improve skin preview
Signed-off-by: Trial97 <alexandru.tripon97@gmail.com>
This commit is contained in:
@@ -46,11 +46,11 @@ Scene::Scene(const QImage& skin, bool slim, const QImage& cape) : m_slim(slim),
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m_slimArms = {
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// Right Arm
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new opengl::BoxGeometry(QVector3D(4, 12, 3), QVector3D(-6, -6, 0), QPoint(40, 16), QVector3D(3, 12, 4)),
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new opengl::BoxGeometry(QVector3D(4.5, 12.5, 3.5), QVector3D(-6, -6, 0), QPoint(40, 32), QVector3D(3, 12, 4)),
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new opengl::BoxGeometry(QVector3D(3, 12, 4), QVector3D(-5.5, -6, 0), QPoint(40, 16), QVector3D(3, 12, 4)),
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new opengl::BoxGeometry(QVector3D(3.5, 12.5, 4.5), QVector3D(-5.5, -6, 0), QPoint(40, 32), QVector3D(3, 12, 4)),
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// Left Arm
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new opengl::BoxGeometry(QVector3D(4, 12, 3), QVector3D(6, -6, 0), QPoint(32, 48), QVector3D(3, 12, 4)),
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new opengl::BoxGeometry(QVector3D(4.5, 12.5, 3.5), QVector3D(6, -6, 0), QPoint(48, 48), QVector3D(3, 12, 4)),
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new opengl::BoxGeometry(QVector3D(3, 12, 4), QVector3D(5.5, -6, 0), QPoint(32, 48), QVector3D(3, 12, 4)),
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new opengl::BoxGeometry(QVector3D(3.5, 12.5, 4.5), QVector3D(5.5, -6, 0), QPoint(48, 48), QVector3D(3, 12, 4)),
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};
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m_cape = new opengl::BoxGeometry(QVector3D(10, 16, 1), QVector3D(0, -8, 2.5), QPoint(0, 0), QVector3D(10, 16, 1), QSize(64, 32));
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@@ -37,6 +37,11 @@ SkinOpenGLWidget::~SkinOpenGLWidget()
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delete m_background;
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m_backgroundTexture->destroy();
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delete m_backgroundTexture;
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if (m_program->isLinked()) {
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m_program->release();
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}
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m_program->removeAllShaders();
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delete m_program;
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doneCurrent();
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}
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@@ -92,20 +97,21 @@ void SkinOpenGLWidget::initializeGL()
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void SkinOpenGLWidget::initShaders()
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{
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m_program = new QOpenGLShaderProgram(this);
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// Compile vertex shader
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if (!m_program.addCacheableShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/vshader.glsl"))
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if (!m_program->addCacheableShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/vshader.glsl"))
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close();
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// Compile fragment shader
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if (!m_program.addCacheableShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/fshader.glsl"))
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if (!m_program->addCacheableShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/fshader.glsl"))
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close();
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// Link shader pipeline
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if (!m_program.link())
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if (!m_program->link())
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close();
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// Bind shader pipeline for use
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if (!m_program.bind())
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if (!m_program->bind())
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close();
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}
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@@ -138,7 +144,7 @@ void SkinOpenGLWidget::paintGL()
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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m_program.bind();
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m_program->bind();
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renderBackground();
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// Calculate model view transformation
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@@ -148,10 +154,10 @@ void SkinOpenGLWidget::paintGL()
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matrix.rotate(m_rotationY, 0.0f, 1.0f, 0.0f);
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// Set modelview-projection matrix
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m_program.setUniformValue("mvp_matrix", m_projection * matrix);
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m_program->setUniformValue("mvp_matrix", m_projection * matrix);
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m_scene->draw(&m_program);
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m_program.release();
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m_scene->draw(m_program);
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m_program->release();
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}
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void SkinOpenGLWidget::updateScene(SkinModel* skin)
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@@ -198,9 +204,9 @@ void SkinOpenGLWidget::renderBackground()
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glDepthMask(GL_FALSE); // Disable depth buffer writing
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m_backgroundTexture->bind();
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QMatrix4x4 matrix;
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m_program.setUniformValue("mvp_matrix", matrix);
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m_program.setUniformValue("texture", 0);
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m_background->draw(&m_program);
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m_program->setUniformValue("mvp_matrix", matrix);
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m_program->setUniformValue("texture", 0);
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m_background->draw(m_program);
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m_backgroundTexture->release();
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glDepthMask(GL_TRUE); // Re-enable depth buffer writing
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}
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@@ -53,7 +53,7 @@ class SkinOpenGLWidget : public QOpenGLWidget, protected QOpenGLFunctions {
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void renderBackground();
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private:
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QOpenGLShaderProgram m_program;
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QOpenGLShaderProgram* m_program;
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opengl::Scene* m_scene = nullptr;
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QMatrix4x4 m_projection;
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