Files
Trial97 624d506fac 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>
2025-12-19 00:01:39 +02:00

186 lines
6.6 KiB
C++

// SPDX-License-Identifier: GPL-3.0-only
/*
* Prism Launcher - Minecraft Launcher
* Copyright (c) 2024 Trial97 <alexandru.tripon97@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "ui/dialogs/skins/draw/Scene.h"
#include <QOpenGLFunctions>
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include <QOpenGLWindow>
namespace opengl {
Scene::Scene(const QImage& skin, bool slim, const QImage& cape) : QOpenGLFunctions(), m_slim(slim), m_capeVisible(!cape.isNull())
{
initializeOpenGLFunctions();
m_staticComponents = {
// head
new opengl::BoxGeometry(QVector3D(8, 8, 8), QVector3D(0, 4, 0), QPoint(0, 0), QVector3D(8, 8, 8)),
// body
new opengl::BoxGeometry(QVector3D(8, 12, 4), QVector3D(0, -6, 0), QPoint(16, 16), 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)),
// 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)),
// 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)),
// 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)),
};
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));
auto leftWing =
new opengl::BoxGeometry(QVector3D(12, 22, 4), QVector3D(0, -13, -2), QPoint(22, 0), QVector3D(10, 20, 2), QSize(64, 32));
leftWing->rotate(15, QVector3D(1, 0, 0));
leftWing->rotate(15, QVector3D(0, 0, 1));
leftWing->rotate(1, QVector3D(1, 0, 0));
auto rightWing =
new opengl::BoxGeometry(QVector3D(12, 22, 4), QVector3D(0, -13, -2), QPoint(22, 0), QVector3D(10, 20, 2), QSize(64, 32));
rightWing->scale(QVector3D(-1, 1, 1));
rightWing->rotate(15, QVector3D(1, 0, 0));
rightWing->rotate(15, QVector3D(0, 0, 1));
rightWing->rotate(1, QVector3D(1, 0, 0));
m_elytra << leftWing << rightWing;
// 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, m_elytra, m_staticComponentsOverlay, m_normalArmsOverlay, m_slimArmsOverlay }) {
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, m_staticComponentsOverlay,
m_slim ? m_slimArmsOverlay : m_normalArmsOverlay }) {
for (auto g : toDraw) {
g->draw(program);
}
}
m_skinTexture->release();
if (m_capeVisible) {
m_capeTexture->bind();
program->setUniformValue("texture", 0);
if (!m_elytraVisible) {
m_cape->draw(program);
} else {
glDisable(GL_CULL_FACE);
for (auto e : m_elytra) {
e->draw(program);
}
glEnable(GL_CULL_FACE);
}
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;
}
void Scene::setElytraVisible(bool elytraVisible)
{
m_elytraVisible = elytraVisible;
}
} // namespace opengl