
+
+	gl.EnableVertexAttribArray(0)
+	gl.EnableVertexAttribArray(1)
+	gl.EnableVertexAttribArray(2)
+
+	gl.UseProgram(gl_shd.program)
+	assert(len(shd.constants) == len(gl_shd.constants))
+
+	cpu_data := shd.constants_data
+	for cidx in 0..<len(gl_shd.constants) {
+		cpu_loc := shd.constants[cidx]
+
+		if cpu_loc.size == 0 {
+			continue
+		}
+
+		gpu_loc := gl_shd.constants[cidx]
+
+		switch gpu_loc.type {
+		case .Block_Variable:
+			gpu_buffer_info := gl_shd.constant_buffers[gpu_loc.loc]
+			gpu_data := gpu_buffer_info.buffer
+			gl.BindBuffer(gl.UNIFORM_BUFFER, gpu_data)
+			src := cpu_data[cpu_loc.offset:cpu_loc.offset+cpu_loc.size]
+			gl.BufferData(gl.UNIFORM_BUFFER, len(src), raw_data(src), gl.DYNAMIC_DRAW)
+			gl.BindBufferBase(gl.UNIFORM_BUFFER, gpu_loc.loc, gpu_data)	
+
+		case .Uniform:
+			loc := i32(gpu_loc.loc)
+			ptr := (rawptr)(&cpu_data[cpu_loc.offset])
+			uptr := (^u32)(ptr)
+			iptr := (^i32)(ptr)
+			fptr := (^f32)(ptr)
+			dptr := (^f64)(ptr)
+			switch gpu_loc.uniform_type {
+			case gl.FLOAT:
+				gl.Uniform1fv(loc, 1, fptr)
+
+			case gl.FLOAT_VEC2:
+				gl.Uniform2fv(loc, 1, fptr)
+			case gl.FLOAT_MAT2:
+				gl.UniformMatrix2fv(loc, 1, false, fptr)
+			case gl.FLOAT_MAT2x3:
+				gl.UniformMatrix2x3fv(loc, 1, false, fptr)
+			case gl.FLOAT_MAT2x4:
+				gl.UniformMatrix2x4fv(loc, 1, false, fptr)
+
+			case gl.FLOAT_VEC3:
+				gl.Uniform3fv(loc, 1, fptr)
+			case gl.FLOAT_MAT3x2:
+				gl.UniformMatrix3x2fv(loc, 1, false, fptr)
+			case gl.FLOAT_MAT3:
+				gl.UniformMatrix3fv(loc, 1, false, fptr)
+			case gl.FLOAT_MAT3x4:
+				gl.UniformMatrix3x4fv(loc, 1, false, fptr)
+
+			case gl.FLOAT_VEC4:
+				gl.Uniform4fv(loc, 1, fptr)
+			case gl.FLOAT_MAT4x2:
+				gl.UniformMatrix4x2fv(loc, 1, false, fptr)
+			case gl.FLOAT_MAT4x3:
+				gl.UniformMatrix4x3fv(loc, 1, false, fptr)
+			case gl.FLOAT_MAT4:
+				gl.UniformMatrix4fv(loc, 1, false, fptr)
+
+			case gl.DOUBLE:
+				gl.Uniform1dv(loc, 1, dptr)
+
+			case gl.DOUBLE_VEC2:
+				gl.Uniform2dv(loc, 1, dptr)
+			case gl.DOUBLE_MAT2:
+				gl.UniformMatrix2dv(loc, 1, false, dptr)
+			case gl.DOUBLE_MAT2x3:
+				gl.UniformMatrix2x3dv(loc, 1, false, dptr)
+			case gl.DOUBLE_MAT2x4:
+				gl.UniformMatrix2x4dv(loc, 1, false, dptr)
+
+			case gl.DOUBLE_VEC3:
+				gl.Uniform3dv(loc, 1, dptr)
+			case gl.DOUBLE_MAT3x2:
+				gl.UniformMatrix3x2dv(loc, 1, false, dptr)
+			case gl.DOUBLE_MAT3:
+				gl.UniformMatrix3dv(loc, 1, false, dptr)
+			case gl.DOUBLE_MAT3x4:
+				gl.UniformMatrix3x4dv(loc, 1, false, dptr)
+
+			case gl.DOUBLE_VEC4:
+				gl.Uniform4dv(loc, 1, dptr)
+			case gl.DOUBLE_MAT4x2:
+				gl.UniformMatrix4x2dv(loc, 1, false, dptr)
+			case gl.DOUBLE_MAT4x3:
+				gl.UniformMatrix4x3dv(loc, 1, false, dptr)
+			case gl.DOUBLE_MAT4:
+				gl.UniformMatrix4dv(loc, 1, false, dptr)
+
+			case gl.BOOL, gl.INT:
