| 1 | // Copyright © SixtyFPS GmbH <info@slint.dev> |
| 2 | // SPDX-License-Identifier: MIT |
| 3 | |
| 4 | #include "scene.h" |
| 5 | |
| 6 | #include <cstdlib> |
| 7 | #include <iostream> |
| 8 | #include <stdlib.h> |
| 9 | #include <stdio.h> |
| 10 | #include <chrono> |
| 11 | |
| 12 | #include <GLES2/gl2.h> |
| 13 | #include <GLES2/gl2platform.h> |
| 14 | |
| 15 | static GLint compile_shader(GLuint program, GLuint shader_type, const GLchar *const *source) |
| 16 | { |
| 17 | auto shader_id = glCreateShader(type: shader_type); |
| 18 | glShaderSource(shader: shader_id, count: 1, string: source, length: nullptr); |
| 19 | glCompileShader(shader: shader_id); |
| 20 | |
| 21 | GLint compiled = 0; |
| 22 | glGetShaderiv(shader: shader_id, GL_COMPILE_STATUS, params: &compiled); |
| 23 | if (!compiled) { |
| 24 | GLint infoLen = 0; |
| 25 | glGetShaderiv(shader: shader_id, GL_INFO_LOG_LENGTH, params: &infoLen); |
| 26 | if (infoLen > 1) { |
| 27 | char *infoLog = reinterpret_cast<char *>(malloc(size: sizeof(char) * infoLen)); |
| 28 | glGetShaderInfoLog(shader: shader_id, bufSize: infoLen, NULL, infoLog); |
| 29 | fprintf(stderr, format: "Error compiling %s shader:\n%s\n" , |
| 30 | shader_type == GL_FRAGMENT_SHADER ? "fragment shader" : "vertex shader" , |
| 31 | infoLog); |
| 32 | free(ptr: infoLog); |
| 33 | } |
| 34 | glDeleteShader(shader: shader_id); |
| 35 | exit(status: 1); |
| 36 | } |
| 37 | glAttachShader(program, shader: shader_id); |
| 38 | |
| 39 | return shader_id; |
| 40 | } |
| 41 | |
| 42 | class OpenGLUnderlay |
| 43 | { |
| 44 | public: |
| 45 | OpenGLUnderlay(slint::ComponentWeakHandle<App> app) : app_weak(app) { } |
| 46 | |
| 47 | void operator()(slint::RenderingState state, slint::GraphicsAPI) |
| 48 | { |
| 49 | switch (state) { |
| 50 | case slint::RenderingState::RenderingSetup: |
| 51 | setup(); |
| 52 | break; |
| 53 | case slint::RenderingState::BeforeRendering: |
| 54 | if (auto app = app_weak.lock()) { |
| 55 | render(enable_rotation: (*app)->get_rotation_enabled()); |
| 56 | (*app)->window().request_redraw(); |
| 57 | } |
| 58 | break; |
| 59 | case slint::RenderingState::AfterRendering: |
| 60 | break; |
| 61 | case slint::RenderingState::RenderingTeardown: |
| 62 | teardown(); |
| 63 | break; |
| 64 | } |
| 65 | } |
| 66 | |
| 67 | private: |
| 68 | void setup() |
| 69 | { |
| 70 | program = glCreateProgram(); |
| 71 | |
| 72 | const GLchar *const fragment_shader = |
| 73 | "#version 100\n" |
| 74 | "precision mediump float;\n" |
| 75 | "varying vec2 frag_position;\n" |
| 76 | "uniform float effect_time;\n" |
| 77 | "uniform float rotation_time;\n" |
| 78 | "float roundRectDistance(vec2 pos, vec2 rect_size, float radius)\n" |
| 79 | "{\n" |
| 80 | " vec2 q = abs(pos) - rect_size + radius;\n" |
| 81 | " return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius;\n" |
| 82 | "}\n" |
| 83 | "void main() {\n" |
| 84 | " vec2 size = vec2(0.4, 0.5) + 0.2 * cos(effect_time / 500. + vec2(0.3, 0.2));\n" |
| 85 | " float radius = 0.5 * sin(effect_time / 300.);\n" |
| 86 | " float a = rotation_time / 800.0;\n" |
| 87 | " float d = roundRectDistance(mat2(cos(a), -sin(a), sin(a), cos(a)) * " |
| 88 | "frag_position, size, radius);\n" |
| 89 | " vec3 col = (d > 0.0) ? vec3(sin(d * 0.2), 0.4 * cos(effect_time / 1000.0 + d " |
| 90 | "* 0.8), " |
| 91 | "sin(d * 1.2)) : vec3(0.2 * cos(d * 0.1), 0.17 * sin(d * 0.4), 0.96 * " |
| 92 | "abs(sin(effect_time " |
| 93 | "/ 500. - d * 0.9)));\n" |
| 94 | " col *= 0.8 + 0.5 * sin(50.0 * d);\n" |
| 95 | " col = mix(col, vec3(0.9), 1.0 - smoothstep(0.0, 0.03, abs(d) ));\n" |
