improve skin preview

Signed-off-by: Trial97 <alexandru.tripon97@gmail.com>
This commit is contained in:
Trial97
2025-01-15 17:59:24 +02:00
parent 1b98c69948
commit dbeb987978
5 changed files with 70 additions and 108 deletions

View File

@ -18,13 +18,10 @@
#include "SkinModel.h" #include "SkinModel.h"
#include <QFileInfo> #include <QFileInfo>
#include <QOffscreenSurface>
#include <QOpenGLFramebufferObjectFormat>
#include <QPainter> #include <QPainter>
#include "FileSystem.h" #include "FileSystem.h"
#include "Json.h" #include "Json.h"
#include "ui/dialogs/skins/draw/Scene.h"
QImage improveSkin(const QImage& skin) QImage improveSkin(const QImage& skin)
{ {
@ -50,100 +47,55 @@ QImage getSkin(const QString path)
QImage generatePreviews(QImage texture, bool slim) QImage generatePreviews(QImage texture, bool slim)
{ {
QImage preview; QImage preview(36, 36, QImage::Format_ARGB32);
preview.fill(Qt::transparent);
QPainter paint(&preview);
// Set up OpenGL context and offscreen surface // head
QOpenGLContext context; paint.drawImage(4, 2, texture.copy(8, 8, 8, 8));
context.setFormat(QSurfaceFormat::defaultFormat()); paint.drawImage(4, 2, texture.copy(40, 8, 8, 8));
if (!context.create()) { // torso
qWarning() << "Failed to create OpenGL context"; paint.drawImage(4, 10, texture.copy(20, 20, 8, 12));
return preview; paint.drawImage(4, 10, texture.copy(20, 36, 8, 12));
} // right leg
paint.drawImage(4, 22, texture.copy(4, 20, 4, 12));
paint.drawImage(4, 22, texture.copy(4, 36, 4, 12));
// left leg
paint.drawImage(8, 22, texture.copy(4, 52, 4, 12));
paint.drawImage(8, 22, texture.copy(20, 52, 4, 12));
QOffscreenSurface surface; auto armWidth = slim ? 3 : 4;
surface.setFormat(context.format()); auto armPosX = slim ? 1 : 0;
surface.create(); // right arm
paint.drawImage(armPosX, 10, texture.copy(44, 20, armWidth, 12));
paint.drawImage(armPosX, 10, texture.copy(44, 36, armWidth, 12));
// left arm
paint.drawImage(12, 10, texture.copy(36, 52, armWidth, 12));
paint.drawImage(12, 10, texture.copy(52, 52, armWidth, 12));
// Make the OpenGL context current // back
context.makeCurrent(&surface); // head
paint.drawImage(24, 2, texture.copy(24, 8, 8, 8));
paint.drawImage(24, 2, texture.copy(56, 8, 8, 8));
// torso
paint.drawImage(24, 10, texture.copy(32, 20, 8, 12));
paint.drawImage(24, 10, texture.copy(32, 36, 8, 12));
// right leg
paint.drawImage(24, 22, texture.copy(12, 20, 4, 12));
paint.drawImage(24, 22, texture.copy(12, 36, 4, 12));
// left leg
paint.drawImage(28, 22, texture.copy(12, 52, 4, 12));
paint.drawImage(28, 22, texture.copy(28, 52, 4, 12));
QOpenGLFunctions* gl = context.functions(); // right arm
QOpenGLFramebufferObjectFormat fboFormat; paint.drawImage(armPosX + 20, 10, texture.copy(48 + armWidth, 20, armWidth, 12));
fboFormat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil); paint.drawImage(armPosX + 20, 10, texture.copy(48 + armWidth, 36, armWidth, 12));
// left arm
paint.drawImage(32, 10, texture.copy(40 + armWidth, 52, armWidth, 12));
paint.drawImage(32, 10, texture.copy(56 + armWidth, 52, armWidth, 12));
QOpenGLShaderProgram program;
// Compile vertex shader
if (!program.addCacheableShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/vshader.glsl")) {
qWarning() << "Failed to create vertex";
return preview;
}
// Compile fragment shader
if (!program.addCacheableShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/fshader.glsl")) {
qWarning() << "Failed to create fragment";
return preview;
}
// Link shader pipeline
if (!program.link()) {
qWarning() << "Failed to create link";
return preview;
}
// Bind shader pipeline for use
if (!program.bind()) {
qWarning() << "Failed to create bind";
return preview;
}
auto scene = new opengl::Scene(texture, slim, {});
const qreal zNear = .1, zFar = 1000., fov = 45, aspect = 1;
// Reset projection
QMatrix4x4 m_projection;
m_projection.setToIdentity();
// Set perspective projection
m_projection.perspective(fov, aspect, zNear, zFar);
// Calculate model view transformation
QMatrix4x4 matrix;
matrix.translate(0.0, 6.0, -50.);
// Create a framebuffer object for rendering
QOpenGLFramebufferObject fbo(64, 64, fboFormat);
fbo.bind();
// Clear the framebuffer
gl->glViewport(0, 0, 64, 64);
gl->glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Clear color and depth buffer
gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Enable depth buffer
gl->glEnable(GL_DEPTH_TEST);
gl->glDepthFunc(GL_LESS);
// Enable back face culling
gl->glEnable(GL_CULL_FACE);
gl->glEnable(GL_BLEND);
gl->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Set modelview-projection matrix
program.setUniformValue("mvp_matrix", m_projection * matrix);
// scene->setMode(skin->getModel() == SkinModel::SLIM);
// scene->setSkin(skin->getTexture());
scene->draw(&program);
// Read the framebuffer into a QImage
preview = fbo.toImage();
fbo.release();
delete scene;
context.doneCurrent();
return preview; return preview;
} }
SkinModel::SkinModel(QString path) : m_path(path), m_texture(getSkin(path)), m_model(Model::CLASSIC) SkinModel::SkinModel(QString path) : m_path(path), m_texture(getSkin(path)), m_model(Model::CLASSIC)
{ {
m_preview = generatePreviews(m_texture, false); m_preview = generatePreviews(m_texture, false);
@ -204,3 +156,8 @@ void SkinModel::refresh()
m_texture = getSkin(m_path); m_texture = getSkin(m_path);
m_preview = generatePreviews(m_texture, m_model == Model::SLIM); m_preview = generatePreviews(m_texture, m_model == Model::SLIM);
} }
void SkinModel::setModel(Model model)
{
m_model = model;
m_preview = generatePreviews(m_texture, m_model == Model::SLIM);
}