+				gl.Uniform1iv(loc, 1, iptr)
+			case gl.BOOL_VEC2, gl.INT_VEC2:
+				gl.Uniform2iv(loc, 1, iptr)
+			case gl.BOOL_VEC3, gl.INT_VEC3:
+				gl.Uniform3iv(loc, 1, iptr)
+			case gl.BOOL_VEC4, gl.INT_VEC4:
+				gl.Uniform4iv(loc, 1, iptr)
+
+			case gl.UNSIGNED_INT:
+				gl.Uniform1uiv(loc, 1, uptr)
+			case gl.UNSIGNED_INT_VEC2:
+				gl.Uniform2uiv(loc, 1, uptr)
+			case gl.UNSIGNED_INT_VEC3:
+				gl.Uniform3uiv(loc, 1, uptr)
+			case gl.UNSIGNED_INT_VEC4:
+				gl.Uniform4uiv(loc, 1, uptr)
+
+			case: log.errorf("Unknown type: %x", gpu_loc.uniform_type)
+			}
+			
+		}
+	}
+	
+	gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
+	vb_data := gl.MapBuffer(gl.ARRAY_BUFFER, gl.WRITE_ONLY)
+	{
+		gpu_map := slice.from_ptr((^u8)(vb_data), VERTEX_BUFFER_MAX)
+		copy(
+			gpu_map,
+			vertex_buffer,
+		)
+	}
+
+	if len(bound_textures) == len(gl_shd.texture_bindings) {
+		for t, t_idx in bound_textures {
+			gl_t := gl_shd.texture_bindings[t_idx]
+
+			if t := hm.get(&s.textures, t); t != nil {
+				gl.ActiveTexture(gl.TEXTURE0 + u32(t_idx))
+				gl.BindTexture(gl.TEXTURE_2D, t.id)
+				gl.Uniform1i(gl_t.loc, i32(t_idx))
+			} else {
+				gl.ActiveTexture(gl.TEXTURE0 + u32(t_idx))
+				gl.BindTexture(gl.TEXTURE_2D, 0)
+				gl.Uniform1i(gl_t.loc, i32(t_idx))
+			}
+		}
+	}
+
+	gl.UnmapBuffer(gl.ARRAY_BUFFER)
+	gl.DrawArrays(gl.TRIANGLES, 0, i32(len(vertex_buffer)/shd.vertex_size))
+}
+
+webgl_resize_swapchain :: proc(w, h: int) {
+	s.width = w
+	s.height = h
+	gl.Viewport(0, 0, i32(w), i32(h))
+}
+
+webgl_get_swapchain_width :: proc() -> int {
+	return s.width
+}
+
+webgl_get_swapchain_height :: proc() -> int {
+	return s.height
+}
+
+webgl_flip_z :: proc() -> bool {
+	return false
+}
+
+webgl_set_internal_state :: proc(state: rawptr) {
+	s = (^GL_State)(state)
+}
+
+create_texture :: proc(width: int, height: int, format: Pixel_Format, data: rawptr) -> Texture_Handle {
+	id: u32
+	gl.GenTextures(1, &id)
+	gl.BindTexture(gl.TEXTURE_2D, id)
+
+	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
+	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
+	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
+	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
+
+	pf := gl_translate_pixel_format(format)
+	gl.TexImage2D(gl.TEXTURE_2D, 0, pf, i32(width), i32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, data)
+
+	tex := GL_Texture {
+		id = id,
+		format = format,
+	}
+
+	return hm.add(&s.textures, tex)
+}
+
+webgl_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
+	return create_texture(width, height, format, nil)
+}
+
+webgl_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
+	return create_texture(width, height, format, raw_data(data))
+}
+
+webgl_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
+	tex := hm.get(&s.textures, th)
+
+	if tex == nil {
+		return false
