PrismLauncher/launcher/ui/dialogs/skins/draw/SkinOpenGLWindow.cpp
Trial97 2271a05b19
chore: add back deprecation warnings and disable all API deprecated before 6.0
Signed-off-by: Trial97 <alexandru.tripon97@gmail.com>
2025-04-18 12:37:54 +03:00

266 lines
7.6 KiB
C++

// SPDX-License-Identifier: GPL-3.0-only
/*
* Prism Launcher - Minecraft Launcher
* Copyright (c) 2024 Trial97 <alexandru.tripon97@gmail.com>
*
* 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 <https://www.gnu.org/licenses/>.
*/
#include "ui/dialogs/skins/draw/SkinOpenGLWindow.h"
#include <QMouseEvent>
#include <QOpenGLBuffer>
#include <QVector2D>
#include <QVector3D>
#include <QtMath>
#include "minecraft/skins/SkinModel.h"
#include "rainbow.h"
#include "ui/dialogs/skins/draw/BoxGeometry.h"
#include "ui/dialogs/skins/draw/Scene.h"
SkinOpenGLWindow::SkinOpenGLWindow(SkinProvider* parent, QColor color)
: QOpenGLWindow(), QOpenGLFunctions(), m_baseColor(color), m_parent(parent)
{
QSurfaceFormat format = QSurfaceFormat::defaultFormat();
format.setDepthBufferSize(24);
setFormat(format);
}
SkinOpenGLWindow::~SkinOpenGLWindow()
{
// Make sure the context is current when deleting the texture
// and the buffers.
makeCurrent();
// double check if resources were initialized because they are not
// initialized together with the object
if (m_scene) {
delete m_scene;
}
if (m_background) {
delete m_background;
}
if (m_backgroundTexture) {
if (m_backgroundTexture->isCreated()) {
m_backgroundTexture->destroy();
}
delete m_backgroundTexture;
}
if (m_program) {
if (m_program->isLinked()) {
m_program->release();
}
m_program->removeAllShaders();
delete m_program;
}
doneCurrent();
}
void SkinOpenGLWindow::mousePressEvent(QMouseEvent* e)
{
// Save mouse press position
m_mousePosition = QVector2D(e->pos());
m_isMousePressed = true;
}
void SkinOpenGLWindow::mouseMoveEvent(QMouseEvent* event)
{
if (m_isMousePressed) {
int dx = event->position().x() - m_mousePosition.x();
int dy = event->position().y() - m_mousePosition.y();
m_yaw += dx * 0.5f;
m_pitch += dy * 0.5f;
// Normalize yaw to keep it manageable
if (m_yaw > 360.0f)
m_yaw -= 360.0f;
else if (m_yaw < 0.0f)
m_yaw += 360.0f;
m_mousePosition = QVector2D(event->pos());
update(); // Trigger a repaint
}
}
void SkinOpenGLWindow::mouseReleaseEvent([[maybe_unused]] QMouseEvent* e)
{
m_isMousePressed = false;
}
void SkinOpenGLWindow::initializeGL()
{
initializeOpenGLFunctions();
glClearColor(0, 0, 1, 1);
initShaders();
generateBackgroundTexture(32, 32, 1);
QImage skin, cape;
bool slim = false;
if (m_parent) {
if (auto s = m_parent->getSelectedSkin()) {
skin = s->getTexture();
slim = s->getModel() == SkinModel::SLIM;
cape = m_parent->capes().value(s->getCapeId(), {});
}
}
m_scene = new opengl::Scene(skin, slim, cape);
m_background = opengl::BoxGeometry::Plane();
glEnable(GL_TEXTURE_2D);
}
void SkinOpenGLWindow::initShaders()
{
m_program = new QOpenGLShaderProgram(this);
// Compile vertex shader
if (!m_program->addCacheableShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/vshader.glsl"))
close();
// Compile fragment shader
if (!m_program->addCacheableShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/fshader.glsl"))
close();
// Link shader pipeline
if (!m_program->link())
close();
// Bind shader pipeline for use
if (!m_program->bind())
close();
}
void SkinOpenGLWindow::resizeGL(int w, int h)
{
// Calculate aspect ratio
qreal aspect = qreal(w) / qreal(h ? h : 1);
const qreal zNear = .1, zFar = 1000., fov = 45;
// Reset projection
m_projection.setToIdentity();
// Set perspective projection
m_projection.perspective(fov, aspect, zNear, zFar);
}
void SkinOpenGLWindow::paintGL()
{
// Clear color and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Enable depth buffer
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// Enable back face culling
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_program->bind();
renderBackground();
// Calculate model view transformation
QMatrix4x4 matrix;
float yawRad = qDegreesToRadians(m_yaw);
float pitchRad = qDegreesToRadians(m_pitch);
matrix.lookAt(QVector3D( //
m_distance * qCos(pitchRad) * qCos(yawRad), //
m_distance * qSin(pitchRad) - 8, //
m_distance * qCos(pitchRad) * qSin(yawRad)),
QVector3D(0, -8, 0), QVector3D(0, 1, 0));
// Set modelview-projection matrix
m_program->setUniformValue("mvp_matrix", m_projection * matrix);
m_scene->draw(m_program);
m_program->release();
}
void SkinOpenGLWindow::updateScene(SkinModel* skin)
{
if (skin && m_scene) {
m_scene->setMode(skin->getModel() == SkinModel::SLIM);
m_scene->setSkin(skin->getTexture());
update();
}
}
void SkinOpenGLWindow::updateCape(const QImage& cape)
{
if (m_scene) {
m_scene->setCapeVisible(!cape.isNull());
m_scene->setCape(cape);
update();
}
}
QColor calculateContrastingColor(const QColor& color)
{
constexpr float contrast = 0.2;
auto luma = Rainbow::luma(color);
if (luma < 0.5) {
return Rainbow::lighten(color, contrast);
} else {
return Rainbow::darken(color, contrast);
}
}
QImage generateChessboardImage(int width, int height, int tileSize, QColor baseColor)
{
QImage image(width, height, QImage::Format_RGB888);
auto white = baseColor;
auto black = calculateContrastingColor(baseColor);
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) {
bool isWhite = ((x / tileSize) % 2) == ((y / tileSize) % 2);
image.setPixelColor(x, y, isWhite ? white : black);
}
}
return image;
}
void SkinOpenGLWindow::generateBackgroundTexture(int width, int height, int tileSize)
{
m_backgroundTexture = new QOpenGLTexture(generateChessboardImage(width, height, tileSize, m_baseColor));
m_backgroundTexture->setMinificationFilter(QOpenGLTexture::Nearest);
m_backgroundTexture->setMagnificationFilter(QOpenGLTexture::Nearest);
}
void SkinOpenGLWindow::renderBackground()
{
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE); // Disable depth buffer writing
m_backgroundTexture->bind();
QMatrix4x4 matrix;
m_program->setUniformValue("mvp_matrix", matrix);
m_program->setUniformValue("texture", 0);
m_background->draw(m_program);
m_backgroundTexture->release();
glDepthMask(GL_TRUE); // Re-enable depth buffer writing
glEnable(GL_DEPTH_TEST);
}
void SkinOpenGLWindow::wheelEvent(QWheelEvent* event)
{
// Adjust distance based on scroll
int delta = event->angleDelta().y(); // Positive for scroll up, negative for scroll down
m_distance -= delta * 0.01f; // Adjust sensitivity factor
m_distance = qMax(16.f, m_distance); // Clamp distance
update(); // Trigger a repaint
}