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
No known key found for this signature in database
GPG key ID: 55EF5DA53DB36318
5 changed files with 70 additions and 108 deletions

View file

@ -37,6 +37,11 @@ SkinOpenGLWidget::~SkinOpenGLWidget()
delete m_background;
m_backgroundTexture->destroy();
delete m_backgroundTexture;
if (m_program->isLinked()) {
m_program->release();
}
m_program->removeAllShaders();
delete m_program;
doneCurrent();
}
@ -92,20 +97,21 @@ void SkinOpenGLWidget::initializeGL()
void SkinOpenGLWidget::initShaders()
{
m_program = new QOpenGLShaderProgram(this);
// Compile vertex shader
if (!m_program.addCacheableShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/vshader.glsl"))
if (!m_program->addCacheableShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/vshader.glsl"))
close();
// Compile fragment shader
if (!m_program.addCacheableShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/fshader.glsl"))
if (!m_program->addCacheableShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/fshader.glsl"))
close();
// Link shader pipeline
if (!m_program.link())
if (!m_program->link())
close();
// Bind shader pipeline for use
if (!m_program.bind())
if (!m_program->bind())
close();
}
@ -138,7 +144,7 @@ void SkinOpenGLWidget::paintGL()
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_program.bind();
m_program->bind();
renderBackground();
// Calculate model view transformation
@ -148,10 +154,10 @@ void SkinOpenGLWidget::paintGL()
matrix.rotate(m_rotationY, 0.0f, 1.0f, 0.0f);
// Set modelview-projection matrix
m_program.setUniformValue("mvp_matrix", m_projection * matrix);
m_program->setUniformValue("mvp_matrix", m_projection * matrix);
m_scene->draw(&m_program);
m_program.release();
m_scene->draw(m_program);
m_program->release();
}
void SkinOpenGLWidget::updateScene(SkinModel* skin)
@ -198,9 +204,9 @@ void SkinOpenGLWidget::renderBackground()
glDepthMask(GL_FALSE); // Disable depth buffer writing
m_backgroundTexture->bind();
QMatrix4x4 matrix;
m_program.setUniformValue("mvp_matrix", matrix);
m_program.setUniformValue("texture", 0);
m_background->draw(&m_program);
m_program->setUniformValue("mvp_matrix", matrix);
m_program->setUniformValue("texture", 0);
m_background->draw(m_program);
m_backgroundTexture->release();
glDepthMask(GL_TRUE); // Re-enable depth buffer writing
}