+	}
+
+    gl.BindTexture(gl.TEXTURE_2D, tex.id)
+	gl.TexSubImage2D(gl.TEXTURE_2D, 0, i32(rect.x), i32(rect.y), i32(rect.w), i32(rect.h), gl.RGBA, gl.UNSIGNED_BYTE, raw_data(data))
+	return true
+}
+
+webgl_destroy_texture :: proc(th: Texture_Handle) {
+	tex := hm.get(&s.textures, th)
+
+	if tex == nil {
+		return
+	}
+
+	gl.DeleteTextures(1, &tex.id)
+	hm.remove(&s.textures, th)
+}
+
+webgl_create_render_texture :: proc(width: int, height: int) -> (Texture_Handle, Render_Target_Handle) {
+	return {}, {}
+}
+
+webgl_destroy_render_target :: proc(render_target: Render_Target_Handle) {
+	
+}
+
+webgl_set_texture_filter :: proc(
+	th: Texture_Handle,
+	scale_down_filter: Texture_Filter,
+	scale_up_filter: Texture_Filter,
+	mip_filter: Texture_Filter,
+) {
+	t := hm.get(&s.textures, th)
+
+	if t == nil {
+		log.error("Trying to set texture filter for invalid texture %v", th)
+		return
+	}
+
+	gl.BindTexture(gl.TEXTURE_2D, t.id)
+
+	min_filter: i32 = scale_down_filter == .Point ? gl.NEAREST : gl.LINEAR
+	mag_filter: i32 = scale_up_filter == .Point ? gl.NEAREST : gl.LINEAR
+
+	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, min_filter)
+	gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, mag_filter)
+}
+
+Shader_Compile_Result_OK :: struct {}
+
+Shader_Compile_Result_Error :: string
+
+Shader_Compile_Result :: union #no_nil {
+	Shader_Compile_Result_OK,
+	Shader_Compile_Result_Error,
+}
+
+compile_shader_from_source :: proc(shader_data: []byte, shader_type: gl.Shader_Type, err_buf: []u8, err_msg: ^string) -> (shader_id: u32, ok: bool) {
+	shader_id = gl.CreateShader(u32(shader_type))
+	length := i32(len(shader_data))
+	shader_cstr := cstring(raw_data(shader_data))
+	gl.ShaderSource(shader_id, 1, &shader_cstr, &length)
+	gl.CompileShader(shader_id)
+
+	result: i32
+	gl.GetShaderiv(shader_id, gl.COMPILE_STATUS, &result)
+		
+	if result != 1 {
+		info_len: i32
+		gl.GetShaderInfoLog(shader_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
+		err_msg^ = string(err_buf[:info_len])
+		gl.DeleteShader(shader_id)
+		return 0, false
+	}
+
+	return shader_id, true
+}
+
+link_shader :: proc(vs_shader: u32, fs_shader: u32, err_buf: []u8, err_msg: ^string) -> (program_id: u32, ok: bool) {
+	program_id = gl.CreateProgram()
+	gl.AttachShader(program_id, vs_shader)
+	gl.AttachShader(program_id, fs_shader)
+	gl.LinkProgram(program_id)
+
+	result: i32
+	gl.GetProgramiv(program_id, gl.LINK_STATUS, &result)
+
+	if result != 1 {
+		info_len: i32
+		gl.GetProgramInfoLog(program_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
+		err_msg^ = string(err_buf[:info_len])
+		gl.DeleteProgram(program_id)
+		return 0, false
+	}
+
+	return program_id, true
+}
+
+webgl_load_shader :: proc(vs_source: []byte, fs_source: []byte, desc_allocator := frame_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
