Add skin preview

Signed-off-by: Trial97 <alexandru.tripon97@gmail.com>
This commit is contained in:
Trial97
2025-01-10 00:54:14 +02:00
parent f4f1d5f0d7
commit cd0895b237
15 changed files with 874 additions and 124 deletions

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#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)
};
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)
{
initializeOpenGLFunctions();
// 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, indices.size(), GL_UNSIGNED_SHORT, nullptr);
}
void BoxGeometry::initGeometry(float u, float v, float width, float height, float depth, float textureWidth, float textureHeight)
{
// auto positions = getVericles(m_size, m_position);
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> vertices;
vertices.reserve(positions.size()); // Reserve space for efficiency
for (int i = 0; i < positions.size(); ++i) {
vertices.append(VertexData(positions[i], textureCord[i]));
}
// Transfer vertex data to VBO 0
m_vertexBuf.bind();
m_vertexBuf.allocate(vertices.constData(), vertices.size() * sizeof(VertexData));
// Transfer index data to VBO 1
m_indexBuf.bind();
m_indexBuf.allocate(indices.constData(), indices.size() * sizeof(GLushort));
}
void BoxGeometry::rotate(float angle, const QVector3D& vector)
{
m_matrix.rotate(angle, vector);
}
} // namespace opengl

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#pragma once
#include <QMatrix4x4>
#include <QOpenGLBuffer>
#include <QOpenGLFunctions>
#include <QOpenGLShaderProgram>
#include <QVector3D>
namespace opengl {
class BoxGeometry : protected QOpenGLFunctions {
public:
BoxGeometry(QVector3D size, QVector3D position);
BoxGeometry(QVector3D size, QVector3D position, QPoint uv, QVector3D textureDim, QSize textureSize = { 64, 64 });
virtual ~BoxGeometry();
void draw(QOpenGLShaderProgram* program);
void initGeometry(float u, float v, float width, float height, float depth, float textureWidth = 64, float textureHeight = 64);
void rotate(float angle, const QVector3D& vector);
private:
QOpenGLBuffer m_vertexBuf;
QOpenGLBuffer m_indexBuf;
QVector3D m_size;
QVector3D m_position;
QMatrix4x4 m_matrix;
};
} // namespace opengl

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#include "ui/dialogs/skins/draw/Scene.h"
namespace opengl {
Scene::Scene(const QImage& skin, bool slim, const QImage& cape) : m_slim(slim), m_capeVisible(!cape.isNull())
{
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)),
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)),
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(4, 12, 3), QVector3D(-6, -6, 0), QPoint(40, 16), QVector3D(3, 12, 4)),
new opengl::BoxGeometry(QVector3D(4.5, 12.5, 3.5), QVector3D(-6, -6, 0), QPoint(40, 32), QVector3D(3, 12, 4)),
// Left Arm
new opengl::BoxGeometry(QVector3D(4, 12, 3), QVector3D(6, -6, 0), QPoint(32, 48), QVector3D(3, 12, 4)),
new opengl::BoxGeometry(QVector3D(4.5, 12.5, 3.5), QVector3D(6, -6, 0), QPoint(48, 48), QVector3D(3, 12, 4)),
};
m_cape = new opengl::BoxGeometry(QVector3D(10, 16, 1), QVector3D(0, -8, 2.5), QPoint(0, 0), QVector3D(10, 16, 1), QSize(64, 32));
m_cape->rotate(10.8, QVector3D(1, 0, 0));
m_cape->rotate(180, QVector3D(0, 1, 0));
// texture init
m_skinTexture = new QOpenGLTexture(skin.mirrored());
m_skinTexture->setMinificationFilter(QOpenGLTexture::Nearest);
m_skinTexture->setMagnificationFilter(QOpenGLTexture::Nearest);
m_capeTexture = new QOpenGLTexture(cape.mirrored());
m_capeTexture->setMinificationFilter(QOpenGLTexture::Nearest);
m_capeTexture->setMagnificationFilter(QOpenGLTexture::Nearest);
}
Scene::~Scene()
{
for (auto array : { m_staticComponents, m_normalArms, m_slimArms }) {
for (auto g : array) {
delete g;
}
}
delete m_cape;
m_skinTexture->destroy();
delete m_skinTexture;
m_capeTexture->destroy();
delete m_capeTexture;
}
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 g : toDraw) {
g->draw(program);
}
}
m_skinTexture->release();
if (m_capeVisible) {
m_capeTexture->bind();
program->setUniformValue("texture", 0);
m_cape->draw(program);
m_capeTexture->release();
}
}
void updateTexture(QOpenGLTexture* texture, const QImage& img)
{
if (texture) {
if (texture->isBound())
texture->release();
texture->destroy();
texture->create();
texture->setSize(img.width(), img.height());
texture->setData(img);
texture->setMinificationFilter(QOpenGLTexture::Nearest);
texture->setMagnificationFilter(QOpenGLTexture::Nearest);
}
}
void Scene::setSkin(const QImage& skin)
{
updateTexture(m_skinTexture, skin.mirrored());
}
void Scene::setMode(bool slim)
{
m_slim = slim;
}
void Scene::setCape(const QImage& cape)
{
updateTexture(m_capeTexture, cape.mirrored());
}
void Scene::setCapeVisible(bool visible)
{
m_capeVisible = visible;
}
} // namespace opengl

