mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-21 21:35:38 +00:00
Crosshair refactor
-add a new separate class for crosshair -crosshair coordinates are calculated by matrix instead of recreating every object at correct coordinates -add ability to scale crosshair by dpi -add ability to use bitmap crosshair (located in ./Media/). 32bits bmp format + alpha -cmd line "-bitmapcrosshair" or "-vectorcrosshair" and/or BitmapCrosshair=0|1 in config file -these changes are only for lost world game with Crosshairs=1|2|3 don't forget to copy the 2 crosshair images in Supermodel/Media folder
This commit is contained in:
parent
0cc1b37f95
commit
1b066fe4b3
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@ -149,6 +149,7 @@ SRC_FILES = \
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Src/Inputs/InputTypes.cpp \
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Src/Inputs/MultiInputSource.cpp \
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Src/OSD/SDL/SDLInputSystem.cpp \
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Src/OSD/SDL/Crosshair.cpp \
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Src/OSD/Outputs.cpp \
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Src/Sound/MPEG/MpegAudio.cpp \
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Src/Model3/Crypto.cpp \
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6
Media/DIR.txt
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6
Media/DIR.txt
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@ -0,0 +1,6 @@
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Crosshairs images needs to be placed in here.
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32bits bmp format + alpha
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size multiple of 2
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p1crosshair.bmp
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p2crosshair.bmp
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BIN
Media/p1crosshair.bmp
Normal file
BIN
Media/p1crosshair.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 289 KiB |
BIN
Media/p2crosshair.bmp
Normal file
BIN
Media/p2crosshair.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 289 KiB |
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@ -32,7 +32,7 @@
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namespace FileSystemPath
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{
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enum PathType { Analysis, Config, Log, NVRAM, Saves, Screenshots }; // Filesystem path types
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enum PathType { Analysis, Config, Log, NVRAM, Saves, Screenshots, Media }; // Filesystem path types
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bool PathExists(std::string fileSystemPath); // Checks if a directory exists (returns true if exists, false if it doesn't)
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std::string GetPath(PathType pathType); // Generates a path to be used by Supermodel files
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}
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@ -41,6 +41,8 @@ namespace FileSystemPath
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return "Saves/";
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case Screenshots:
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return "";
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case Media:
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return "Media/";
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}
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}
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}
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244
Src/OSD/SDL/Crosshair.cpp
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244
Src/OSD/SDL/Crosshair.cpp
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@ -0,0 +1,244 @@
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/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2003-2022 The Supermodel Team
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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#include "Crosshair.h"
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#include "Supermodel.h"
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#include "Graphics/New3D/New3D.h"
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#include "OSD/FileSystemPath.h"
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#include "SDLIncludes.h"
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#include <GL/glew.h>
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#include <vector>
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bool CCrosshair::init()
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{
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const std::string P1CrosshairFile = Util::Format() << FileSystemPath::GetPath(FileSystemPath::Media) << "p1crosshair.bmp";
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const std::string P2CrosshairFile = Util::Format() << FileSystemPath::GetPath(FileSystemPath::Media) << "p2crosshair.bmp";
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IsBitmapCrosshair = m_config["BitmapCrosshair"].ValueAs<bool>();
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xRes = m_config["XResolution"].ValueAs<unsigned>();
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yRes = m_config["YResolution"].ValueAs<unsigned>();
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a = (float)xRes / (float)yRes;
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SDL_Surface* SurfaceCrosshairP1 = SDL_LoadBMP(P1CrosshairFile.c_str());
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SDL_Surface* SurfaceCrosshairP2 = SDL_LoadBMP(P2CrosshairFile.c_str());
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if (SurfaceCrosshairP1 == NULL || SurfaceCrosshairP2 == NULL)
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return FAIL;
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P1CrosshairW = SurfaceCrosshairP1->w;
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P1CrosshairH = SurfaceCrosshairP1->h;
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P2CrosshairW = SurfaceCrosshairP2->w;
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P2CrosshairH = SurfaceCrosshairP2->h;
