generate skin preview

Signed-off-by: Trial97 <alexandru.tripon97@gmail.com>
This commit is contained in:
Trial97
2025-01-10 17:30:00 +02:00
parent 5ba4b3a32f
commit 1b98c69948
4 changed files with 116 additions and 3 deletions

View File

@@ -18,10 +18,13 @@
#include "SkinModel.h"
#include <QFileInfo>
#include <QOffscreenSurface>
#include <QOpenGLFramebufferObjectFormat>
#include <QPainter>
#include "FileSystem.h"
#include "Json.h"
#include "ui/dialogs/skins/draw/Scene.h"
QImage improveSkin(const QImage& skin)
{
@@ -45,7 +48,106 @@ QImage getSkin(const QString path)
return improveSkin(QImage(path));
}
SkinModel::SkinModel(QString path) : m_path(path), m_texture(getSkin(path)), m_model(Model::CLASSIC) {}
QImage generatePreviews(QImage texture, bool slim)
{
QImage preview;
// Set up OpenGL context and offscreen surface
QOpenGLContext context;
context.setFormat(QSurfaceFormat::defaultFormat());
if (!context.create()) {
qWarning() << "Failed to create OpenGL context";
return preview;
}
QOffscreenSurface surface;
surface.setFormat(context.format());
surface.create();
// Make the OpenGL context current
context.makeCurrent(&surface);
QOpenGLFunctions* gl = context.functions();
QOpenGLFramebufferObjectFormat fboFormat;
fboFormat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
QOpenGLShaderProgram program;
// Compile vertex shader
if (!program.addCacheableShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/vshader.glsl")) {
qWarning() << "Failed to create vertex";
return preview;
}
// Compile fragment shader
if (!program.addCacheableShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/fshader.glsl")) {
qWarning() << "Failed to create fragment";
return preview;
}
// Link shader pipeline
if (!program.link()) {
qWarning() << "Failed to create link";
return preview;
}
// Bind shader pipeline for use
if (!program.bind()) {
qWarning() << "Failed to create bind";
return preview;
}
auto scene = new opengl::Scene(texture, slim, {});
const qreal zNear = .1, zFar = 1000., fov = 45, aspect = 1;
// Reset projection
QMatrix4x4 m_projection;
m_projection.setToIdentity();
// Set perspective projection
m_projection.perspective(fov, aspect, zNear, zFar);
// Calculate model view transformation
QMatrix4x4 matrix;
matrix.translate(0.0, 6.0, -50.);
// Create a framebuffer object for rendering
QOpenGLFramebufferObject fbo(64, 64, fboFormat);
fbo.bind();
// Clear the framebuffer
gl->glViewport(0, 0, 64, 64);
gl->glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Clear color and depth buffer
gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Enable depth buffer
gl->glEnable(GL_DEPTH_TEST);
gl->glDepthFunc(GL_LESS);
// Enable back face culling
gl->glEnable(GL_CULL_FACE);
gl->glEnable(GL_BLEND);
gl->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Set modelview-projection matrix
program.setUniformValue("mvp_matrix", m_projection * matrix);
// scene->setMode(skin->getModel() == SkinModel::SLIM);
// scene->setSkin(skin->getTexture());
scene->draw(&program);
// Read the framebuffer into a QImage
preview = fbo.toImage();
fbo.release();
delete scene;
context.doneCurrent();
return preview;
}
SkinModel::SkinModel(QString path) : m_path(path), m_texture(getSkin(path)), m_model(Model::CLASSIC)
{
m_preview = generatePreviews(m_texture, false);
}
SkinModel::SkinModel(QDir skinDir, QJsonObject obj)
: m_capeId(Json::ensureString(obj, "capeId")), m_model(Model::CLASSIC), m_url(Json::ensureString(obj, "url"))
@@ -57,6 +159,7 @@ SkinModel::SkinModel(QDir skinDir, QJsonObject obj)
}
m_path = skinDir.absoluteFilePath(name) + ".png";
m_texture = QImage(getSkin(m_path));
m_preview = generatePreviews(m_texture, m_model == Model::SLIM);
}
QString SkinModel::name() const
@@ -99,4 +202,5 @@ bool SkinModel::isValid() const
void SkinModel::refresh()
{
m_texture = getSkin(m_path);
m_preview = generatePreviews(m_texture, m_model == Model::SLIM);
}