+	@static err: [1024]u8
+	err_msg: string
+	vs_shader, vs_shader_ok := compile_shader_from_source(vs_source, gl.Shader_Type.VERTEX_SHADER, err[:], &err_msg)
+
+	if !vs_shader_ok  {
+		log.error(err_msg)
+		return {}, {}
+	}
+	
+	fs_shader, fs_shader_ok := compile_shader_from_source(fs_source, gl.Shader_Type.FRAGMENT_SHADER, err[:], &err_msg)
+
+	if !fs_shader_ok {
+		log.error(err_msg)
+		return {}, {}
+	}
+
+	program, program_ok := link_shader(vs_shader, fs_shader, err[:], &err_msg)
+
+	if !program_ok {
+		log.error(err_msg)
+		return {}, {}
+	}
+
+	stride: int
+
+	{
+		num_attribs: i32
+		gl.GetProgramiv(program, gl.ACTIVE_ATTRIBUTES, &num_attribs)
+		desc.inputs = make([]Shader_Input, num_attribs, desc_allocator)
+
+		attrib_name_buf: [256]u8
+
+		for i in 0..<num_attribs {
+			attrib_name_len: i32
+			attrib_size: i32
+			attrib_type: u32
+			gl.GetActiveAttrib(program, u32(i), i32(len(attrib_name_buf)), &attrib_name_len, &attrib_size, &attrib_type, raw_data(attrib_name_buf[:]))
+
+			name_cstr := cstring(raw_data(attrib_name_buf[:attrib_name_len]))
+			
+			loc := gl.GetAttribLocation(program, name_cstr)
+
+			type: Shader_Input_Type
+
+			switch attrib_type {
+			case gl.FLOAT: type = .F32
+			case gl.FLOAT_VEC2: type = .Vec2
+			case gl.FLOAT_VEC3: type = .Vec3
+			case gl.FLOAT_VEC4: type = .Vec4
+			
+			/* Possible (gl.) types:
+
+			   FLOAT, FLOAT_VEC2, FLOAT_VEC3, FLOAT_VEC4, FLOAT_MAT2,
+			   FLOAT_MAT3, FLOAT_MAT4, FLOAT_MAT2x3, FLOAT_MAT2x4,
+			   FLOAT_MAT3x2, FLOAT_MAT3x4, FLOAT_MAT4x2, FLOAT_MAT4x3,
+			   INT, INT_VEC2, INT_VEC3, INT_VEC4, UNSIGNED_INT, 
+			   UNSIGNED_INT_VEC2, UNSIGNED_INT_VEC3, UNSIGNED_INT_VEC4,
+			   DOUBLE, DOUBLE_VEC2, DOUBLE_VEC3, DOUBLE_VEC4, DOUBLE_MAT2,
+			   DOUBLE_MAT3, DOUBLE_MAT4, DOUBLE_MAT2x3, DOUBLE_MAT2x4,
+			   DOUBLE_MAT3x2, DOUBLE_MAT3x4, DOUBLE_MAT4x2, or DOUBLE_MAT4x3 */
+
+			case: log.errorf("Unknown type: %v", attrib_type)
+			}
+
+			name := strings.clone(string(attrib_name_buf[:attrib_name_len]), desc_allocator)
+			
+			format := len(layout_formats) > 0 ? layout_formats[loc] : get_shader_input_format(name, type)
+			desc.inputs[i] = {
+				name = name,
+				register = int(loc),
+				format = format,
+				type = type,
+			}
+
+			input_format := get_shader_input_format(name, type)
+			format_size := pixel_format_size(input_format)
+
+			stride += format_size
+		}
+	}
+
+	gl_shd := GL_Shader {
+		program = program,
+	}
+
+	gl.GenVertexArrays(1, &gl_shd.vao)
+	gl.BindVertexArray(gl_shd.vao)
+	gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
+
+	offset: int
+	for idx in 0..<len(desc.inputs) {
+		input := desc.inputs[idx]
+		format_size := pixel_format_size(input.format)
+		gl.EnableVertexAttribArray(u32(input.register))	
+		format, num_components, norm := gl_describe_pixel_format(input.format)
