Supermodel/Src/OSD/SDL/Crosshair.cpp

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/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2003-2022 The Supermodel Team
**
** This file is part of Supermodel.
**
** Supermodel 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, either version 3 of the License, or (at your option)
** any later version.
**
** Supermodel 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 Supermodel. If not, see <http://www.gnu.org/licenses/>.
**/
#include "Crosshair.h"
#include "Supermodel.h"
#include "Graphics/New3D/New3D.h"
#include "OSD/FileSystemPath.h"
#include "SDLIncludes.h"
#include <GL/glew.h>
#include <vector>
bool CCrosshair::Init()
{
const std::string p1CrosshairFile = Util::Format() << FileSystemPath::GetPath(FileSystemPath::Assets) << "p1crosshair.bmp";
const std::string p2CrosshairFile = Util::Format() << FileSystemPath::GetPath(FileSystemPath::Assets) << "p2crosshair.bmp";
m_isBitmapCrosshair = m_config["CrosshairStyle"].ValueAs<std::string>();
m_xRes = m_config["XResolution"].ValueAs<unsigned>();
m_yRes = m_config["YResolution"].ValueAs<unsigned>();
m_a = (float)m_xRes / (float)m_yRes;
SDL_Surface* surfaceCrosshairP1 = SDL_LoadBMP(p1CrosshairFile.c_str());
SDL_Surface* surfaceCrosshairP2 = SDL_LoadBMP(p2CrosshairFile.c_str());
if (surfaceCrosshairP1 == NULL || surfaceCrosshairP2 == NULL)
return FAIL;
m_p1CrosshairW = surfaceCrosshairP1->w;
m_p1CrosshairH = surfaceCrosshairP1->h;
m_p2CrosshairW = surfaceCrosshairP2->w;
m_p2CrosshairH = surfaceCrosshairP2->h;
glGenTextures(2, m_crosshairTexId);
glBindTexture(GL_TEXTURE_2D, m_crosshairTexId[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_p1CrosshairW, m_p1CrosshairH, 0, GL_BGRA, GL_UNSIGNED_BYTE, surfaceCrosshairP1->pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, m_crosshairTexId[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_p1CrosshairW, m_p1CrosshairH, 0, GL_BGRA, GL_UNSIGNED_BYTE, surfaceCrosshairP2->pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
SDL_FreeSurface(surfaceCrosshairP1);
SDL_FreeSurface(surfaceCrosshairP2);
// Get DPI
SDL_GetDisplayDPI(0, &m_diagDpi, &m_hDpi, &m_vDpi);
m_dpiMultiplicator = m_hDpi / m_standardDpi; // note : on linux VM diagdpi returns 0
// 3d obj
m_uvCoord.emplace_back(0.0f, 0.0f);
m_uvCoord.emplace_back(1.0f, 0.0f);
m_uvCoord.emplace_back(1.0f, 1.0f);
m_uvCoord.emplace_back(0.0f, 0.0f);
m_uvCoord.emplace_back(1.0f, 1.0f);
m_uvCoord.emplace_back(0.0f, 1.0f);
if (m_isBitmapCrosshair != "bmp")
{
m_verts.emplace_back(0.0f, m_dist); // bottom triangle
m_verts.emplace_back(m_base / 2.0f, (m_dist + m_height) * m_a);
m_verts.emplace_back(-m_base / 2.0f, (m_dist + m_height) * m_a);
m_verts.emplace_back(0.0f, -m_dist); // top triangle
m_verts.emplace_back(-m_base / 2.0f, -(m_dist + m_height) * m_a);
m_verts.emplace_back(m_base / 2.0f, -(m_dist + m_height) * m_a);
m_verts.emplace_back(-m_dist, 0.0f); // left triangle
m_verts.emplace_back(-m_dist - m_height, (m_base / 2.0f) * m_a);
m_verts.emplace_back(-m_dist - m_height, -(m_base / 2.0f) * m_a);
m_verts.emplace_back(m_dist, 0.0f); // right triangle
m_verts.emplace_back(m_dist + m_height, -(m_base / 2.0f) * m_a);
m_verts.emplace_back(m_dist + m_height, (m_base / 2.0f) * m_a);
}
else
{
m_verts.emplace_back(-m_squareSize / 2.0f, -m_squareSize / 2.0f * m_a);
m_verts.emplace_back(m_squareSize / 2.0f, -m_squareSize / 2.0f * m_a);
m_verts.emplace_back(m_squareSize / 2.0f, m_squareSize / 2.0f * m_a);