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glGenTextures(2, CrosshairtxID);
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glBindTexture(GL_TEXTURE_2D, CrosshairtxID[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, P1CrosshairW, P1CrosshairH, 0, GL_BGRA, GL_UNSIGNED_BYTE, SurfaceCrosshairP1->pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, CrosshairtxID[1]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, P1CrosshairW, P1CrosshairH, 0, GL_BGRA, GL_UNSIGNED_BYTE, SurfaceCrosshairP2->pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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SDL_FreeSurface(SurfaceCrosshairP1);
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SDL_FreeSurface(SurfaceCrosshairP2);
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// Get DPI
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SDL_GetDisplayDPI(0, &diagdpi, &hdpi, &vdpi);
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dpiMultiplicator = hdpi / standardDpi; // note : on linux VM diagdpi returns 0
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// 3d obj
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UVCoord.emplace_back(0.0f, 0.0f);
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UVCoord.emplace_back(1.0f, 0.0f);
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UVCoord.emplace_back(1.0f, 1.0f);
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UVCoord.emplace_back(0.0f, 0.0f);
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UVCoord.emplace_back(1.0f, 1.0f);
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UVCoord.emplace_back(0.0f, 1.0f);
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if (!IsBitmapCrosshair)
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{
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verts.emplace_back(0.0f, dist); // bottom triangle
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verts.emplace_back(base / 2.0f, (dist + height) * a);
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verts.emplace_back(-base / 2.0f, (dist + height) * a);
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verts.emplace_back(0.0f, -dist); // top triangle
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verts.emplace_back(-base / 2.0f, -(dist + height) * a);
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verts.emplace_back(base / 2.0f, -(dist + height) * a);
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verts.emplace_back(-dist, 0.0f); // left triangle
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verts.emplace_back(-dist - height, (base / 2.0f) * a);
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verts.emplace_back(-dist - height, -(base / 2.0f) * a);
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verts.emplace_back(dist, 0.0f); // right triangle
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verts.emplace_back(dist + height, -(base / 2.0f) * a);
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verts.emplace_back(dist + height, (base / 2.0f) * a);
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}
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else
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{
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verts.emplace_back(-squareSize / 2.0f, -squareSize / 2.0f * a);
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verts.emplace_back(squareSize / 2.0f, -squareSize / 2.0f * a);
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verts.emplace_back(squareSize / 2.0f, squareSize / 2.0f * a);
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verts.emplace_back(-squareSize / 2.0f, -squareSize / 2.0f * a);
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verts.emplace_back(squareSize / 2.0f, squareSize / 2.0f * a);
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verts.emplace_back(-squareSize / 2.0f, squareSize / 2.0f * a);
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}
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vertexShader = R"glsl(
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#version 410 core
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uniform mat4 mvp;
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layout(location = 0) in vec3 inVertices;
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layout(location = 1) in vec2 vertexUV;
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out vec2 UV;
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void main(void)
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{
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gl_Position = mvp * vec4(inVertices,1.0);
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UV = vertexUV;
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}
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)glsl";
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fragmentShader = R"glsl(
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#version 410 core
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uniform vec4 colour;
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uniform sampler2D CrosshairTexture;
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uniform bool isBitmap;
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out vec4 fragColour;
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in vec2 UV;
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void main(void)
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{
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if (!isBitmap)
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fragColour = colour;
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else
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fragColour = colour * texture(CrosshairTexture, UV);
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}
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)glsl";
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m_shader.LoadShaders(vertexShader, fragmentShader);
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m_shader.GetUniformLocationMap("mvp");
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m_shader.GetUniformLocationMap("CrosshairTexture");
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m_shader.GetUniformLocationMap("colour");
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m_shader.GetUniformLocationMap("isBitmap");