+		gl.VertexAttribPointer(u32(input.register), num_components, format, norm ? gl.TRUE : gl.FALSE, i32(stride), uintptr(offset))
+		offset += format_size
+	}
+
+	/*{
+		num_uniforms: i32
+		uniform_name_buf: [256]u8
+		gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_uniforms)
+		
+		for u_idx in 0..<num_uniforms {
+			name_len: i32
+			size: i32
+			type: u32
+			gl.GetActiveUniform(program, u32(u_idx), len(uniform_name_buf), &name_len, &size, &type, raw_data(&uniform_name_buf))
+
+			if type == gl.SAMPLER_2D {
+
+			}
+		}
+	}*/
+
+	constant_descs := make([dynamic]Shader_Constant_Desc, desc_allocator)
+	gl_constants := make([dynamic]GL_Shader_Constant, s.allocator)
+	texture_bindpoint_descs := make([dynamic]Shader_Texture_Bindpoint_Desc, desc_allocator)
+	gl_texture_bindings := make([dynamic]GL_Texture_Binding, s.allocator)
+
+	{
+		num_active_uniforms: i32
+		gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_active_uniforms)
+		uniform_name_buf: [256]u8
+
+		for cidx in 0..<num_active_uniforms {
+			name_len: i32
+			array_len: i32
+			type: u32
+			
+			gl.GetActiveUniform(
+				program,
+				u32(cidx),
+				len(uniform_name_buf),
+				&name_len,
+				&array_len,
+				&type,
+				raw_data(&uniform_name_buf),
+			)
+
+			name := strings.string_from_ptr(raw_data(uniform_name_buf[:]), int(name_len))
+			loc := gl.GetUniformLocation(program, cstring(raw_data(name)))
+
+			if type == gl.SAMPLER_2D {
+				append(&texture_bindpoint_descs, Shader_Texture_Bindpoint_Desc {
+					name = strings.clone(name, desc_allocator),
+				})
+
+				append(&gl_texture_bindings, GL_Texture_Binding {
+					loc = loc,
+				})
+			} else {
+				append(&constant_descs, Shader_Constant_Desc {
+					name = strings.clone(name, desc_allocator),
+					size = uniform_size(type),
+				})
+
+				append(&gl_constants, GL_Shader_Constant {
+					type = .Uniform,
+					loc = u32(loc),
+					uniform_type = type,
+				})
+			}
+		}
+	}
+
+	// Blocks are like constant buffers in D3D, it's like a struct with multiple uniforms inside
+	{
+		num_active_uniform_blocks: i32
+		gl.GetProgramiv(program, gl.ACTIVE_UNIFORM_BLOCKS, &num_active_uniform_blocks)
+		gl_shd.constant_buffers = make([]GL_Shader_Constant_Buffer, num_active_uniform_blocks, s.allocator)
+
+		uniform_block_name_buf: [256]u8
+		uniform_name_buf: [256]u8
+
+		for cb_idx in 0..<num_active_uniform_blocks {
+			name_len: i32
+			gl.GetActiveUniformBlockName(program, u32(cb_idx), len(uniform_block_name_buf), &name_len, raw_data(&uniform_block_name_buf))
+			name_cstr := cstring(raw_data(uniform_block_name_buf[:name_len]))
+			idx := gl.GetUniformBlockIndex(program, name_cstr)
+
+			if i32(idx) >= num_active_uniform_blocks {
+				continue
+			}
+
+			size: i32
+
+			// TODO investigate if we need std140 layout in the shader or what is fine?
