Trial97 7010b8acb6
fix the freeze with openglwidget
Signed-off-by: Trial97 <alexandru.tripon97@gmail.com>
2025-01-21 23:36:40 +02:00

275 lines
9.6 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 "BoxGeometry.h"
#include <QMatrix4x4>
#include <QVector2D>
#include <QVector3D>
#include <QVector>
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<QVector4D> 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<GLushort> 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<VertexData> 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<GLushort> planeIndices = {
0, 1, 2, 3, 3 // Face 0 - triangle strip ( v0, v1, v2, v3)
};
QVector<QVector4D> transformVectors(const QMatrix4x4& matrix, const QVector<QVector4D>& vectors)
{
QVector<QVector4D> 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<QVector2D> 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<QVector2D> {
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<QVector2D> 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)
{
// 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<VertexData> 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