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m_vbo.Create(GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, sizeof(BasicVertex) * (MaxVerts));
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m_vbo.Bind(true);
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m_textvbo.Create(GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, sizeof(UVCoords) * (int)UVCoord.size());
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m_textvbo.Bind(true);
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glGenVertexArrays(1, &m_vao);
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glBindVertexArray(m_vao);
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m_vbo.Bind(true);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(BasicVertex), 0);
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m_vbo.Bind(false);
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m_textvbo.Bind(true);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(UVCoords), 0);
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m_textvbo.Bind(false);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glBindVertexArray(0);
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return OKAY;
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}
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void CCrosshair::DrawCrosshair(New3D::Mat4 matrix, float x, float y, float r, float g, float b)
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{
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int count = (int)verts.size();
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if (count > MaxVerts) {
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count = MaxVerts; // maybe we could error out somehow
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}
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m_shader.EnableShader();
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matrix.Translate(x, y, 0);
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matrix.Scale(dpiMultiplicator, dpiMultiplicator, 0);
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// update uniform memory
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glUniformMatrix4fv(m_shader.uniformLocMap["mvp"], 1, GL_FALSE, matrix);
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glUniform4f(m_shader.uniformLocMap["colour"], r, g, b, 1.0f);
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glUniform1i(m_shader.uniformLocMap["isBitmap"], false);
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// update vbo mem
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m_vbo.Bind(true);
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m_vbo.BufferSubData(0, count * sizeof(BasicVertex), verts.data());
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glBindVertexArray(m_vao);
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glDrawArrays(GL_TRIANGLES, 0, count);
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glBindVertexArray(0);
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m_shader.DisableShader();
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}
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void CCrosshair::DrawBitmapCrosshair(New3D::Mat4 matrix, float x, float y, int TextureNum)
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, CrosshairtxID[TextureNum]);
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int count = (int)verts.size();
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if (count > MaxVerts) {
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count = MaxVerts; // maybe we could error out somehow
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}
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m_TextureCoordsCount = (int)UVCoord.size();
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m_shader.EnableShader();
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matrix.Translate(x, y, 0);
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matrix.Scale(dpiMultiplicator * ScaleBitmap, dpiMultiplicator * ScaleBitmap, 0);
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// update uniform memory
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glUniformMatrix4fv(m_shader.uniformLocMap["mvp"], 1, GL_FALSE, matrix);
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glUniform1i(m_shader.uniformLocMap["CrosshairTexture"], 0); // 0 or 1 or GL_TEXTURE0 GL_TEXTURE1
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glUniform4f(m_shader.uniformLocMap["colour"], 1.0f, 1.0f, 1.0f, 1.0f);
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glUniform1i(m_shader.uniformLocMap["isBitmap"], true);
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// update vbo mem
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m_vbo.Bind(true);
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m_vbo.BufferSubData(0, count * sizeof(BasicVertex), verts.data());
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m_vbo.Bind(false);
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m_textvbo.Bind(true);
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m_textvbo.BufferSubData(0, m_TextureCoordsCount * sizeof(UVCoords), UVCoord.data());
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m_textvbo.Bind(false);
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glBindVertexArray(m_vao);
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glDrawArrays(GL_TRIANGLES, 0, count);
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glBindVertexArray(0);
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m_shader.DisableShader();
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}
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CCrosshair::CCrosshair(const Util::Config::Node& config) : m_config(config),xRes(0),yRes(0)
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{
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vertexShader = nullptr;
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fragmentShader = nullptr;
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}
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CCrosshair::~CCrosshair()
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{
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}
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80
Src/OSD/SDL/Crosshair.h
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80
