mirror of
https://github.com/PrismLauncher/PrismLauncher.git
synced 2025-04-29 22:24:26 +02:00
266 lines
7.6 KiB
C++
266 lines
7.6 KiB
C++
// SPDX-License-Identifier: GPL-3.0-only
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/*
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* Prism Launcher - Minecraft Launcher
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* Copyright (c) 2024 Trial97 <alexandru.tripon97@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include "ui/dialogs/skins/draw/SkinOpenGLWindow.h"
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#include <QMouseEvent>
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#include <QOpenGLBuffer>
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#include <QVector2D>
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#include <QVector3D>
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#include <QtMath>
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#include "minecraft/skins/SkinModel.h"
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#include "rainbow.h"
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#include "ui/dialogs/skins/draw/BoxGeometry.h"
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#include "ui/dialogs/skins/draw/Scene.h"
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SkinOpenGLWindow::SkinOpenGLWindow(SkinProvider* parent, QColor color)
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: QOpenGLWindow(), QOpenGLFunctions(), m_baseColor(color), m_parent(parent)
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{
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QSurfaceFormat format = QSurfaceFormat::defaultFormat();
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format.setDepthBufferSize(24);
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setFormat(format);
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}
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SkinOpenGLWindow::~SkinOpenGLWindow()
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{
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// Make sure the context is current when deleting the texture
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// and the buffers.
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makeCurrent();
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// double check if resources were initialized because they are not
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// initialized together with the object
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if (m_scene) {
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delete m_scene;
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}
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if (m_background) {
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delete m_background;
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}
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if (m_backgroundTexture) {
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if (m_backgroundTexture->isCreated()) {
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m_backgroundTexture->destroy();
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}
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delete m_backgroundTexture;
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}
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if (m_program) {
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if (m_program->isLinked()) {
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m_program->release();
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}
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m_program->removeAllShaders();
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delete m_program;
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}
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doneCurrent();
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}
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void SkinOpenGLWindow::mousePressEvent(QMouseEvent* e)
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{
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// Save mouse press position
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m_mousePosition = QVector2D(e->pos());
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m_isMousePressed = true;
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}
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void SkinOpenGLWindow::mouseMoveEvent(QMouseEvent* event)
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{
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if (m_isMousePressed) {
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int dx = event->position().x() - m_mousePosition.x();
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int dy = event->position().y() - m_mousePosition.y();
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m_yaw += dx * 0.5f;
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m_pitch += dy * 0.5f;
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// Normalize yaw to keep it manageable
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if (m_yaw > 360.0f)
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m_yaw -= 360.0f;
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else if (m_yaw < 0.0f)
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m_yaw += 360.0f;
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m_mousePosition = QVector2D(event->pos());
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update(); // Trigger a repaint
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}
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}
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void SkinOpenGLWindow::mouseReleaseEvent([[maybe_unused]] QMouseEvent* e)
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{
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m_isMousePressed = false;
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}
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void SkinOpenGLWindow::initializeGL()
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{
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initializeOpenGLFunctions();
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glClearColor(0, 0, 1, 1);
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initShaders();
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generateBackgroundTexture(32, 32, 1);
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QImage skin, cape;
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bool slim = false;
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if (m_parent) {
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if (auto s = m_parent->getSelectedSkin()) {
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skin = s->getTexture();
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slim = s->getModel() == SkinModel::SLIM;
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cape = m_parent->capes().value(s->getCapeId(), {});
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}
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}
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m_scene = new opengl::Scene(skin, slim, cape);
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m_background = opengl::BoxGeometry::Plane();
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glEnable(GL_TEXTURE_2D);
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}
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void SkinOpenGLWindow::initShaders()
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{
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m_program = new QOpenGLShaderProgram(this);
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// Compile vertex shader
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if (!m_program->addCacheableShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/vshader.glsl"))
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close();
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// Compile fragment shader
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if (!m_program->addCacheableShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/fshader.glsl"))
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close();
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// Link shader pipeline
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if (!m_program->link())