View File

@ -43,9 +43,8 @@ class SkinModel {
bool rename(QString newName); bool rename(QString newName);
void setCapeId(QString capeID) { m_capeId = capeID; } void setCapeId(QString capeID) { m_capeId = capeID; }
void setModel(Model model) { m_model = model; } void setModel(Model model);
void setURL(QString url) { m_url = url; } void setURL(QString url) { m_url = url; }
void setPreview(const QImage& preview) { m_preview = preview; }
void refresh(); void refresh();
QJsonObject toJSON() const; QJsonObject toJSON() const;

View File

@ -46,11 +46,11 @@ Scene::Scene(const QImage& skin, bool slim, const QImage& cape) : m_slim(slim),
m_slimArms = { m_slimArms = {
// Right Arm // Right Arm
new opengl::BoxGeometry(QVector3D(4, 12, 3), QVector3D(-6, -6, 0), QPoint(40, 16), QVector3D(3, 12, 4)), new opengl::BoxGeometry(QVector3D(3, 12, 4), QVector3D(-5.5, -6, 0), QPoint(40, 16), QVector3D(3, 12, 4)),
new opengl::BoxGeometry(QVector3D(4.5, 12.5, 3.5), QVector3D(-6, -6, 0), QPoint(40, 32), QVector3D(3, 12, 4)), new opengl::BoxGeometry(QVector3D(3.5, 12.5, 4.5), QVector3D(-5.5, -6, 0), QPoint(40, 32), QVector3D(3, 12, 4)),
// Left Arm // Left Arm
new opengl::BoxGeometry(QVector3D(4, 12, 3), QVector3D(6, -6, 0), QPoint(32, 48), QVector3D(3, 12, 4)), new opengl::BoxGeometry(QVector3D(3, 12, 4), QVector3D(5.5, -6, 0), QPoint(32, 48), QVector3D(3, 12, 4)),
new opengl::BoxGeometry(QVector3D(4.5, 12.5, 3.5), QVector3D(6, -6, 0), QPoint(48, 48), QVector3D(3, 12, 4)), new opengl::BoxGeometry(QVector3D(3.5, 12.5, 4.5), QVector3D(5.5, -6, 0), QPoint(48, 48), QVector3D(3, 12, 4)),
}; };
m_cape = new opengl::BoxGeometry(QVector3D(10, 16, 1), QVector3D(0, -8, 2.5), QPoint(0, 0), QVector3D(10, 16, 1), QSize(64, 32)); m_cape = new opengl::BoxGeometry(QVector3D(10, 16, 1), QVector3D(0, -8, 2.5), QPoint(0, 0), QVector3D(10, 16, 1), QSize(64, 32));