Src/OSD/SDL/Crosshair.h
Normal file
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@ -0,0 +1,80 @@
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/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2003-2022 The Supermodel Team
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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#ifndef INCLUDED_CROSSHAIR_H
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#define INCLUDED_CROSSHAIR_H
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#include "Supermodel.h"
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#include "Graphics/New3D/New3D.h"
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class CCrosshair
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{
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private:
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const Util::Config::Node& m_config;
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bool IsBitmapCrosshair=false;
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GLuint CrosshairtxID[2] = { 0 };
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int P1CrosshairW = 0, P1CrosshairH = 0, P2CrosshairW = 0, P2CrosshairH = 0;
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float diagdpi = 0.0f, hdpi = 0.0f, vdpi = 0.0f;
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unsigned int xRes=0;
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unsigned int yRes=0;
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const float base = 0.01f, height = 0.02f; // geometric parameters of each triangle
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const float dist = 0.004f; // distance of triangle tip from center
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float a = 0.0f; // aspect ratio (to square the crosshair)
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const float squareSize = 1.0f;
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const float standardDpi = 96.0f; // normal dpi for usual monitor (full hd)
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float dpiMultiplicator = 0.0f;
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const float ScaleBitmap = 0.1f;
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struct BasicVertex
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{
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BasicVertex(float x, float y, float z) : x(x), y(y), z(z) {}
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BasicVertex(float x, float y) : x(x), y(y), z(0.0f) {}
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float x, y, z;
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};
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struct UVCoords
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{
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UVCoords(float x, float y) : x(x), y(y) {}
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float x, y;
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};
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std::vector<BasicVertex> verts;
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std::vector<UVCoords> UVCoord;
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GLSLShader m_shader;
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VBO m_vbo;
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VBO m_textvbo;
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GLuint m_vao = 0;
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int m_TextureCoordsCount = 0;
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const char* vertexShader;
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const char* fragmentShader;
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const int MaxVerts = 1024; // per draw call
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public:
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CCrosshair(const Util::Config::Node& config);
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~CCrosshair();
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bool init();
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void DrawCrosshair(New3D::Mat4 matrix, float x, float y, float r, float g, float b);
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void DrawBitmapCrosshair(New3D::Mat4 matrix, float x, float y, int TextureNum);
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};
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#endif
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@ -81,6 +81,7 @@
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#include <iostream>
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#include "Util/BMPFile.h"
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#include "Crosshair.h"
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/******************************************************************************
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Global Run-time Config
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@ -105,6 +106,12 @@ static unsigned xOffset, yOffset; // offset of renderer output within Open
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static unsigned xRes, yRes; // renderer output resolution (can be smaller than GL viewport)
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static unsigned totalXRes, totalYRes; // total resolution (the whole GL viewport)
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/*
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* Crosshair stuff
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*/
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static bool IsBitmapCrosshair = false;
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CCrosshair* Crosshair = nullptr;
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static bool SetGLGeometry(unsigned *xOffsetPtr, unsigned *yOffsetPtr, unsigned *xResPtr, unsigned *yResPtr, unsigned *totalXResPtr, unsigned *totalYResPtr, bool keepAspectRatio)
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{
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// What resolution did we actually get?
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@ -781,132 +788,12 @@ static void LoadNVRAM(IEmulator *Model3)
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Currently, only does crosshairs for light gun games.