+			gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_DATA_SIZE, &size)
+
+			if size == 0 {
+				log.errorf("Uniform block %v has size 0", name_cstr)
+				continue
+			}
+
+			buf: u32
+
+			gl.GenBuffers(1, &buf)
+			gl.BindBuffer(gl.UNIFORM_BUFFER, buf)
+			gl.BufferData(gl.UNIFORM_BUFFER, int(size), nil, gl.DYNAMIC_DRAW)
+			gl.BindBufferBase(gl.UNIFORM_BUFFER, idx, buf)
+
+			gl_shd.constant_buffers[cb_idx] = {
+				block_index = idx,
+				buffer = buf,
+				size = int(size),
+			}
+
+			num_uniforms: i32
+			gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS, &num_uniforms)
+
+			uniform_indices := make([]i32, num_uniforms, frame_allocator)
+			gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, raw_data(uniform_indices))
+
+			for var_idx in 0..<num_uniforms {
+				uniform_idx := u32(uniform_indices[var_idx])
+
+				offset: i32
+				gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_OFFSET, &offset)
+
+				uniform_type: u32
+				gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_TYPE, (^i32)(&uniform_type))
+
+				variable_name_len: i32
+				gl.GetActiveUniformName(program, uniform_idx, len(uniform_name_buf), &variable_name_len, raw_data(&uniform_name_buf))
+
+				append(&constant_descs, Shader_Constant_Desc {
+					name = strings.clone(string(uniform_name_buf[:variable_name_len]), desc_allocator),
+					size = uniform_size(uniform_type),
+				})
+
+				append(&gl_constants, GL_Shader_Constant {
+					type = .Block_Variable,
+					loc = idx,
+					block_variable_offset = u32(offset),
+				})
+			}
+		}
+	}
+
+	assert(len(constant_descs) == len(gl_constants))
+	desc.constants = constant_descs[:]
+	desc.texture_bindpoints = texture_bindpoint_descs[:]
+	gl_shd.constants = gl_constants[:]
+	gl_shd.texture_bindings = gl_texture_bindings[:]
+
+	h := hm.add(&s.shaders, gl_shd)
+
+	return h, desc
+}
+
+// I might have missed something. But it doesn't seem like GL gives you this information.
+uniform_size :: proc(t: u32) -> int {
+	sz: int
+	switch t {
+	case gl.FLOAT:        sz = 4*1
+
+	case gl.FLOAT_VEC2:   sz = 4*2*1
+	case gl.FLOAT_MAT2:   sz = 4*2*2
+	case gl.FLOAT_MAT2x3: sz = 4*2*3
+	case gl.FLOAT_MAT2x4: sz = 4*2*4
+
+	case gl.FLOAT_VEC3:   sz = 4*3*1
+	case gl.FLOAT_MAT3x2: sz = 4*3*2
+	case gl.FLOAT_MAT3:   sz = 4*3*3
+	case gl.FLOAT_MAT3x4: sz = 4*3*4
+
+	case gl.FLOAT_VEC4:   sz = 4*4*1
+	case gl.FLOAT_MAT4x2: sz = 4*4*2
+	case gl.FLOAT_MAT4x3: sz = 4*4*3
+	case gl.FLOAT_MAT4:   sz = 4*4*4
+
+	case gl.DOUBLE:        sz = 8*1
+
+	case gl.DOUBLE_VEC2:   sz = 8*2*1
+	case gl.DOUBLE_MAT2:   sz = 8*2*2
+	case gl.DOUBLE_MAT2x3: sz = 8*2*3
+	case gl.DOUBLE_MAT2x4: sz = 8*2*4
+
+	case gl.DOUBLE_VEC3:   sz = 8*3*1