| 96 | " gl_FragColor = vec4(col, 1.0);\n" |
| 97 | "}\n" ; |
| 98 | |
| 99 | const GLchar *const vertex_shader = "#version 100\n" |
| 100 | "attribute vec2 position;\n" |
| 101 | "varying vec2 frag_position;\n" |
| 102 | "void main() {\n" |
| 103 | " frag_position = position;\n" |
| 104 | " gl_Position = vec4(position, 0.0, 1.0);\n" |
| 105 | "}\n" ; |
| 106 | |
| 107 | auto fragment_shader_id = compile_shader(program, GL_FRAGMENT_SHADER, source: &fragment_shader); |
| 108 | auto vertex_shader_id = compile_shader(program, GL_VERTEX_SHADER, source: &vertex_shader); |
| 109 | |
| 110 | GLint linked = 0; |
| 111 | glLinkProgram(program); |
| 112 | glGetProgramiv(program, GL_LINK_STATUS, params: &linked); |
| 113 | |
| 114 | if (!linked) { |
| 115 | GLint infoLen = 0; |
| 116 | glGetProgramiv(program, GL_INFO_LOG_LENGTH, params: &infoLen); |
| 117 | if (infoLen > 1) { |
| 118 | char *infoLog = reinterpret_cast<char *>(malloc(size: sizeof(char) * infoLen)); |
| 119 | glGetProgramInfoLog(program, bufSize: infoLen, NULL, infoLog); |
| 120 | fprintf(stderr, format: "Error linking shader:\n%s\n" , infoLog); |
| 121 | free(ptr: infoLog); |
| 122 | } |
| 123 | glDeleteProgram(program); |
| 124 | exit(status: 1); |
| 125 | } |
| 126 | glDetachShader(program, shader: fragment_shader_id); |
| 127 | glDetachShader(program, shader: vertex_shader_id); |
| 128 | |
| 129 | position_location = glGetAttribLocation(program, name: "position" ); |
| 130 | effect_time_location = glGetUniformLocation(program, name: "effect_time" ); |
| 131 | rotation_time_location = glGetUniformLocation(program, name: "rotation_time" ); |
| 132 | } |
| 133 | |
| 134 | void render(bool enable_rotation) |
| 135 | { |
| 136 | glUseProgram(program); |
| 137 | const float vertices[] = { -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0 }; |
| 138 | glVertexAttribPointer(index: position_location, size: 2, GL_FLOAT, GL_FALSE, stride: 0, pointer: vertices); |
| 139 | glEnableVertexAttribArray(index: position_location); |
| 140 | |
| 141 | auto elapsed = std::chrono::duration_cast<std::chrono::milliseconds>( |
| 142 | d: std::chrono::steady_clock::now() - start_time); |
| 143 | glUniform1f(location: effect_time_location, v0: elapsed.count()); |
| 144 | if (enable_rotation) { |
| 145 | glUniform1f(location: rotation_time_location, v0: elapsed.count()); |
| 146 | } else { |
| 147 | glUniform1f(location: rotation_time_location, v0: 0.0); |
| 148 | } |
| 149 | |
| 150 | glDrawArrays(GL_TRIANGLE_STRIP, first: 0, count: 4); |
| 151 | glUseProgram(program: 0); |
| 152 | } |
| 153 | |
| 154 | void teardown() { glDeleteProgram(program); } |
| 155 | |
| 156 | slint::ComponentWeakHandle<App> app_weak; |
| 157 | GLuint program = 0; |
| 158 | GLuint position_location = 0; |
| 159 | GLuint effect_time_location = 0; |
| 160 | GLuint rotation_time_location = 0; |
| 161 | std::chrono::time_point<std::chrono::steady_clock> start_time = |
| 162 | std::chrono::steady_clock::now(); |
| 163 | }; |
| 164 | |
| 165 | int main() |
| 166 | { |
| 167 | auto app = App::create(); |
| 168 | |
| 169 | if (auto error = app->window().set_rendering_notifier(OpenGLUnderlay(app))) { |
| 170 | if (*error == slint::SetRenderingNotifierError::Unsupported) { |
| 171 | fprintf(stderr, |
| 172 | format: "This example requires the use of a GL renderer. Please run with the " |
| 173 | "environment variable SLINT_BACKEND=winit set.\n" ); |
| 174 | } else { |
| 175 | fprintf(stderr, format: "Unknown error calling set_rendering_notifier\n" ); |
| 176 | } |
| 177 | exit(EXIT_FAILURE); |
| 178 | } |
| 179 | |
| 180 | app->run(); |
| 181 | } |
| 182 | |