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******************************************************************************/
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struct BasicDraw
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{
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public:
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struct BasicVertex
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{
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BasicVertex(float x, float y, float z) : x(x), y(y), z(z) {}
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BasicVertex(float x, float y) : x(x), y(y), z(0.f) {}
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float x, y, z;
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};
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const int MaxVerts = 1024; // per draw call
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void Draw(GLenum mode, const float mvpMatrix[16], const BasicVertex* vertices, int count, float r, float g, float b, float a)
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{
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if (count > MaxVerts) {
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count = MaxVerts; // maybe we could error out somehow
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}
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if (!m_initialised) {
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Setup();
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}
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m_shader.EnableShader();
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// update uniform memory
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glUniformMatrix4fv(m_shader.uniformLocMap["mvp"], 1, GL_FALSE, mvpMatrix);
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glUniform4f(m_shader.uniformLocMap["colour"], r, g, b, a);
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// update vbo mem
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m_vbo.Bind(true);
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m_vbo.BufferSubData(0, count * sizeof(BasicVertex), vertices);
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glBindVertexArray(m_vao);
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glDrawArrays(mode, 0, count);
|
||||
glBindVertexArray(0);
|
||||
|
||||
m_shader.DisableShader();
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
void Setup()
|
||||
{
|
||||
const char* vertexShader = R"glsl(
|
||||
|
||||
#version 410 core
|
||||
|
||||
uniform mat4 mvp;
|
||||
layout(location = 0) in vec3 inVertices;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = mvp * vec4(inVertices,1.0);
|
||||
}
|
||||
)glsl";
|
||||
|
||||
const char* fragmentShader = R"glsl(
|
||||
|
||||
#version 410 core
|
||||
|
||||
uniform vec4 colour;
|
||||
out vec4 fragColour;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
fragColour = colour;
|
||||
}
|
||||
)glsl";
|
||||
|
||||
m_shader.LoadShaders(vertexShader, fragmentShader);
|
||||
m_shader.GetUniformLocationMap("mvp");
|
||||
m_shader.GetUniformLocationMap("colour");
|
||||
|
||||
glGenVertexArrays(1, &m_vao);
|
||||
glBindVertexArray(m_vao);
|
||||
|
||||