+	case gl.DOUBLE_MAT3x2: sz = 8*3*2
+	case gl.DOUBLE_MAT3:   sz = 8*3*3
+	case gl.DOUBLE_MAT3x4: sz = 8*3*4
+
+	case gl.DOUBLE_VEC4:   sz = 8*4*1
+	case gl.DOUBLE_MAT4x2: sz = 8*4*2
+	case gl.DOUBLE_MAT4x3: sz = 8*4*3
+	case gl.DOUBLE_MAT4:   sz = 8*4*4
+
+	case gl.BOOL:      sz = 4*1
+	case gl.BOOL_VEC2: sz = 4*2
+	case gl.BOOL_VEC3: sz = 4*3
+	case gl.BOOL_VEC4: sz = 4*4
+
+	case gl.INT:      sz = 4*1
+	case gl.INT_VEC2: sz = 4*2
+	case gl.INT_VEC3: sz = 4*3
+	case gl.INT_VEC4: sz = 4*4
+
+	case gl.UNSIGNED_INT:      sz = 4*1
+	case gl.UNSIGNED_INT_VEC2: sz = 4*2
+	case gl.UNSIGNED_INT_VEC3: sz = 4*3
+	case gl.UNSIGNED_INT_VEC4: sz = 4*4
+	case: log.errorf("Unhandled uniform type: %x", t)
+	}
+
+	return sz
+}
+
+gl_translate_pixel_format :: proc(f: Pixel_Format) -> i32 {
+	switch f {
+	case .RGBA_32_Float: return gl.RGBA
+	case .RGB_32_Float: return gl.RGB
+	case .RG_32_Float: return gl.RG
+	case .R_32_Float: return gl.R
+
+	case .RGBA_8_Norm: return gl.RGBA8_SNORM
+	case .RG_8_Norm: return gl.RG8_SNORM
+	case .R_8_Norm: return gl.R8_SNORM
+	case .R_8_UInt: return gl.R8_SNORM
+
+	case .Unknown: fallthrough
+	case: log.error("Unhandled pixel format %v", f) 
+	}
+	
+	return 0
+}
+
+
+gl_describe_pixel_format :: proc(f: Pixel_Format) -> (format: u32, num_components: i32, normalized: bool) {
+	switch f {
+	case .RGBA_32_Float: return gl.FLOAT, 4, false
+	case .RGB_32_Float: return gl.FLOAT, 3, false
+	case .RG_32_Float: return gl.FLOAT, 2, false
+	case .R_32_Float: return gl.FLOAT, 1, false
+
+	case .RGBA_8_Norm: return gl.UNSIGNED_BYTE, 4, true
+	case .RG_8_Norm: return gl.UNSIGNED_BYTE, 2, true
+	case .R_8_Norm: return gl.UNSIGNED_BYTE, 1, true
+	case .R_8_UInt: return gl.BYTE, 1, false
+	
+	case .Unknown: 
+	}
+
+	log.errorf("Unknown format %x", format)
+	return 0, 0, false
+}
+
+webgl_destroy_shader :: proc(h: Shader_Handle) {
+	shd := hm.get(&s.shaders, h)
+
+	if shd == nil {
+		log.errorf("Invalid shader: %v", h)
+		return
+	}
+
+	delete(shd.constant_buffers, s.allocator)
+	delete(shd.constants, s.allocator)
+	delete(shd.texture_bindings, s.allocator)
+}
+
+webgl_default_shader_vertex_source :: proc() -> []byte {
+	vertex_source := #load("render_backend_gl_default_vertex_shader.glsl")
+	return vertex_source
+}
+
+webgl_default_shader_fragment_source :: proc() -> []byte {
+	fragment_source := #load("render_backend_gl_default_fragment_shader.glsl")
+	return fragment_source
+}
+

+ 1 - 1
window_interface.odin

@@ -2,7 +2,7 @@ package karl2d
 
 import "base:runtime"
 
-Window_Interface :: struct {
+Window_Interface :: struct #all_or_none {
 	state_size: proc() -> int,
 	init: proc(window_state: rawptr, window_width: int, window_height: int, window_title: string, 
