mirror of
https://github.com/PrismLauncher/PrismLauncher.git
synced 2025-04-29 22:24:26 +02:00
196 lines
5.2 KiB
C++
196 lines
5.2 KiB
C++
#include "ui/dialogs/skins/draw/SkinOpenGLWidget.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 "minecraft/skins/SkinModel.h"
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#include "ui/dialogs/skins/SkinManageDialog.h"
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#include "ui/dialogs/skins/draw/Scene.h"
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SkinOpenGLWidget::~SkinOpenGLWidget()
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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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delete m_scene;
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glDeleteTextures(1, &m_chessboardTexture);
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doneCurrent();
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}
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void SkinOpenGLWidget::mousePressEvent(QMouseEvent* e)
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{
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// Save mouse press position
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m_mousePosition = QVector2D(e->position());
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m_isMousePressed = true;
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}
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void SkinOpenGLWidget::mouseMoveEvent(QMouseEvent* event)
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{
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if (m_isMousePressed) {
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int dx = event->x() - m_mousePosition.x();
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int dy = event->y() - m_mousePosition.y();
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// Update rotation angles based on mouse movement
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m_rotationX += dy;
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m_rotationY += dx;
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m_mousePosition = QVector2D(event->position());
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update(); // Trigger a repaint
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}
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}
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void SkinOpenGLWidget::mouseReleaseEvent(QMouseEvent* e)
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{
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m_isMousePressed = false;
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}
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void SkinOpenGLWidget::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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m_chessboardTexture = generateChessboardTexture(512, 512, 16);
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QImage skin, cape;
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bool slim = false;
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if (auto p = dynamic_cast<SkinManageDialog*>(parent()); p) {
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if (auto s = p->getSelectedSkin()) {
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skin = s->getTexture();
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slim = s->getModel() == SkinModel::SLIM;
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cape = p->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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glEnable(GL_TEXTURE_2D);
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}
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void SkinOpenGLWidget::initShaders()
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{
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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 SkinOpenGLWidget::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 SkinOpenGLWidget::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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renderBackground();
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m_program.bind();
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// Calculate model view transformation
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QMatrix4x4 matrix;
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matrix.translate(0.0, 6.0, -50.);
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matrix.rotate(m_rotationX, 1.0f, 0.0f, 0.0f);
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matrix.rotate(m_rotationY, 0.0f, 1.0f, 0.0f);
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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 SkinOpenGLWidget::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 SkinOpenGLWidget::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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GLuint SkinOpenGLWidget::generateChessboardTexture(int width, int height, int tileSize)
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{
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std::vector<unsigned char> textureData(width * height * 3);
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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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unsigned char color = isWhite ? 100 : 50;
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int index = (y * width + x) * 3;
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textureData[index] = color; // Red
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textureData[index + 1] = color; // Green
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textureData[index + 2] = color; // Blue
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}
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}
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GLuint texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, textureData.data());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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return texture;
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}
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void SkinOpenGLWidget::renderBackground()
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{
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glDepthMask(GL_FALSE); // Disable depth buffer writing
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glBindTexture(GL_TEXTURE_2D, m_chessboardTexture);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, -0.5f); // Bottom-left
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, -0.5f); // Bottom-right
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(1.0f, 1.0f, -0.5f); // Top-right
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, -0.5f); // Top-left
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glEnd();
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glDepthMask(GL_TRUE); // Re-enable depth buffer writing
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}
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