mirror of
https://github.com/PrismLauncher/PrismLauncher.git
synced 2025-04-30 14:44:31 +02:00
261 lines
9.0 KiB
C++
261 lines
9.0 KiB
C++
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#include "BoxGeometry.h"
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#include <QMatrix4x4>
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#include <QVector2D>
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#include <QVector3D>
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#include <QVector>
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struct VertexData {
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QVector4D position;
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QVector2D texCoord;
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VertexData(const QVector4D& pos, const QVector2D& tex) : position(pos), texCoord(tex) {}
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};
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// For cube we would need only 8 vertices but we have to
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// duplicate vertex for each face because texture coordinate
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// is different.
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static const QVector<QVector4D> vertices = {
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// Vertex data for face 0
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QVector4D(-0.5f, -0.5f, 0.5f, 1.0f), // v0
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QVector4D(0.5f, -0.5f, 0.5f, 1.0f), // v1
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QVector4D(-0.5f, 0.5f, 0.5f, 1.0f), // v2
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QVector4D(0.5f, 0.5f, 0.5f, 1.0f), // v3
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// Vertex data for face 1
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QVector4D(0.5f, -0.5f, 0.5f, 1.0f), // v4
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QVector4D(0.5f, -0.5f, -0.5f, 1.0f), // v5
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QVector4D(0.5f, 0.5f, 0.5f, 1.0f), // v6
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QVector4D(0.5f, 0.5f, -0.5f, 1.0f), // v7
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// Vertex data for face 2
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QVector4D(0.5f, -0.5f, -0.5f, 1.0f), // v8
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QVector4D(-0.5f, -0.5f, -0.5f, 1.0f), // v9
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QVector4D(0.5f, 0.5f, -0.5f, 1.0f), // v10
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QVector4D(-0.5f, 0.5f, -0.5f, 1.0f), // v11
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// Vertex data for face 3
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QVector4D(-0.5f, -0.5f, -0.5f, 1.0f), // v12
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QVector4D(-0.5f, -0.5f, 0.5f, 1.0f), // v13
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QVector4D(-0.5f, 0.5f, -0.5f, 1.0f), // v14
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QVector4D(-0.5f, 0.5f, 0.5f, 1.0f), // v15
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// Vertex data for face 4
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QVector4D(-0.5f, -0.5f, -0.5f, 1.0f), // v16
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QVector4D(0.5f, -0.5f, -0.5f, 1.0f), // v17
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QVector4D(-0.5f, -0.5f, 0.5f, 1.0f), // v18
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QVector4D(0.5f, -0.5f, 0.5f, 1.0f), // v19
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// Vertex data for face 5
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QVector4D(-0.5f, 0.5f, 0.5f, 1.0f), // v20
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QVector4D(0.5f, 0.5f, 0.5f, 1.0f), // v21
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QVector4D(-0.5f, 0.5f, -0.5f, 1.0f), // v22
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QVector4D(0.5f, 0.5f, -0.5f, 1.0f), // v23
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};
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// Indices for drawing cube faces using triangle strips.
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// Triangle strips can be connected by duplicating indices
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// between the strips. If connecting strips have opposite
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// vertex order then last index of the first strip and first
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// index of the second strip needs to be duplicated. If
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// connecting strips have same vertex order then only last
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// index of the first strip needs to be duplicated.
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static const QVector<GLushort> indices = {
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0, 1, 2, 3, 3, // Face 0 - triangle strip ( v0, v1, v2, v3)
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4, 4, 5, 6, 7, 7, // Face 1 - triangle strip ( v4, v5, v6, v7)
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8, 8, 9, 10, 11, 11, // Face 2 - triangle strip ( v8, v9, v10, v11)
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12, 12, 13, 14, 15, 15, // Face 3 - triangle strip (v12, v13, v14, v15)
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16, 16, 17, 18, 19, 19, // Face 4 - triangle strip (v16, v17, v18, v19)
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20, 20, 21, 22, 23 // Face 5 - triangle strip (v20, v21, v22, v23)
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};
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static const QVector<VertexData> planeVertices = {
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{ QVector4D(-1.0f, -1.0f, -0.5f, 1.0f), QVector2D(0.0f, 0.0f) }, // Bottom-left
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{ QVector4D(1.0f, -1.0f, -0.5f, 1.0f), QVector2D(1.0f, 0.0f) }, // Bottom-right
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{ QVector4D(-1.0f, 1.0f, -0.5f, 1.0f), QVector2D(0.0f, 1.0f) }, // Top-left
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{ QVector4D(1.0f, 1.0f, -0.5f, 1.0f), QVector2D(1.0f, 1.0f) }, // Top-right
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};
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static const QVector<GLushort> planeIndices = {
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0, 1, 2, 3, 3 // Face 0 - triangle strip ( v0, v1, v2, v3)
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};
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QVector<QVector4D> transformVectors(const QMatrix4x4& matrix, const QVector<QVector4D>& vectors)
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{
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QVector<QVector4D> transformedVectors;
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transformedVectors.reserve(vectors.size());
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for (const QVector4D& vec : vectors) {
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if (!matrix.isIdentity()) {
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transformedVectors.append(matrix * vec);
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} else {
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transformedVectors.append(vec);
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}
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}
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return transformedVectors;
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}
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// Function to calculate UV coordinates
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// this is pure magic (if something is wrong with textures this is at fault)
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QVector<QVector2D> getCubeUVs(float u, float v, float width, float height, float depth, float textureWidth, float textureHeight)
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{
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auto toFaceVertices = [textureHeight, textureWidth](float x1, float y1, float x2, float y2) -> QVector<QVector2D> {
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return {
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QVector2D(x1 / textureWidth, 1.0 - y2 / textureHeight),
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QVector2D(x2 / textureWidth, 1.0 - y2 / textureHeight),
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QVector2D(x2 / textureWidth, 1.0 - y1 / textureHeight),
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QVector2D(x1 / textureWidth, 1.0 - y1 / textureHeight),
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};
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};
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auto top = toFaceVertices(u + depth, v, u + width + depth, v + depth);
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auto bottom = toFaceVertices(u + width + depth, v, u + width * 2 + depth, v + depth);
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auto left = toFaceVertices(u, v + depth, u + depth, v + depth + height);
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auto front = toFaceVertices(u + depth, v + depth, u + width + depth, v + depth + height);
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auto right = toFaceVertices(u + width + depth, v + depth, u + width + depth * 2, v + height + depth);
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auto back = toFaceVertices(u + width + depth * 2, v + depth, u + width * 2 + depth * 2, v + height + depth);
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auto uvRight = {
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right[0],
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right[1],