m_vbo.Create(GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, sizeof(BasicVertex) * (MaxVerts));
|
||||
m_vbo.Bind(true);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(BasicVertex), 0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
m_vbo.Bind(false);
|
||||
|
||||
m_initialised = true;
|
||||
}
|
||||
|
||||
GLSLShader m_shader;
|
||||
VBO m_vbo;
|
||||
GLuint m_vao = 0;
|
||||
bool m_initialised = false;
|
||||
|
||||
} basicDraw;
|
||||
|
||||
static void GunToViewCoords(float *x, float *y)
|
||||
{
|
||||
*x = (*x-150.0f)/(651.0f-150.0f); // Scale [150,651] -> [0.0,1.0]
|
||||
*y = (*y-80.0f)/(465.0f-80.0f); // Scale [80,465] -> [0.0,1.0]
|
||||
}
|
||||
|
||||
static void DrawCrosshair(const float* matrix, float x, float y, float r, float g, float b)
|
||||
{
|
||||
float base = 0.01f, height = 0.02f; // geometric parameters of each triangle
|
||||
float dist = 0.004f; // distance of triangle tip from center
|
||||
float a = (float)xRes/(float)yRes; // aspect ratio (to square the crosshair)
|
||||
|
||||
std::vector<BasicDraw::BasicVertex> verts;
|
||||
|
||||
verts.emplace_back(x, y+dist); // bottom triangle
|
||||
verts.emplace_back(x+base/2.0f, y+(dist+height)*a);
|
||||
verts.emplace_back(x-base/2.0f, y+(dist+height)*a);
|
||||
verts.emplace_back(x, y-dist); // top triangle
|
||||
verts.emplace_back(x-base/2.0f, y-(dist+height)*a);
|
||||
verts.emplace_back(x+base/2.0f, y-(dist+height)*a);
|
||||
verts.emplace_back(x-dist, y); // left triangle
|
||||
verts.emplace_back(x-dist-height, y+(base/2.0f)*a);
|
||||
verts.emplace_back(x-dist-height, y-(base/2.0f)*a);
|
||||
verts.emplace_back(x+dist, y); // right triangle
|
||||
verts.emplace_back(x+dist+height, y-(base/2.0f)*a);
|
||||
verts.emplace_back(x+dist+height, y+(base/2.0f)*a);
|
||||
|
||||
basicDraw.Draw(GL_TRIANGLES, matrix, verts.data(), (int)verts.size(), r, g, b, 1.0f);
|
||||
}
|
||||
|
||||
/*
|
||||
static void PrintGLError(GLenum error)
|
||||
{
|
||||
|
@ -937,8 +824,18 @@ static void UpdateCrosshairs(uint32_t currentInputs, CInputs *Inputs, unsigned c
|
|||
// Set up the viewport and orthogonal projection
|
||||
glUseProgram(0); // no shaders
|
||||
glViewport(xOffset, yOffset, xRes, yRes);
|
||||
glDisable(GL_BLEND); // no blending
|
||||
glDisable(GL_DEPTH_TEST); // no Z-buffering needed
|
||||
|
||||
if (!IsBitmapCrosshair)
|
||||
{
|
||||
glDisable(GL_BLEND); // no blending
|
||||
}
|
||||
else
|
||||
{
|
||||
glEnable(GL_TEXTURE_2D); // enable texture mapping, blending and alpha chanel
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
}
|
||||
|
||||
New3D::Mat4 m;
|
||||
m.Ortho(0.0, 1.0, 1.0, 0.0, -1.0f, 1.0f);
|
||||
|
@ -970,11 +867,30 @@ static void UpdateCrosshairs(uint32_t currentInputs, CInputs *Inputs, unsigned c
|
|||
GunToViewCoords(&x[1], &y[1]);
|
||||
offscreenTrigger[1] = (Inputs->trigger[1]->offscreenValue) > 0;
|
||||
}
|
||||
|
||||
// Draw visible crosshairs
|
||||
if ((crosshairs & 1) && !offscreenTrigger[0]) // Player 1
|
||||
DrawCrosshair(m,x[0], y[0], 1.0f, 0.0f, 0.0f);
|
||||
if ((crosshairs & 2) && !offscreenTrigger[1]) // Player 2
|
||||
DrawCrosshair(m,x[1], y[1], 0.0f, 1.0f, 0.0f);
|
||||
if (!IsBitmapCrosshair)
|
||||
{
|
||||
if ((crosshairs & 1) && !offscreenTrigger[0]) // Player 1
|
||||
{
|
||||
Crosshair->DrawCrosshair(m, x[0], y[0], 1.0f, 0.0f, 0.0f);
|
||||
}
|
||||
