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main.rs
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// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
#[cfg(target_arch = "wasm32")]
use wasm_bindgen::prelude::*;
slint::include_modules!();
use glow::HasContext;
struct EGLUnderlay {
gl: glow::Context,
program: glow::Program,
effect_time_location: glow::UniformLocation,
rotation_time_location: glow::UniformLocation,
vbo: glow::Buffer,
vao: glow::VertexArray,
start_time: web_time::Instant,
rotation_time: f32,
last_rotation_enabled: bool,
rotation_pause_offset: f32,
}
impl EGLUnderlay {
fn new(gl: glow::Context) -> Self {
unsafe {
let program = gl.create_program().expect("Cannot create program");
let (vertex_shader_source, fragment_shader_source) = (
r#"#version 100
attribute vec2 position;
varying vec2 frag_position;
void main() {
frag_position = position;
gl_Position = vec4(position, 0.0, 1.0);
}"#,
r#"#version 100
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
varying vec2 frag_position;
uniform float effect_time;
uniform float rotation_time;
const vec3 COLOR_BG_DARK = vec3(0.106, 0.106, 0.118);
const vec3 COLOR_DIAMOND = vec3(0.137, 0.149, 0.184);
const vec3 COLOR_ACCENT = vec3(0.12, 0.35, 0.75);
mat2 rotate(float angle) {
float s = sin(angle);
float c = cos(angle);
return mat2(c, -s, s, c);
}
void main() {
vec2 p_coords = frag_position;
float perspective_strength = 0.09;
float divisor = 1.0 + (-p_coords.y + 1.0) * perspective_strength;
p_coords /= divisor;
p_coords.y *= (1.0 + perspective_strength * 1.5);
const float MAX_ANGLE_DEGREES = 10.0;
float max_angle_rad = radians(MAX_ANGLE_DEGREES);
float oscillating_factor = sin(rotation_time / 1700.0);
float angle = oscillating_factor * max_angle_rad;
mat2 rotation_matrix = rotate(angle);
vec2 uv = rotation_matrix * p_coords * 6.0;
vec2 grid_id = floor(uv);
vec2 grid_uv = fract(uv) - 0.5;
float manhattan_dist = abs(grid_uv.x) + abs(grid_uv.y);
float wave_time = effect_time / 300.0;
float wave_offset = grid_id.x * 0.5 + grid_id.y * 0.15;
float accent_alpha = 0.5 + 0.5 * sin(wave_time + wave_offset);
accent_alpha = pow(accent_alpha, 2.0);
float diamond_size = 0.5;
float border_thickness = 0.03;
float diamond_fill_mask = 1.0 - smoothstep(diamond_size, diamond_size, manhattan_dist);
float border_glow_mask = smoothstep(diamond_size - border_thickness, diamond_size, manhattan_dist) -
smoothstep(diamond_size, diamond_size + border_thickness, manhattan_dist);
vec3 final_color = COLOR_BG_DARK;
final_color = mix(final_color, COLOR_DIAMOND, diamond_fill_mask);
final_color = mix(final_color, COLOR_ACCENT, border_glow_mask * accent_alpha);
gl_FragColor = vec4(final_color, 1.0);
}"#,
);
let shader_sources = [
(glow::VERTEX_SHADER, vertex_shader_source),
(glow::FRAGMENT_SHADER, fragment_shader_source),
];
let mut shaders = Vec::with_capacity(shader_sources.len());
for (shader_type, shader_source) in shader_sources.iter() {
let shader = gl.create_shader(*shader_type).expect("Cannot create shader");
gl.shader_source(shader, shader_source);
gl.compile_shader(shader);
if !gl.get_shader_compile_status(shader) {
panic!("{}", gl.get_shader_info_log(shader));
}
gl.attach_shader(program, shader);
shaders.push(shader);
}
gl.link_program(program);
if !gl.get_program_link_status(program) {
panic!("{}", gl.get_program_info_log(program));
}
for shader in shaders {
gl.detach_shader(program, shader);
gl.delete_shader(shader);
}
let effect_time_location = gl.get_uniform_location(program, "effect_time").unwrap();
let rotation_time_location = gl.get_uniform_location(program, "rotation_time").unwrap();
let position_location = gl.get_attrib_location(program, "position").unwrap();
let vbo = gl.create_buffer().expect("Cannot create buffer");
gl.bind_buffer(glow::ARRAY_BUFFER, Some(vbo));
let vertices = [-1.0f32, 1.0f32, -1.0f32, -1.0f32, 1.0f32, 1.0f32, 1.0f32, -1.0f32];
gl.buffer_data_u8_slice(glow::ARRAY_BUFFER, vertices.align_to().1, glow::STATIC_DRAW);
let vao = gl.create_vertex_array().expect("Cannot create vertex array");
gl.bind_vertex_array(Some(vao));
gl.enable_vertex_attrib_array(position_location);
gl.vertex_attrib_pointer_f32(position_location, 2, glow::FLOAT, false, 8, 0);
gl.bind_buffer(glow::ARRAY_BUFFER, None);
gl.bind_vertex_array(None);
Self {
gl,
program,
effect_time_location,
rotation_time_location,
vbo,
vao,
start_time: web_time::Instant::now(),
rotation_time: 0.0,
last_rotation_enabled: true,
rotation_pause_offset: 0.0,
}
}
}
}
impl Drop for EGLUnderlay {
fn drop(&mut self) {
unsafe {
self.gl.delete_program(self.program);
self.gl.delete_vertex_array(self.vao);
self.gl.delete_buffer(self.vbo);
}
}
}
impl EGLUnderlay {
fn render(&mut self, rotation_enabled: bool) {
unsafe {
let gl = &self.gl;
gl.use_program(Some(self.program));
// Retrieving the buffer with glow only works with native builds right now. For WASM this requires https://github.com/grovesNL/glow/pull/190
// That means we can't properly restore the vao/vbo, but this is okay for now as this only works with femtovg, which doesn't rely on
// these bindings to persist across frames.
