fix skin depth

The skin overlay was drawn together with the original skin making it
blend weirdly. By drawing the overlay after the skin this blends with
the body corectly.

Signed-off-by: Trial97 <alexandru.tripon97@gmail.com>
This commit is contained in:
Trial97
2025-12-19 00:01:39 +02:00
parent 018ff600f6
commit 624d506fac
2 changed files with 30 additions and 7 deletions

View File

@@ -31,32 +31,50 @@ Scene::Scene(const QImage& skin, bool slim, const QImage& cape) : QOpenGLFunctio
m_staticComponents = {
// head
new opengl::BoxGeometry(QVector3D(8, 8, 8), QVector3D(0, 4, 0), QPoint(0, 0), QVector3D(8, 8, 8)),
new opengl::BoxGeometry(QVector3D(9, 9, 9), QVector3D(0, 4, 0), QPoint(32, 0), QVector3D(8, 8, 8)),
// body
new opengl::BoxGeometry(QVector3D(8, 12, 4), QVector3D(0, -6, 0), QPoint(16, 16), QVector3D(8, 12, 4)),
new opengl::BoxGeometry(QVector3D(8.5, 12.5, 4.5), QVector3D(0, -6, 0), QPoint(16, 32), QVector3D(8, 12, 4)),
// right leg
new opengl::BoxGeometry(QVector3D(4, 12, 4), QVector3D(-1.9, -18, -0.1), QPoint(0, 16), QVector3D(4, 12, 4)),
new opengl::BoxGeometry(QVector3D(4.5, 12.5, 4.5), QVector3D(-1.9, -18, -0.1), QPoint(0, 32), QVector3D(4, 12, 4)),
// left leg
new opengl::BoxGeometry(QVector3D(4, 12, 4), QVector3D(1.9, -18, -0.1), QPoint(16, 48), QVector3D(4, 12, 4)),
};
m_staticComponentsOverlay = {
// head
new opengl::BoxGeometry(QVector3D(9, 9, 9), QVector3D(0, 4, 0), QPoint(32, 0), QVector3D(8, 8, 8)),
// body
new opengl::BoxGeometry(QVector3D(8.5, 12.5, 4.5), QVector3D(0, -6, 0), QPoint(16, 32), QVector3D(8, 12, 4)),
// right leg
new opengl::BoxGeometry(QVector3D(4.5, 12.5, 4.5), QVector3D(-1.9, -18, -0.1), QPoint(0, 32), QVector3D(4, 12, 4)),
// left leg
new opengl::BoxGeometry(QVector3D(4.5, 12.5, 4.5), QVector3D(1.9, -18, -0.1), QPoint(0, 48), QVector3D(4, 12, 4)),
};
m_normalArms = {
// Right Arm
new opengl::BoxGeometry(QVector3D(4, 12, 4), QVector3D(-6, -6, 0), QPoint(40, 16), QVector3D(4, 12, 4)),
new opengl::BoxGeometry(QVector3D(4.5, 12.5, 4.5), QVector3D(-6, -6, 0), QPoint(40, 32), QVector3D(4, 12, 4)),
// Left Arm
new opengl::BoxGeometry(QVector3D(4, 12, 4), QVector3D(6, -6, 0), QPoint(32, 48), QVector3D(4, 12, 4)),
};
m_normalArmsOverlay = {
// Right Arm
new opengl::BoxGeometry(QVector3D(4.5, 12.5, 4.5), QVector3D(-6, -6, 0), QPoint(40, 32), QVector3D(4, 12, 4)),
// Left Arm
new opengl::BoxGeometry(QVector3D(4.5, 12.5, 4.5), QVector3D(6, -6, 0), QPoint(48, 48), QVector3D(4, 12, 4)),
};
m_slimArms = {
// Right Arm
new opengl::BoxGeometry(QVector3D(3, 12, 4), QVector3D(-5.5, -6, 0), QPoint(40, 16), QVector3D(3, 12, 4)),
new opengl::BoxGeometry(QVector3D(3.5, 12.5, 4.5), QVector3D(-5.5, -6, 0), QPoint(40, 32), QVector3D(3, 12, 4)),
// Left Arm
new opengl::BoxGeometry(QVector3D(3, 12, 4), QVector3D(5.5, -6, 0), QPoint(32, 48), QVector3D(3, 12, 4)),
};
m_slimArmsOverlay = {
// Right Arm
new opengl::BoxGeometry(QVector3D(3.5, 12.5, 4.5), QVector3D(-5.5, -6, 0), QPoint(40, 32), QVector3D(3, 12, 4)),
// Left Arm
new opengl::BoxGeometry(QVector3D(3.5, 12.5, 4.5), QVector3D(5.5, -6, 0), QPoint(48, 48), QVector3D(3, 12, 4)),
};
@@ -88,7 +106,8 @@ Scene::Scene(const QImage& skin, bool slim, const QImage& cape) : QOpenGLFunctio
}
Scene::~Scene()
{
for (auto array : { m_staticComponents, m_normalArms, m_slimArms, m_elytra }) {
for (auto array :
{ m_staticComponents, m_normalArms, m_slimArms, m_elytra, m_staticComponentsOverlay, m_normalArmsOverlay, m_slimArmsOverlay }) {
for (auto g : array) {
delete g;
}
@@ -106,7 +125,8 @@ void Scene::draw(QOpenGLShaderProgram* program)
{
m_skinTexture->bind();
program->setUniformValue("texture", 0);
for (auto toDraw : { m_staticComponents, m_slim ? m_slimArms : m_normalArms }) {
for (auto toDraw : { m_staticComponents, m_slim ? m_slimArms : m_normalArms, m_staticComponentsOverlay,
m_slim ? m_slimArmsOverlay : m_normalArmsOverlay }) {
for (auto g : toDraw) {
g->draw(program);
}

View File

@@ -38,6 +38,9 @@ class Scene : protected QOpenGLFunctions {
QList<BoxGeometry*> m_staticComponents;
QList<BoxGeometry*> m_normalArms;
QList<BoxGeometry*> m_slimArms;
QList<BoxGeometry*> m_staticComponentsOverlay;
QList<BoxGeometry*> m_normalArmsOverlay;
QList<BoxGeometry*> m_slimArmsOverlay;
BoxGeometry* m_cape = nullptr;
QList<BoxGeometry*> m_elytra;
QOpenGLTexture* m_skinTexture = nullptr;