if ((crosshairs & 2) && !offscreenTrigger[1]) // Player 2
|
||||
{
|
||||
Crosshair->DrawCrosshair(m, x[1], y[1], 0.0f, 1.0f, 0.0f);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((crosshairs & 1) && !offscreenTrigger[0]) // Player 1
|
||||
{
|
||||
Crosshair->DrawBitmapCrosshair(m, x[0], y[0], 0);
|
||||
}
|
||||
if ((crosshairs & 2) && !offscreenTrigger[1]) // Player 2
|
||||
{
|
||||
Crosshair->DrawBitmapCrosshair(m, x[1], y[1], 1);
|
||||
}
|
||||
}
|
||||
|
||||
//PrintGLError(glGetError());
|
||||
}
|
||||
|
@ -1650,6 +1566,7 @@ static Util::Config::Node DefaultConfig()
|
|||
config.Set("RefreshRate", 60.0f);
|
||||
config.Set("ShowFrameRate", false);
|
||||
config.Set("Crosshairs", int(0));
|
||||
config.Set("BitmapCrosshair", false);
|
||||
config.Set("FlipStereo", false);
|
||||
#ifdef SUPERMODEL_WIN32
|
||||
config.Set("InputSystem", "dinput");
|
||||
|
@ -1735,6 +1652,8 @@ static void Help(void)
|
|||
puts(" -show-fps Display frame rate in window title bar");
|
||||
puts(" -crosshairs=<n> Crosshairs configuration for gun games:");
|
||||
puts(" 0=none [Default], 1=P1 only, 2=P2 only, 3=P1 & P2");
|
||||
puts(" -vectorcrosshair Use built-in crosshair [Default]");
|
||||
puts(" -bitmapcrosshair Use image (.bmp) as crosshair (only for lost world)");
|
||||
puts(" -new3d New 3D engine by Ian Curtis [Default]");
|
||||
puts(" -quad-rendering Enable proper quad rendering");
|
||||
puts(" -legacy3d Legacy 3D engine (faster but less accurate)");
|
||||
|
@ -1870,6 +1789,8 @@ static ParsedCommandLine ParseCommandLine(int argc, char **argv)
|
|||
{ "-no-dsb", { "EmulateDSB", false } },
|
||||
{ "-legacy-scsp", { "LegacySoundDSP", true } },
|
||||
{ "-new-scsp", { "LegacySoundDSP", false } },
|
||||
{ "-bitmapcrosshair", { "BitmapCrosshair", true } },
|
||||
{ "-vectorcrosshair", { "BitmapCrosshair", false } },
|
||||
#ifdef NET_BOARD
|
||||
{ "-net", { "Network", true } },
|
||||
{ "-no-net", { "Network", false } },
|
||||
|
@ -2131,6 +2052,17 @@ int main(int argc, char **argv)
|
|||
goto Exit;
|
||||
}
|
||||
|
||||
IsBitmapCrosshair = s_runtime_config["BitmapCrosshair"].ValueAs<bool>();
|
||||
|
||||
// Create Bitmap Crosshair
|
||||
Crosshair = new CCrosshair(s_runtime_config);
|
||||
if (Crosshair->init() != OKAY)
|
||||
{
|
||||
ErrorLog("Unable to load bitmap crosshair texture\n");
|
||||
exitCode = 1;
|
||||
goto Exit;
|
||||
}
|
||||
|
||||
// Create Model 3 emulator
|
||||
#ifdef DEBUG
|
||||
Model3 = s_gfxStatePath.empty() ? static_cast<IEmulator *>(new CModel3(s_runtime_config)) : static_cast<IEmulator *>(new CModel3GraphicsState(s_runtime_config, s_gfxStatePath));
|
||||
|
@ -2232,6 +2164,8 @@ Exit:
|
|||
delete InputSystem;
|
||||
if (Outputs != NULL)
|
||||
delete Outputs;
|
||||
if (Crosshair != NULL)
|
||||
delete Crosshair;
|
||||
DestroyGLScreen();
|
||||
SDL_Quit();
|
||||
|
||||
|
|
|
@ -73,6 +73,9 @@ namespace FileSystemPath
|
|||
case Screenshots:
|
||||
strPathType = "Screenshots";
|
||||
break;
|
||||
case Media:
|
||||
strPathType = "Media/";
|
||||
break;
|
||||
}
|
||||
|
||||
// Get user's HOME directory
|
||||
|
|
|
@ -41,6 +41,8 @@ namespace FileSystemPath
|
|||
return "Saves/";
|
||||
case Screenshots:
|
||||
return "";
|
||||
case Media:
|
||||
return "Media/";
|
||||
}
|
||||
|
||||
return "";
|
||||
|
|
|
@ -114,8 +114,10 @@