#[cfg(not(target_arch = "wasm32"))]
let old_buffer =
std::num::NonZeroU32::new(gl.get_parameter_i32(glow::ARRAY_BUFFER_BINDING) as u32)
.map(glow::NativeBuffer);
#[cfg(target_arch = "wasm32")]
let old_buffer = None;
gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.vbo));
#[cfg(not(target_arch = "wasm32"))]
let old_vao =
std::num::NonZeroU32::new(gl.get_parameter_i32(glow::VERTEX_ARRAY_BINDING) as u32)
.map(glow::NativeVertexArray);
#[cfg(target_arch = "wasm32")]
let old_vao = None;
gl.bind_vertex_array(Some(self.vao));
let elapsed = self.start_time.elapsed().as_millis() as f32;
gl.uniform_1_f32(Some(&self.effect_time_location), elapsed);
// Handle the rotation and freezing of rotation via the UI toggle.
if rotation_enabled {
if !self.last_rotation_enabled {
self.rotation_pause_offset = elapsed - self.rotation_time;
}
self.rotation_time = elapsed - self.rotation_pause_offset;
}
gl.uniform_1_f32(Some(&self.rotation_time_location), self.rotation_time);
self.last_rotation_enabled = rotation_enabled;
gl.draw_arrays(glow::TRIANGLE_STRIP, 0, 4);
gl.bind_buffer(glow::ARRAY_BUFFER, old_buffer);
gl.bind_vertex_array(old_vao);
gl.use_program(None);
}
}
}
#[cfg_attr(target_arch = "wasm32", wasm_bindgen(start))]
pub fn main() {
// This provides better error messages in debug mode.
// It's disabled in release mode so it doesn't bloat up the file size.
#[cfg(all(debug_assertions, target_arch = "wasm32"))]
console_error_panic_hook::set_once();
slint::BackendSelector::new()
.require_opengl_es()
.select()
.expect("Unable to create Slint backend with OpenGL ES renderer");
let app = App::new().unwrap();
let mut underlay = None;
let app_weak = app.as_weak();
app.window()
.set_rendering_notifier(move |state, graphics_api| {
// eprintln!("rendering state {:#?}", state);
match state {
slint::RenderingState::RenderingSetup => {
let context = match graphics_api {
#[cfg(not(target_arch = "wasm32"))]
slint::GraphicsAPI::NativeOpenGL { get_proc_address } => unsafe {
glow::Context::from_loader_function_cstr(|s| get_proc_address(s))
},
#[cfg(target_arch = "wasm32")]
slint::GraphicsAPI::WebGL { canvas_element_id, context_type } => {
use wasm_bindgen::JsCast;
let canvas = web_sys::window()
.unwrap()
.document()
.unwrap()
.get_element_by_id(canvas_element_id)
.unwrap()
.dyn_into::<web_sys::HtmlCanvasElement>()
.unwrap();
let webgl1_context = canvas
.get_context(context_type)
.unwrap()
.unwrap()
.dyn_into::<web_sys::WebGl2RenderingContext>()
.unwrap();
glow::Context::from_webgl2_context(webgl1_context)
}
_ => return,
};
underlay = Some(EGLUnderlay::new(context))
}
slint::RenderingState::BeforeRendering => {
if let (Some(underlay), Some(app)) = (underlay.as_mut(), app_weak.upgrade()) {
underlay.render(app.get_rotation_enabled());
app.window().request_redraw();
}
}
slint::RenderingState::AfterRendering => {}
slint::RenderingState::RenderingTeardown => {
drop(underlay.take());
}
_ => {}
}
})
.expect("Unable to set rendering notifier");
app.run().unwrap();
}