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