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#pragma once
#include "ui/dialogs/skins/draw/BoxGeometry.h"
#include <QOpenGLTexture>
namespace opengl {
class Scene {
public:
Scene(const QImage& skin, bool slim, const QImage& cape);
virtual ~Scene();
void draw(QOpenGLShaderProgram* program);
void setSkin(const QImage& skin);
void setCape(const QImage& cape);
void setMode(bool slim);
void setCapeVisible(bool visible);
private:
QVector<BoxGeometry*> m_staticComponents;
QVector<BoxGeometry*> m_normalArms;
QVector<BoxGeometry*> m_slimArms;
BoxGeometry* m_cape = nullptr;
QOpenGLTexture* m_skinTexture = nullptr;
QOpenGLTexture* m_capeTexture = nullptr;
bool m_slim = false;
bool m_capeVisible = false;
};
} // namespace opengl

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#include "ui/dialogs/skins/draw/SkinOpenGLWidget.h"
#include <QMouseEvent>
#include <QOpenGLBuffer>
#include <QVector2D>
#include <QVector3D>
#include "minecraft/skins/SkinModel.h"
#include "ui/dialogs/skins/SkinManageDialog.h"
#include "ui/dialogs/skins/draw/Scene.h"
SkinOpenGLWidget::~SkinOpenGLWidget()
{
// Make sure the context is current when deleting the texture
// and the buffers.
makeCurrent();
delete m_scene;
glDeleteTextures(1, &m_chessboardTexture);
doneCurrent();
}
void SkinOpenGLWidget::mousePressEvent(QMouseEvent* e)
{
// Save mouse press position
m_mousePosition = QVector2D(e->position());
m_isMousePressed = true;
}
void SkinOpenGLWidget::mouseMoveEvent(QMouseEvent* event)
{
if (m_isMousePressed) {
int dx = event->x() - m_mousePosition.x();
int dy = event->y() - m_mousePosition.y();
// Update rotation angles based on mouse movement
m_rotationX += dy;
m_rotationY += dx;
m_mousePosition = QVector2D(event->position());
update(); // Trigger a repaint
}
}
void SkinOpenGLWidget::mouseReleaseEvent(QMouseEvent* e)
{
m_isMousePressed = false;
}
void SkinOpenGLWidget::initializeGL()
{
initializeOpenGLFunctions();
glClearColor(0, 0, 1, 1);
initShaders();
m_chessboardTexture = generateChessboardTexture(512, 512, 16);
QImage skin, cape;
bool slim = false;
if (auto p = dynamic_cast<SkinManageDialog*>(parent()); p) {
if (auto s = p->getSelectedSkin()) {
skin = s->getTexture();
slim = s->getModel() == SkinModel::SLIM;
cape = p->capes().value(s->getCapeId(), {});
}
}
m_scene = new opengl::Scene(skin, slim, cape);
glEnable(GL_TEXTURE_2D);
}
void SkinOpenGLWidget::initShaders()
{
// Compile vertex shader
if (!m_program.addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, R"(// Copyright (C) 2024 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#ifdef GL_ES
// Set default precision to medium
precision mediump int;
precision mediump float;
#endif
uniform mat4 mvp_matrix;
uniform mat4 model_matrix;
attribute vec4 a_position;
attribute vec2 a_texcoord;
varying vec2 v_texcoord;
void main()
{
// Calculate vertex position in screen space
gl_Position = mvp_matrix * model_matrix * a_position;
// Pass texture coordinate to fragment shader
// Value will be automatically interpolated to fragments inside polygon faces
v_texcoord = a_texcoord;
}
)"))
close();
// Compile fragment shader
if (!m_program.addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, R"(// Copyright (C) 2024 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#ifdef GL_ES
// Set default precision to medium
precision mediump int;
precision mediump float;
#endif
uniform sampler2D texture;
varying vec2 v_texcoord;
void main()
{
// Set fragment color from texture
// gl_FragColor = texture2D(texture, v_texcoord);
vec4 texColor = texture2D(texture, v_texcoord);
if (texColor.a < 0.1) discard; // Optional: Discard fully transparent pixels
gl_FragColor = texColor;
}
)"))
close();