 	           flags: Window_Flags, allocator: runtime.Allocator),

+ 9 - 0
window_interface_chooser.odin

@@ -0,0 +1,9 @@
+package karl2d
+
+when ODIN_OS == .Windows {
+	DEFAULT_WINDOW_INTERFACE :: WINDOW_INTERFACE_WIN32
+} else when ODIN_OS == .JS {
+	DEFAULT_WINDOW_INTERFACE :: WINDOW_INTERFACE_JS
+}
+
+WINDOW_INTERFACE :: DEFAULT_WINDOW_INTERFACE

+ 114 - 0
window_js.odin

@@ -0,0 +1,114 @@
+#+build js
+#+private file
+
+package karl2d
+
+@(private="package")
+WINDOW_INTERFACE_JS :: Window_Interface {
+	state_size = js_state_size,
+	init = js_init,
+	shutdown = js_shutdown,
+	window_handle = js_window_handle,
+	process_events = js_process_events,
+	get_events = js_get_events,
+	get_width = js_get_width,
+	get_height = js_get_height,
+	clear_events = js_clear_events,
+	set_position = js_set_position,
+	set_size = js_set_size,
+	get_window_scale = js_get_window_scale,
+	set_flags = js_set_flags,
+	is_gamepad_active = js_is_gamepad_active,
+	get_gamepad_axis = js_get_gamepad_axis,
+	set_gamepad_vibration = js_set_gamepad_vibration,
+
+	set_internal_state = js_set_internal_state,
+}
+
+import "core:sys/wasm/js"
+import "base:runtime"
+import "core:log"
+
+js_state_size :: proc() -> int {
+	return size_of(Js_State)
+}
+
+js_init :: proc(window_state: rawptr, window_width: int, window_height: int, window_title: string,
+	               flags: Window_Flags, allocator: runtime.Allocator) {
+}
+
+js_shutdown :: proc() {
+}
+
+js_window_handle :: proc() -> Window_Handle {
+	return {}
+}
+
+js_process_events :: proc() {
+	
+}
+
+js_get_events :: proc() -> []Window_Event {
+	return {}
+}
+
+js_get_width :: proc() -> int {
+	return 0
+}
+
+js_get_height :: proc() -> int {
+	return 0
+}
+
+js_clear_events :: proc() {
+}
+
+js_set_position :: proc(x: int, y: int) {
+	log.error("set_position not implemented in JS")
+}
+
+js_set_size :: proc(w, h: int) {
+}
+
+js_get_window_scale :: proc() -> f32 {
+	return f32(js.device_pixel_ratio())
+}
+
+js_set_flags :: proc(flags: Window_Flags) {
+}
+
+js_is_gamepad_active :: proc(gamepad: int) -> bool {
+	if gamepad < 0 || gamepad >= MAX_GAMEPADS {
+		return false
+	}
+
+	return false
+}
+
+js_get_gamepad_axis :: proc(gamepad: int, axis: Gamepad_Axis) -> f32 {
+	if gamepad < 0 || gamepad >= MAX_GAMEPADS {
+		return 0
+	}
+
+	return 0
+}
+
+js_set_gamepad_vibration :: proc(gamepad: int, left: f32, right: f32) {
+	if gamepad < 0 || gamepad >= MAX_GAMEPADS {
+		return
+	}
+}
+
+js_set_internal_state :: proc(state: rawptr) {
+	assert(state != nil)
+	s = (^Js_State)(state)
+}
+
+Js_State :: struct {
+	allocator: runtime.Allocator,
+}
+
+s: ^Js_State
+
+@(private="package")
+HTML_Canvas_ID :: string