// Copyright © SixtyFPS GmbH // SPDX-License-Identifier: MIT #include "scene.h" #include #include #include #include #include #include #include static GLint compile_shader(GLuint program, GLuint shader_type, const GLchar *const *source) { auto shader_id = glCreateShader(shader_type); glShaderSource(shader_id, 1, source, nullptr); glCompileShader(shader_id); GLint compiled = 0; glGetShaderiv(shader_id, GL_COMPILE_STATUS, &compiled); if (!compiled) { GLint infoLen = 0; glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 1) { char *infoLog = reinterpret_cast(malloc(sizeof(char) * infoLen)); glGetShaderInfoLog(shader_id, infoLen, NULL, infoLog); fprintf(stderr, "Error compiling %s shader:\n%s\n", shader_type == GL_FRAGMENT_SHADER ? "fragment shader" : "vertex shader", infoLog); free(infoLog); } glDeleteShader(shader_id); exit(1); } glAttachShader(program, shader_id); return shader_id; } class OpenGLUnderlay { public: OpenGLUnderlay(slint::ComponentWeakHandle app) : app_weak(app) { } void operator()(slint::RenderingState state, slint::GraphicsAPI) { switch (state) { case slint::RenderingState::RenderingSetup: setup(); break; case slint::RenderingState::BeforeRendering: if (auto app = app_weak.lock()) { render((*app)->get_rotation_enabled()); (*app)->window().request_redraw(); } break; case slint::RenderingState::AfterRendering: break; case slint::RenderingState::RenderingTeardown: teardown(); break; } } private: void setup() { program = glCreateProgram(); const GLchar *const fragment_shader = "#version 100\n" "precision mediump float;\n" "varying vec2 frag_position;\n" "uniform float effect_time;\n" "uniform float rotation_time;\n" "float roundRectDistance(vec2 pos, vec2 rect_size, float radius)\n" "{\n" " vec2 q = abs(pos) - rect_size + radius;\n" " return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius;\n" "}\n" "void main() {\n" " vec2 size = vec2(0.4, 0.5) + 0.2 * cos(effect_time / 500. + vec2(0.3, 0.2));\n" " float radius = 0.5 * sin(effect_time / 300.);\n" " float a = rotation_time / 800.0;\n" " float d = roundRectDistance(mat2(cos(a), -sin(a), sin(a), cos(a)) * " "frag_position, size, radius);\n" " vec3 col = (d > 0.0) ? vec3(sin(d * 0.2), 0.4 * cos(effect_time / 1000.0 + d " "* 0.8), " "sin(d * 1.2)) : vec3(0.2 * cos(d * 0.1), 0.17 * sin(d * 0.4), 0.96 * " "abs(sin(effect_time " "/ 500. - d * 0.9)));\n" " col *= 0.8 + 0.5 * sin(50.0 * d);\n" " col = mix(col, vec3(0.9), 1.0 - smoothstep(0.0, 0.03, abs(d) ));\n" " gl_FragColor = vec4(col, 1.0);\n" "}\n"; const GLchar *const vertex_shader = "#version 100\n" "attribute vec2 position;\n" "varying vec2 frag_position;\n" "void main() {\n" " frag_position = position;\n" " gl_Position = vec4(position, 0.0, 1.0);\n" "}\n"; auto fragment_shader_id = compile_shader(program, GL_FRAGMENT_SHADER, &fragment_shader); auto vertex_shader_id = compile_shader(program, GL_VERTEX_SHADER, &vertex_shader); GLint linked = 0; glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &linked); if (!linked) { GLint infoLen = 0; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 1) { char *infoLog = reinterpret_cast(malloc(sizeof(char) * infoLen)); glGetProgramInfoLog(program, infoLen, NULL, infoLog); fprintf(stderr, "Error linking shader:\n%s\n", infoLog); free(infoLog); } glDeleteProgram(program); exit(1); } glDetachShader(program, fragment_shader_id); glDetachShader(program, vertex_shader_id); position_location = glGetAttribLocation(program, "position"); effect_time_location = glGetUniformLocation(program, "effect_time"); rotation_time_location = glGetUniformLocation(program, "rotation_time"); } void render(bool enable_rotation) { glUseProgram(program); const float vertices[] = { -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0 }; glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, 0, vertices); glEnableVertexAttribArray(position_location); auto elapsed = std::chrono::duration_cast( std::chrono::steady_clock::now() - start_time); glUniform1f(effect_time_location, elapsed.count()); if (enable_rotation) { glUniform1f(rotation_time_location, elapsed.count()); } else { glUniform1f(rotation_time_location, 0.0); } glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glUseProgram(0); } void teardown() { glDeleteProgram(program); } slint::ComponentWeakHandle app_weak; GLuint program = 0; GLuint position_location = 0; GLuint effect_time_location = 0; GLuint rotation_time_location = 0; std::chrono::time_point start_time = std::chrono::steady_clock::now(); }; int main() { auto app = App::create(); if (auto error = app->window().set_rendering_notifier(OpenGLUnderlay(app))) { if (*error == slint::SetRenderingNotifierError::Unsupported) { fprintf(stderr, "This example requires the use of a GL renderer. Please run with the " "environment variable SLINT_BACKEND=winit-femtovg set.\n"); } else { fprintf(stderr, "Unknown error calling set_rendering_notifier\n"); } exit(EXIT_FAILURE); } app->run(); }