m_verts.emplace_back(-m_squareSize / 2.0f, -m_squareSize / 2.0f * m_a);
m_verts.emplace_back(m_squareSize / 2.0f, m_squareSize / 2.0f * m_a);
m_verts.emplace_back(-m_squareSize / 2.0f, m_squareSize / 2.0f * m_a);
}
m_vertexShader = R"glsl(
#version 410 core
uniform mat4 mvp;
layout(location = 0) in vec3 inVertices;
layout(location = 1) in vec2 vertexUV;
out vec2 UV;
void main(void)
{
gl_Position = mvp * vec4(inVertices,1.0);
UV = vertexUV;
}
)glsl";
m_fragmentShader = R"glsl(
#version 410 core
uniform vec4 colour;
uniform sampler2D CrosshairTexture;
uniform bool isBitmap;
out vec4 fragColour;
in vec2 UV;
void main(void)
{
if (!isBitmap)
fragColour = colour;
else
fragColour = colour * texture(CrosshairTexture, UV);
}
)glsl";
m_shader.LoadShaders(m_vertexShader, m_fragmentShader);
m_shader.GetUniformLocationMap("mvp");
m_shader.GetUniformLocationMap("CrosshairTexture");
m_shader.GetUniformLocationMap("colour");
m_shader.GetUniformLocationMap("isBitmap");
m_vbo.Create(GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, sizeof(BasicVertex) * (MaxVerts));
m_vbo.Bind(true);
m_textvbo.Create(GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, sizeof(UVCoords) * (int)m_uvCoord.size());
m_textvbo.Bind(true);
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
m_vbo.Bind(true);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(BasicVertex), 0);
m_vbo.Bind(false);
m_textvbo.Bind(true);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(UVCoords), 0);
m_textvbo.Bind(false);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindVertexArray(0);
return OKAY;
}
void CCrosshair::DrawCrosshair(New3D::Mat4 matrix, float x, float y, int player)
{
float r=0.0f, g=0.0f, b=0.0f;
int count = (int)m_verts.size();
if (count > MaxVerts) {
count = MaxVerts; // maybe we could error out somehow
}
m_shader.EnableShader();
matrix.Translate(x, y, 0);
if (m_isBitmapCrosshair != "bmp")
{
switch (player)
{
case 0:
r = 1.0f;
g = 0.0f;
b = 0.0f;
break;
case 1:
r = 0.0f;
g = 1.0f;
b = 0.0f;
break;
}
matrix.Scale(m_dpiMultiplicator, m_dpiMultiplicator, 0);
// update uniform memory
glUniformMatrix4fv(m_shader.uniformLocMap["mvp"], 1, GL_FALSE, matrix);
glUniform4f(m_shader.uniformLocMap["colour"], r, g, b, 1.0f);
glUniform1i(m_shader.uniformLocMap["isBitmap"], false);
// update vbo mem
m_vbo.Bind(true);
m_vbo.BufferSubData(0, count * sizeof(BasicVertex), m_verts.data());
}
else
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_crosshairTexId[player]);
m_textureCoordsCount = (int)m_uvCoord.size();
matrix.Scale(m_dpiMultiplicator * m_scaleBitmap, m_dpiMultiplicator * m_scaleBitmap, 0);
// update uniform memory
glUniformMatrix4fv(m_shader.uniformLocMap["mvp"], 1, GL_FALSE, matrix);
glUniform1i(m_shader.uniformLocMap["CrosshairTexture"], 0); // 0 or 1 or GL_TEXTURE0 GL_TEXTURE1
glUniform4f(m_shader.uniformLocMap["colour"], 1.0f, 1.0f, 1.0f, 1.0f);
glUniform1i(m_shader.uniformLocMap["isBitmap"], true);
// update vbo mem
m_vbo.Bind(true);
m_vbo.BufferSubData(0, count * sizeof(BasicVertex), m_verts.data());
m_vbo.Bind(false);
m_textvbo.Bind(true);
m_textvbo.BufferSubData(0, m_textureCoordsCount * sizeof(UVCoords), m_uvCoord.data());
m_textvbo.Bind(false);
}
glBindVertexArray(m_vao);
glDrawArrays(GL_TRIANGLES, 0, count);
glBindVertexArray(0);
m_shader.DisableShader();
}
CCrosshair::CCrosshair(const Util::Config::Node& config) : m_config(config),m_xRes(0),m_yRes(0)
{
m_vertexShader = nullptr;
m_fragmentShader = nullptr;
}
CCrosshair::~CCrosshair()
{
}