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right[3],
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right[2],
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};
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auto uvLeft = {
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left[0],
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left[1],
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left[3],
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left[2],
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};
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auto uvTop = {
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top[0],
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top[1],
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top[3],
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top[2],
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};
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auto uvBottom = {
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bottom[3],
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bottom[2],
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bottom[0],
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bottom[1],
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};
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auto uvFront = {
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front[0],
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front[1],
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front[3],
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front[2],
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};
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auto uvBack = {
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back[0],
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back[1],
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back[3],
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back[2],
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};
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// Create a new array to hold the modified UV data
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QVector<QVector2D> uvData;
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uvData.reserve(24);
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// Iterate over the arrays and copy the data to newUVData
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for (const auto& uvArray : { uvFront, uvRight, uvBack, uvLeft, uvBottom, uvTop }) {
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uvData.append(uvArray);
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}
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return uvData;
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}
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namespace opengl {
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BoxGeometry::BoxGeometry(QVector3D size, QVector3D position) : m_indexBuf(QOpenGLBuffer::IndexBuffer), m_size(size), m_position(position)
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{
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initializeOpenGLFunctions();
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// Generate 2 VBOs
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m_vertexBuf.create();
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m_indexBuf.create();
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}
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BoxGeometry::BoxGeometry(QVector3D size, QVector3D position, QPoint uv, QVector3D textureDim, QSize textureSize)
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: BoxGeometry(size, position)
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{
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initGeometry(uv.x(), uv.y(), textureDim.x(), textureDim.y(), textureDim.z(), textureSize.width(), textureSize.height());
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}
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BoxGeometry::~BoxGeometry()
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{
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m_vertexBuf.destroy();
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m_indexBuf.destroy();
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}
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void BoxGeometry::draw(QOpenGLShaderProgram* program)
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{
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// Tell OpenGL which VBOs to use
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program->setUniformValue("model_matrix", m_matrix);
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m_vertexBuf.bind();
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m_indexBuf.bind();
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// Offset for position
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quintptr offset = 0;
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// Tell OpenGL programmable pipeline how to locate vertex position data
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int vertexLocation = program->attributeLocation("a_position");
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program->enableAttributeArray(vertexLocation);
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program->setAttributeBuffer(vertexLocation, GL_FLOAT, offset, 4, sizeof(VertexData));
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// Offset for texture coordinate
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offset += sizeof(QVector4D);
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// Tell OpenGL programmable pipeline how to locate vertex texture coordinate data
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int texcoordLocation = program->attributeLocation("a_texcoord");
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program->enableAttributeArray(texcoordLocation);
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program->setAttributeBuffer(texcoordLocation, GL_FLOAT, offset, 2, sizeof(VertexData));
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// Draw cube geometry using indices from VBO 1
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glDrawElements(GL_TRIANGLE_STRIP, m_indecesCount, GL_UNSIGNED_SHORT, nullptr);
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}
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void BoxGeometry::initGeometry(float u, float v, float width, float height, float depth, float textureWidth, float textureHeight)
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{
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// auto positions = getVericles(m_size, m_position);
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auto textureCord = getCubeUVs(u, v, width, height, depth, textureWidth, textureHeight);
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// this should not be needed to be done on each render for most of the objects
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QMatrix4x4 transformation;
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transformation.translate(m_position);
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transformation.scale(m_size);
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auto positions = transformVectors(transformation, vertices);
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QVector<VertexData> vertices;
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vertices.reserve(positions.size()); // Reserve space for efficiency
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for (int i = 0; i < positions.size(); ++i) {
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vertices.append(VertexData(positions[i], textureCord[i]));
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}
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// Transfer vertex data to VBO 0
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m_vertexBuf.bind();
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m_vertexBuf.allocate(vertices.constData(), vertices.size() * sizeof(VertexData));
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// Transfer index data to VBO 1
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m_indexBuf.bind();
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m_indexBuf.allocate(indices.constData(), indices.size() * sizeof(GLushort));
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m_indecesCount = indices.size();
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}
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void BoxGeometry::rotate(float angle, const QVector3D& vector)
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{
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m_matrix.rotate(angle, vector);
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}
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BoxGeometry* BoxGeometry::Plane()
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{
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auto b = new BoxGeometry(QVector3D(), QVector3D());
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// Transfer vertex data to VBO 0
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b->m_vertexBuf.bind();
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b->m_vertexBuf.allocate(planeVertices.constData(), planeVertices.size() * sizeof(VertexData));
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// Transfer index data to VBO 1
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b->m_indexBuf.bind();
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b->m_indexBuf.allocate(planeIndices.constData(), planeIndices.size() * sizeof(GLushort));
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b->m_indecesCount = planeIndices.size();
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return b;
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}
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} // namespace opengl
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