improve skin preview
Signed-off-by: Trial97 <alexandru.tripon97@gmail.com>
This commit is contained in:
parent
1b98c69948
commit
dbeb987978
5 changed files with 70 additions and 108 deletions
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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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