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Just like with Rust. This Fixes the C++ opengl_texture example. Also improve advice for C++ OpenGL examples to explicitly select the FemtoVG GL renderer Fixes #8901
181 lines
6.6 KiB
C++
181 lines
6.6 KiB
C++
// Copyright © SixtyFPS GmbH <info@slint.dev>
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// SPDX-License-Identifier: MIT
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#include "scene.h"
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#include <cstdlib>
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#include <iostream>
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#include <stdlib.h>
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#include <stdio.h>
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#include <chrono>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2platform.h>
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static GLint compile_shader(GLuint program, GLuint shader_type, const GLchar *const *source)
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{
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auto shader_id = glCreateShader(shader_type);
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glShaderSource(shader_id, 1, source, nullptr);
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glCompileShader(shader_id);
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GLint compiled = 0;
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glGetShaderiv(shader_id, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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GLint infoLen = 0;
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glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen > 1) {
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char *infoLog = reinterpret_cast<char *>(malloc(sizeof(char) * infoLen));
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glGetShaderInfoLog(shader_id, infoLen, NULL, infoLog);
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fprintf(stderr, "Error compiling %s shader:\n%s\n",
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shader_type == GL_FRAGMENT_SHADER ? "fragment shader" : "vertex shader",
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infoLog);
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free(infoLog);
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}
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glDeleteShader(shader_id);
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exit(1);
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}
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glAttachShader(program, shader_id);
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return shader_id;
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}
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class OpenGLUnderlay
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{
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public:
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OpenGLUnderlay(slint::ComponentWeakHandle<App> app) : app_weak(app) { }
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void operator()(slint::RenderingState state, slint::GraphicsAPI)
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{
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switch (state) {
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case slint::RenderingState::RenderingSetup:
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setup();
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break;
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case slint::RenderingState::BeforeRendering:
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if (auto app = app_weak.lock()) {
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render((*app)->get_rotation_enabled());
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(*app)->window().request_redraw();
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}
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break;
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case slint::RenderingState::AfterRendering:
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break;
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case slint::RenderingState::RenderingTeardown:
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teardown();
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break;
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}
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}
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private:
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void setup()
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{
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program = glCreateProgram();
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const GLchar *const fragment_shader =
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"#version 100\n"
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"precision mediump float;\n"
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"varying vec2 frag_position;\n"
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"uniform float effect_time;\n"
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"uniform float rotation_time;\n"
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"float roundRectDistance(vec2 pos, vec2 rect_size, float radius)\n"
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"{\n"
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" vec2 q = abs(pos) - rect_size + radius;\n"
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" return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius;\n"
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"}\n"
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"void main() {\n"
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" vec2 size = vec2(0.4, 0.5) + 0.2 * cos(effect_time / 500. + vec2(0.3, 0.2));\n"
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" float radius = 0.5 * sin(effect_time / 300.);\n"
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" float a = rotation_time / 800.0;\n"
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" float d = roundRectDistance(mat2(cos(a), -sin(a), sin(a), cos(a)) * "
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"frag_position, size, radius);\n"
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" vec3 col = (d > 0.0) ? vec3(sin(d * 0.2), 0.4 * cos(effect_time / 1000.0 + d "
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"* 0.8), "
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"sin(d * 1.2)) : vec3(0.2 * cos(d * 0.1), 0.17 * sin(d * 0.4), 0.96 * "
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"abs(sin(effect_time "
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"/ 500. - d * 0.9)));\n"
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" col *= 0.8 + 0.5 * sin(50.0 * d);\n"
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" col = mix(col, vec3(0.9), 1.0 - smoothstep(0.0, 0.03, abs(d) ));\n"
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" gl_FragColor = vec4(col, 1.0);\n"
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"}\n";
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const GLchar *const vertex_shader = "#version 100\n"
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"attribute vec2 position;\n"
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"varying vec2 frag_position;\n"
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"void main() {\n"
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" frag_position = position;\n"
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" gl_Position = vec4(position, 0.0, 1.0);\n"
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"}\n";
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auto fragment_shader_id = compile_shader(program, GL_FRAGMENT_SHADER, &fragment_shader);
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auto vertex_shader_id = compile_shader(program, GL_VERTEX_SHADER, &vertex_shader);
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GLint linked = 0;
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &linked);
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if (!linked) {
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GLint infoLen = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen > 1) {
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char *infoLog = reinterpret_cast<char *>(malloc(sizeof(char) * infoLen));
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glGetProgramInfoLog(program, infoLen, NULL, infoLog);
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fprintf(stderr, "Error linking shader:\n%s\n", infoLog);
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free(infoLog);
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}
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glDeleteProgram(program);
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exit(1);
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}
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glDetachShader(program, fragment_shader_id);
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glDetachShader(program, vertex_shader_id);
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position_location = glGetAttribLocation(program, "position");
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effect_time_location = glGetUniformLocation(program, "effect_time");
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rotation_time_location = glGetUniformLocation(program, "rotation_time");
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}
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void render(bool enable_rotation)
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{
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glUseProgram(program);
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const float vertices[] = { -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0 };
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glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glEnableVertexAttribArray(position_location);
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auto elapsed = std::chrono::duration_cast<std::chrono::milliseconds>(
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std::chrono::steady_clock::now() - start_time);
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glUniform1f(effect_time_location, elapsed.count());
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if (enable_rotation) {
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glUniform1f(rotation_time_location, elapsed.count());
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} else {
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glUniform1f(rotation_time_location, 0.0);
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}
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glUseProgram(0);
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}
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void teardown() { glDeleteProgram(program); }
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slint::ComponentWeakHandle<App> app_weak;
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GLuint program = 0;
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GLuint position_location = 0;
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GLuint effect_time_location = 0;
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GLuint rotation_time_location = 0;
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std::chrono::time_point<std::chrono::steady_clock> start_time =
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std::chrono::steady_clock::now();
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};
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int main()
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{
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auto app = App::create();
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if (auto error = app->window().set_rendering_notifier(OpenGLUnderlay(app))) {
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if (*error == slint::SetRenderingNotifierError::Unsupported) {
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fprintf(stderr,
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"This example requires the use of a GL renderer. Please run with the "
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"environment variable SLINT_BACKEND=winit-femtovg set.\n");
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} else {
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fprintf(stderr, "Unknown error calling set_rendering_notifier\n");
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}
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exit(EXIT_FAILURE);
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}
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app->run();
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}
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