Add SDL2+OpenGL ES 2 renderer backend for Emscripten/WebGL

Implements Phase 1 of renderer abstraction plan:
- SDL2Types.h: SFML-compatible type stubs in sf:: namespace
- SDL2Renderer.h/cpp: OpenGL ES 2 rendering implementation
- EmscriptenStubs.cpp: Stubs for missing POSIX functions (wait3, wait4, wcsftime)

Build system changes:
- Add MCRF_SDL2 compile-time backend selection
- Add Emscripten SDL2 link options (-sUSE_SDL=2, -sFULL_ES2=1)
- Fix LONG_BIT mismatch for Emscripten in pyport.h

Code changes for SDL2/headless compatibility:
- Guard ImGui includes with !MCRF_HEADLESS && !MCRF_SDL2
- Defer GL shader initialization until after context creation

Current status: Python runs in browser, rendering WIP (canvas sizing issues)

Build commands:
  emcmake cmake -DMCRF_SDL2=ON -B build-emscripten
  emmake make -C build-emscripten

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
John McCardle 2026-01-31 11:13:15 -05:00
commit c5cc022aa2
13 changed files with 2665 additions and 34 deletions

View file

@ -10,11 +10,15 @@
// =============================================================================
#ifdef MCRF_HEADLESS
// Use headless type stubs instead of SFML
// Use headless type stubs instead of SFML (no graphics, for CI/testing)
#include "platform/HeadlessTypes.h"
#define MCRF_GRAPHICS_BACKEND "headless"
#elif defined(MCRF_SDL2)
// Use SDL2 + OpenGL ES 2 backend (for Emscripten/WebGL, Android, cross-platform)
#include "platform/SDL2Types.h"
#define MCRF_GRAPHICS_BACKEND "sdl2"
#else
// Use SFML for graphics and audio
// Use SFML for graphics and audio (default desktop build)
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#define MCRF_GRAPHICS_BACKEND "sfml"