View File

@ -37,6 +37,11 @@ SkinOpenGLWidget::~SkinOpenGLWidget()
delete m_background; delete m_background;
m_backgroundTexture->destroy(); m_backgroundTexture->destroy();
delete m_backgroundTexture; delete m_backgroundTexture;
if (m_program->isLinked()) {
m_program->release();
}
m_program->removeAllShaders();
delete m_program;
doneCurrent(); doneCurrent();
} }
@ -92,20 +97,21 @@ void SkinOpenGLWidget::initializeGL()
void SkinOpenGLWidget::initShaders() void SkinOpenGLWidget::initShaders()
{ {
m_program = new QOpenGLShaderProgram(this);
// Compile vertex shader // Compile vertex shader
if (!m_program.addCacheableShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/vshader.glsl")) if (!m_program->addCacheableShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/vshader.glsl"))
close(); close();
// Compile fragment shader // Compile fragment shader
if (!m_program.addCacheableShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/fshader.glsl")) if (!m_program->addCacheableShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/fshader.glsl"))
close(); close();
// Link shader pipeline // Link shader pipeline
if (!m_program.link()) if (!m_program->link())
close(); close();
// Bind shader pipeline for use // Bind shader pipeline for use
if (!m_program.bind()) if (!m_program->bind())
close(); close();
} }
@ -138,7 +144,7 @@ void SkinOpenGLWidget::paintGL()
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_program.bind(); m_program->bind();
renderBackground(); renderBackground();
// Calculate model view transformation // Calculate model view transformation
@ -148,10 +154,10 @@ void SkinOpenGLWidget::paintGL()
matrix.rotate(m_rotationY, 0.0f, 1.0f, 0.0f); matrix.rotate(m_rotationY, 0.0f, 1.0f, 0.0f);
// Set modelview-projection matrix // Set modelview-projection matrix
m_program.setUniformValue("mvp_matrix", m_projection * matrix); m_program->setUniformValue("mvp_matrix", m_projection * matrix);
m_scene->draw(&m_program); m_scene->draw(m_program);
m_program.release(); m_program->release();
} }
void SkinOpenGLWidget::updateScene(SkinModel* skin) void SkinOpenGLWidget::updateScene(SkinModel* skin)
@ -198,9 +204,9 @@ void SkinOpenGLWidget::renderBackground()
glDepthMask(GL_FALSE); // Disable depth buffer writing glDepthMask(GL_FALSE); // Disable depth buffer writing
m_backgroundTexture->bind(); m_backgroundTexture->bind();
QMatrix4x4 matrix; QMatrix4x4 matrix;
m_program.setUniformValue("mvp_matrix", matrix); m_program->setUniformValue("mvp_matrix", matrix);
m_program.setUniformValue("texture", 0); m_program->setUniformValue("texture", 0);
m_background->draw(&m_program); m_background->draw(m_program);
m_backgroundTexture->release(); m_backgroundTexture->release();
glDepthMask(GL_TRUE); // Re-enable depth buffer writing glDepthMask(GL_TRUE); // Re-enable depth buffer writing
} }

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@ -53,7 +53,7 @@ class SkinOpenGLWidget : public QOpenGLWidget, protected QOpenGLFunctions {
void renderBackground(); void renderBackground();
private: private:
QOpenGLShaderProgram m_program; QOpenGLShaderProgram* m_program;
opengl::Scene* m_scene = nullptr; opengl::Scene* m_scene = nullptr;
QMatrix4x4 m_projection; QMatrix4x4 m_projection;