improve skin preview

Signed-off-by: Trial97 <alexandru.tripon97@gmail.com>
This commit is contained in:
Trial97
2025-01-15 17:59:24 +02:00
parent 1b98c69948
commit dbeb987978
5 changed files with 70 additions and 108 deletions

View File

@@ -18,13 +18,10 @@
#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)
{
@@ -50,100 +47,55 @@ QImage getSkin(const QString path)
QImage generatePreviews(QImage texture, bool slim)
{
QImage preview;
QImage preview(36, 36, QImage::Format_ARGB32);
preview.fill(Qt::transparent);
QPainter paint(&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;
}
// head
paint.drawImage(4, 2, texture.copy(8, 8, 8, 8));
paint.drawImage(4, 2, texture.copy(40, 8, 8, 8));
// torso
paint.drawImage(4, 10, texture.copy(20, 20, 8, 12));
paint.drawImage(4, 10, texture.copy(20, 36, 8, 12));
// right leg
paint.drawImage(4, 22, texture.copy(4, 20, 4, 12));
paint.drawImage(4, 22, texture.copy(4, 36, 4, 12));
// left leg
paint.drawImage(8, 22, texture.copy(4, 52, 4, 12));
paint.drawImage(8, 22, texture.copy(20, 52, 4, 12));
QOffscreenSurface surface;
surface.setFormat(context.format());
surface.create();
auto armWidth = slim ? 3 : 4;
auto armPosX = slim ? 1 : 0;
// right arm
paint.drawImage(armPosX, 10, texture.copy(44, 20, armWidth, 12));
paint.drawImage(armPosX, 10, texture.copy(44, 36, armWidth, 12));
// left arm
paint.drawImage(12, 10, texture.copy(36, 52, armWidth, 12));
paint.drawImage(12, 10, texture.copy(52, 52, armWidth, 12));
// Make the OpenGL context current
context.makeCurrent(&surface);
// back
// head
paint.drawImage(24, 2, texture.copy(24, 8, 8, 8));
paint.drawImage(24, 2, texture.copy(56, 8, 8, 8));
// torso
paint.drawImage(24, 10, texture.copy(32, 20, 8, 12));
paint.drawImage(24, 10, texture.copy(32, 36, 8, 12));
// right leg
paint.drawImage(24, 22, texture.copy(12, 20, 4, 12));
paint.drawImage(24, 22, texture.copy(12, 36, 4, 12));
// left leg
paint.drawImage(28, 22, texture.copy(12, 52, 4, 12));
paint.drawImage(28, 22, texture.copy(28, 52, 4, 12));
QOpenGLFunctions* gl = context.functions();
QOpenGLFramebufferObjectFormat fboFormat;
fboFormat.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
// right arm
paint.drawImage(armPosX + 20, 10, texture.copy(48 + armWidth, 20, armWidth, 12));
paint.drawImage(armPosX + 20, 10, texture.copy(48 + armWidth, 36, armWidth, 12));
// left arm
paint.drawImage(32, 10, texture.copy(40 + armWidth, 52, armWidth, 12));
paint.drawImage(32, 10, texture.copy(56 + armWidth, 52, armWidth, 12));
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);
@@ -204,3 +156,8 @@ void SkinModel::refresh()
m_texture = getSkin(m_path);
m_preview = generatePreviews(m_texture, m_model == Model::SLIM);
}
void SkinModel::setModel(Model model)
{
m_model = model;
m_preview = generatePreviews(m_texture, m_model == Model::SLIM);
}