slint/examples/opengl_underlay/main.cpp
Simon Hausmann 5c3a98d0c9 C++: disable renderer-femto-wgpu feature by default
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
2025-07-11 09:43:57 +02:00

181 lines
6.6 KiB
C++

// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
#include "scene.h"
#include <cstdlib>
#include <iostream>
#include <stdlib.h>
#include <stdio.h>
#include <chrono>
#include <GLES2/gl2.h>
#include <GLES2/gl2platform.h>
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<char *>(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) : 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<char *>(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::milliseconds>(
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> app_weak;
GLuint program = 0;
GLuint position_location = 0;
GLuint effect_time_location = 0;
GLuint rotation_time_location = 0;
std::chrono::time_point<std::chrono::steady_clock> 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();
}