// SPDX-License-Identifier: GPL-3.0-only /* * Prism Launcher - Minecraft Launcher * Copyright (c) 2024 Trial97 * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, version 3. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #include "BoxGeometry.h" #include #include #include #include struct VertexData { QVector4D position; QVector2D texCoord; VertexData(const QVector4D& pos, const QVector2D& tex) : position(pos), texCoord(tex) {} }; // For cube we would need only 8 vertices but we have to // duplicate vertex for each face because texture coordinate // is different. static const QVector vertices = { // Vertex data for face 0 QVector4D(-0.5f, -0.5f, 0.5f, 1.0f), // v0 QVector4D(0.5f, -0.5f, 0.5f, 1.0f), // v1 QVector4D(-0.5f, 0.5f, 0.5f, 1.0f), // v2 QVector4D(0.5f, 0.5f, 0.5f, 1.0f), // v3 // Vertex data for face 1 QVector4D(0.5f, -0.5f, 0.5f, 1.0f), // v4 QVector4D(0.5f, -0.5f, -0.5f, 1.0f), // v5 QVector4D(0.5f, 0.5f, 0.5f, 1.0f), // v6 QVector4D(0.5f, 0.5f, -0.5f, 1.0f), // v7 // Vertex data for face 2 QVector4D(0.5f, -0.5f, -0.5f, 1.0f), // v8 QVector4D(-0.5f, -0.5f, -0.5f, 1.0f), // v9 QVector4D(0.5f, 0.5f, -0.5f, 1.0f), // v10 QVector4D(-0.5f, 0.5f, -0.5f, 1.0f), // v11 // Vertex data for face 3 QVector4D(-0.5f, -0.5f, -0.5f, 1.0f), // v12 QVector4D(-0.5f, -0.5f, 0.5f, 1.0f), // v13 QVector4D(-0.5f, 0.5f, -0.5f, 1.0f), // v14 QVector4D(-0.5f, 0.5f, 0.5f, 1.0f), // v15 // Vertex data for face 4 QVector4D(-0.5f, -0.5f, -0.5f, 1.0f), // v16 QVector4D(0.5f, -0.5f, -0.5f, 1.0f), // v17 QVector4D(-0.5f, -0.5f, 0.5f, 1.0f), // v18 QVector4D(0.5f, -0.5f, 0.5f, 1.0f), // v19 // Vertex data for face 5 QVector4D(-0.5f, 0.5f, 0.5f, 1.0f), // v20 QVector4D(0.5f, 0.5f, 0.5f, 1.0f), // v21 QVector4D(-0.5f, 0.5f, -0.5f, 1.0f), // v22 QVector4D(0.5f, 0.5f, -0.5f, 1.0f), // v23 }; // Indices for drawing cube faces using triangle strips. // Triangle strips can be connected by duplicating indices // between the strips. If connecting strips have opposite // vertex order then last index of the first strip and first // index of the second strip needs to be duplicated. If // connecting strips have same vertex order then only last // index of the first strip needs to be duplicated. static const QVector indices = { 0, 1, 2, 3, 3, // Face 0 - triangle strip ( v0, v1, v2, v3) 4, 4, 5, 6, 7, 7, // Face 1 - triangle strip ( v4, v5, v6, v7) 8, 8, 9, 10, 11, 11, // Face 2 - triangle strip ( v8, v9, v10, v11) 12, 12, 13, 14, 15, 15, // Face 3 - triangle strip (v12, v13, v14, v15) 16, 16, 17, 18, 19, 19, // Face 4 - triangle strip (v16, v17, v18, v19) 20, 20, 21, 22, 23 // Face 5 - triangle strip (v20, v21, v22, v23) }; static const QVector planeVertices = { { QVector4D(-1.0f, -1.0f, -0.5f, 1.0f), QVector2D(0.0f, 0.0f) }, // Bottom-left { QVector4D(1.0f, -1.0f, -0.5f, 1.0f), QVector2D(1.0f, 0.0f) }, // Bottom-right { QVector4D(-1.0f, 1.0f, -0.5f, 1.0f), QVector2D(0.0f, 1.0f) }, // Top-left { QVector4D(1.0f, 1.0f, -0.5f, 1.0f), QVector2D(1.0f, 1.0f) }, // Top-right }; static const QVector planeIndices = { 0, 1, 2, 3, 3 // Face 0 - triangle strip ( v0, v1, v2, v3) }; QVector transformVectors(const QMatrix4x4& matrix, const QVector& vectors) { QVector transformedVectors; transformedVectors.reserve(vectors.size()); for (const QVector4D& vec : vectors) { if (!matrix.isIdentity()) { transformedVectors.append(matrix * vec); } else { transformedVectors.append(vec); } } return transformedVectors; } // Function to calculate UV coordinates // this is pure magic (if something is wrong with textures this is at fault) QVector getCubeUVs(float u, float v, float width, float height, float depth, float textureWidth, float textureHeight) { auto toFaceVertices = [textureHeight, textureWidth](float x1, float y1, float x2, float y2) -> QVector { return { QVector2D(x1 / textureWidth, 1.0 - y2 / textureHeight), QVector2D(x2 / textureWidth, 1.0 - y2 / textureHeight), QVector2D(x2 / textureWidth, 1.0 - y1 / textureHeight), QVector2D(x1 / textureWidth, 1.0 - y1 / textureHeight), }; }; auto top = toFaceVertices(u + depth, v, u + width + depth, v + depth); auto bottom = toFaceVertices(u + width + depth, v, u + width * 2 + depth, v + depth); auto left = toFaceVertices(u, v + depth, u + depth, v + depth + height); auto front = toFaceVertices(u + depth, v + depth, u + width + depth, v + depth + height); auto right = toFaceVertices(u + width + depth, v + depth, u + width + depth * 2, v + height + depth); auto back = toFaceVertices(u + width + depth * 2, v + depth, u + width * 2 + depth * 2, v + height + depth); auto uvRight = { right[0], right[1], right[3], right[2], }; auto uvLeft = { left[0], left[1], left[3], left[2], }; auto uvTop = { top[0], top[1], top[3], top[2], }; auto uvBottom = { bottom[3], bottom[2], bottom[0], bottom[1], }; auto uvFront = { front[0], front[1], front[3], front[2], }; auto uvBack = { back[0], back[1], back[3], back[2], }; // Create a new array to hold the modified UV data QVector uvData; uvData.reserve(24); // Iterate over the arrays and copy the data to newUVData for (const auto& uvArray : { uvFront, uvRight, uvBack, uvLeft, uvBottom, uvTop }) { uvData.append(uvArray); } return uvData; } namespace opengl { BoxGeometry::BoxGeometry(QVector3D size, QVector3D position) : m_indexBuf(QOpenGLBuffer::IndexBuffer), m_size(size), m_position(position) { initializeOpenGLFunctions(); // Generate 2 VBOs m_vertexBuf.create(); m_indexBuf.create(); } BoxGeometry::BoxGeometry(QVector3D size, QVector3D position, QPoint uv, QVector3D textureDim, QSize textureSize) : BoxGeometry(size, position) { initGeometry(uv.x(), uv.y(), textureDim.x(), textureDim.y(), textureDim.z(), textureSize.width(), textureSize.height()); } BoxGeometry::~BoxGeometry() { m_vertexBuf.destroy(); m_indexBuf.destroy(); } void BoxGeometry::draw(QOpenGLShaderProgram* program) { // Tell OpenGL which VBOs to use program->setUniformValue("model_matrix", m_matrix); m_vertexBuf.bind(); m_indexBuf.bind(); // Offset for position quintptr offset = 0; // Tell OpenGL programmable pipeline how to locate vertex position data int vertexLocation = program->attributeLocation("a_position"); program->enableAttributeArray(vertexLocation); program->setAttributeBuffer(vertexLocation, GL_FLOAT, offset, 4, sizeof(VertexData)); // Offset for texture coordinate offset += sizeof(QVector4D); // Tell OpenGL programmable pipeline how to locate vertex texture coordinate data int texcoordLocation = program->attributeLocation("a_texcoord"); program->enableAttributeArray(texcoordLocation); program->setAttributeBuffer(texcoordLocation, GL_FLOAT, offset, 2, sizeof(VertexData)); // Draw cube geometry using indices from VBO 1 glDrawElements(GL_TRIANGLE_STRIP, m_indecesCount, GL_UNSIGNED_SHORT, nullptr); } void BoxGeometry::initGeometry(float u, float v, float width, float height, float depth, float textureWidth, float textureHeight) { auto textureCord = getCubeUVs(u, v, width, height, depth, textureWidth, textureHeight); // this should not be needed to be done on each render for most of the objects QMatrix4x4 transformation; transformation.translate(m_position); transformation.scale(m_size); auto positions = transformVectors(transformation, vertices); QVector verticesData; verticesData.reserve(positions.size()); // Reserve space for efficiency for (int i = 0; i < positions.size(); ++i) { verticesData.append(VertexData(positions[i], textureCord[i])); } // Transfer vertex data to VBO 0 m_vertexBuf.bind(); m_vertexBuf.allocate(verticesData.constData(), verticesData.size() * sizeof(VertexData)); // Transfer index data to VBO 1 m_indexBuf.bind(); m_indexBuf.allocate(indices.constData(), indices.size() * sizeof(GLushort)); m_indecesCount = indices.size(); } void BoxGeometry::rotate(float angle, const QVector3D& vector) { m_matrix.rotate(angle, vector); } BoxGeometry* BoxGeometry::Plane() { auto b = new BoxGeometry(QVector3D(), QVector3D()); // Transfer vertex data to VBO 0 b->m_vertexBuf.bind(); b->m_vertexBuf.allocate(planeVertices.constData(), planeVertices.size() * sizeof(VertexData)); // Transfer index data to VBO 1 b->m_indexBuf.bind(); b->m_indexBuf.allocate(planeIndices.constData(), planeIndices.size() * sizeof(GLushort)); b->m_indecesCount = planeIndices.size(); return b; } } // namespace opengl