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close();
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// Bind shader pipeline for use
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if (!m_program->bind())
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close();
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}
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void SkinOpenGLWindow::resizeGL(int w, int h)
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{
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// Calculate aspect ratio
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qreal aspect = qreal(w) / qreal(h ? h : 1);
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const qreal zNear = .1, zFar = 1000., fov = 45;
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// Reset projection
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m_projection.setToIdentity();
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// Set perspective projection
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m_projection.perspective(fov, aspect, zNear, zFar);
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}
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void SkinOpenGLWindow::paintGL()
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{
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// Clear color and depth buffer
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Enable depth buffer
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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// Enable back face culling
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glEnable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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m_program->bind();
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renderBackground();
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// Calculate model view transformation
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QMatrix4x4 matrix;
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float yawRad = qDegreesToRadians(m_yaw);
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float pitchRad = qDegreesToRadians(m_pitch);
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matrix.lookAt(QVector3D( //
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m_distance * qCos(pitchRad) * qCos(yawRad), //
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m_distance * qSin(pitchRad) - 8, //
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m_distance * qCos(pitchRad) * qSin(yawRad)),
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QVector3D(0, -8, 0), QVector3D(0, 1, 0));
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// Set modelview-projection matrix
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m_program->setUniformValue("mvp_matrix", m_projection * matrix);
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m_scene->draw(m_program);
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m_program->release();
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}
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void SkinOpenGLWindow::updateScene(SkinModel* skin)
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{
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if (skin && m_scene) {
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m_scene->setMode(skin->getModel() == SkinModel::SLIM);
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m_scene->setSkin(skin->getTexture());
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update();
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}
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}
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void SkinOpenGLWindow::updateCape(const QImage& cape)
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{
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if (m_scene) {
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m_scene->setCapeVisible(!cape.isNull());
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m_scene->setCape(cape);
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update();
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}
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}
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QColor calculateContrastingColor(const QColor& color)
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{
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constexpr float contrast = 0.2;
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auto luma = Rainbow::luma(color);
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if (luma < 0.5) {
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return Rainbow::lighten(color, contrast);
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} else {
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return Rainbow::darken(color, contrast);
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}
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}
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QImage generateChessboardImage(int width, int height, int tileSize, QColor baseColor)
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{
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QImage image(width, height, QImage::Format_RGB888);
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auto white = baseColor;
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auto black = calculateContrastingColor(baseColor);
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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bool isWhite = ((x / tileSize) % 2) == ((y / tileSize) % 2);
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image.setPixelColor(x, y, isWhite ? white : black);
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}
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}
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return image;
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}
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void SkinOpenGLWindow::generateBackgroundTexture(int width, int height, int tileSize)
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{
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m_backgroundTexture = new QOpenGLTexture(generateChessboardImage(width, height, tileSize, m_baseColor));
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m_backgroundTexture->setMinificationFilter(QOpenGLTexture::Nearest);
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m_backgroundTexture->setMagnificationFilter(QOpenGLTexture::Nearest);
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}
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void SkinOpenGLWindow::renderBackground()
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{
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE); // Disable depth buffer writing
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m_backgroundTexture->bind();
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QMatrix4x4 matrix;
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m_program->setUniformValue("mvp_matrix", matrix);
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m_program->setUniformValue("texture", 0);
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m_background->draw(m_program);
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m_backgroundTexture->release();
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glDepthMask(GL_TRUE); // Re-enable depth buffer writing
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glEnable(GL_DEPTH_TEST);
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}
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void SkinOpenGLWindow::wheelEvent(QWheelEvent* event)
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{
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// Adjust distance based on scroll
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int delta = event->angleDelta().y(); // Positive for scroll up, negative for scroll down
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m_distance -= delta * 0.01f; // Adjust sensitivity factor
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m_distance = qMax(16.f, m_distance); // Clamp distance
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update(); // Trigger a repaint
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}
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