// Link shader pipeline
if (!m_program.link())
close();
// Bind shader pipeline for use
if (!m_program.bind())
close();
}
void SkinOpenGLWidget::resizeGL(int w, int h)
{
// Calculate aspect ratio
qreal aspect = qreal(w) / qreal(h ? h : 1);
const qreal zNear = .1, zFar = 1000., fov = 45;
// Reset projection
m_projection.setToIdentity();
// Set perspective projection
m_projection.perspective(fov, aspect, zNear, zFar);
}
void SkinOpenGLWidget::paintGL()
{
// Clear color and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Enable depth buffer
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// Enable back face culling
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
renderBackground();
m_program.bind();
// Calculate model view transformation
QMatrix4x4 matrix;
matrix.translate(0.0, 6.0, -50.);
matrix.rotate(m_rotationX, 1.0f, 0.0f, 0.0f);
matrix.rotate(m_rotationY, 0.0f, 1.0f, 0.0f);
// Set modelview-projection matrix
m_program.setUniformValue("mvp_matrix", m_projection * matrix);
m_scene->draw(&m_program);
m_program.release();
}
void SkinOpenGLWidget::updateScene(SkinModel* skin)
{
if (skin && m_scene) {
m_scene->setMode(skin->getModel() == SkinModel::SLIM);
m_scene->setSkin(skin->getTexture());
update();
}
}
void SkinOpenGLWidget::updateCape(const QImage& cape)
{
if (m_scene) {
m_scene->setCapeVisible(!cape.isNull());
m_scene->setCape(cape);
update();
}
}
GLuint SkinOpenGLWidget::generateChessboardTexture(int width, int height, int tileSize)
{
std::vector<unsigned char> textureData(width * height * 3);
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) {
bool isWhite = ((x / tileSize) % 2) == ((y / tileSize) % 2);
unsigned char color = isWhite ? 100 : 50;
int index = (y * width + x) * 3;
textureData[index] = color; // Red
textureData[index + 1] = color; // Green
textureData[index + 2] = color; // Blue
}
}
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, textureData.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return texture;
}
void SkinOpenGLWidget::renderBackground()
{
glDepthMask(GL_FALSE); // Disable depth buffer writing
glBindTexture(GL_TEXTURE_2D, m_chessboardTexture);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, -0.5f); // Bottom-left
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, -0.5f); // Bottom-right
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, -0.5f); // Top-right
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -0.5f); // Top-left
glEnd();
glDepthMask(GL_TRUE); // Re-enable depth buffer writing
}

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#pragma once
#include <QMatrix4x4>
#include <QOpenGLFunctions>
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include <QOpenGLWidget>
#include <QVector2D>
#include "minecraft/skins/SkinModel.h"
#include "ui/dialogs/skins/draw/Scene.h"
class SkinOpenGLWidget : public QOpenGLWidget, protected QOpenGLFunctions {
Q_OBJECT
public:
SkinOpenGLWidget(QWidget* parent = nullptr) : QOpenGLWidget(parent), QOpenGLFunctions() {}
virtual ~SkinOpenGLWidget();
void updateScene(SkinModel* skin);
void updateCape(const QImage& cape);
protected:
void mousePressEvent(QMouseEvent* e) override;
void mouseReleaseEvent(QMouseEvent* e) override;
void mouseMoveEvent(QMouseEvent* event) override;
void initializeGL() override;
void resizeGL(int w, int h) override;
void paintGL() override;
void initShaders();
GLuint generateChessboardTexture(int width, int height, int tileSize);
void renderBackground();
private:
QOpenGLShaderProgram m_program;
opengl::Scene* m_scene = nullptr;
QMatrix4x4 m_projection;
QVector2D m_mousePosition;
bool m_isMousePressed = false;
int m_rotationX = 0, m_rotationY = 0;
// background
GLuint m_chessboardTexture;
};