|
|||
<Command>if not exist "$(TargetDir)Config" mkdir "$(TargetDir)Config"
|
||||
if not exist "$(TargetDir)NVRAM" mkdir "$(TargetDir)NVRAM"
|
||||
if not exist "$(TargetDir)Saves" mkdir "$(TargetDir)Saves"
|
||||
if not exist "$(TargetDir)Media" mkdir "$(TargetDir)Media"
|
||||
xcopy /D /Y "$(ProjectDir)..\Docs\*" "$(TargetDir)"
|
||||
xcopy /D /Y "$(ProjectDir)..\Config\*" "$(TargetDir)Config"</Command>
|
||||
xcopy /D /Y "$(ProjectDir)..\Config\*" "$(TargetDir)Config"
|
||||
xcopy /D /Y "$(ProjectDir)..\Media\*" "$(TargetDir)Media"</Command>
|
||||
</PostBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
|
@ -145,8 +147,10 @@ xcopy /D /Y "$(ProjectDir)..\Config\*" "$(TargetDir)Config"</Command>
|
|||
<Command>if not exist "$(TargetDir)Config" mkdir "$(TargetDir)Config"
|
||||
if not exist "$(TargetDir)NVRAM" mkdir "$(TargetDir)NVRAM"
|
||||
if not exist "$(TargetDir)Saves" mkdir "$(TargetDir)Saves"
|
||||
if not exist "$(TargetDir)Media" mkdir "$(TargetDir)Media"
|
||||
xcopy /D /Y "$(ProjectDir)..\Docs\*" "$(TargetDir)"
|
||||
xcopy /D /Y "$(ProjectDir)..\Config\*" "$(TargetDir)Config"</Command>
|
||||
xcopy /D /Y "$(ProjectDir)..\Config\*" "$(TargetDir)Config"
|
||||
xcopy /D /Y "$(ProjectDir)..\Media\*" "$(TargetDir)Media"</Command>
|
||||
</PostBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
|
@ -175,8 +179,10 @@ xcopy /D /Y "$(ProjectDir)..\Config\*" "$(TargetDir)Config"</Command>
|
|||
<Command>if not exist "$(TargetDir)Config" mkdir "$(TargetDir)Config"
|
||||
if not exist "$(TargetDir)NVRAM" mkdir "$(TargetDir)NVRAM"
|
||||
if not exist "$(TargetDir)Saves" mkdir "$(TargetDir)Saves"
|
||||
if not exist "$(TargetDir)Media" mkdir "$(TargetDir)Media"
|
||||
xcopy /D /Y "$(ProjectDir)..\Docs\*" "$(TargetDir)"
|
||||
xcopy /D /Y "$(ProjectDir)..\Config\*" "$(TargetDir)Config"</Command>
|
||||
xcopy /D /Y "$(ProjectDir)..\Config\*" "$(TargetDir)Config"
|
||||
xcopy /D /Y "$(ProjectDir)..\Media\*" "$(TargetDir)Media"</Command>
|
||||
</PostBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
|
@ -209,8 +215,10 @@ xcopy /D /Y "$(ProjectDir)..\Config\*" "$(TargetDir)Config"</Command>
|
|||
<Command>if not exist "$(TargetDir)Config" mkdir "$(TargetDir)Config"
|
||||
if not exist "$(TargetDir)NVRAM" mkdir "$(TargetDir)NVRAM"
|
||||
if not exist "$(TargetDir)Saves" mkdir "$(TargetDir)Saves"
|
||||
if not exist "$(TargetDir)Media" mkdir "$(TargetDir)Media"
|
||||
xcopy /D /Y "$(ProjectDir)..\Docs\*" "$(TargetDir)"
|
||||
xcopy /D /Y "$(ProjectDir)..\Config\*" "$(TargetDir)Config"</Command>
|
||||
xcopy /D /Y "$(ProjectDir)..\Config\*" "$(TargetDir)Config"
|
||||
xcopy /D /Y "$(ProjectDir)..\Media\*" "$(TargetDir)Media"</Command>
|
||||
</PostBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
|
@ -347,6 +355,7 @@ xcopy /D /Y "$(ProjectDir)..\Config\*" "$(TargetDir)Config"</Command>
|
|||
<ClCompile Include="..\Src\OSD\Logger.cpp" />
|
||||
<ClCompile Include="..\Src\OSD\Outputs.cpp" />
|
||||
<ClCompile Include="..\Src\OSD\SDL\Audio.cpp" />
|
||||
<ClCompile Include="..\Src\OSD\SDL\Crosshair.cpp" />
|
||||
<ClCompile Include="..\Src\OSD\SDL\Main.cpp" />
|
||||
<ClCompile Include="..\Src\OSD\SDL\SDLInputSystem.cpp" />
|
||||
<ClCompile Include="..\Src\OSD\SDL\Thread.cpp" />
|
||||
|
@ -523,6 +532,7 @@ xcopy /D /Y "$(ProjectDir)..\Config\*" "$(TargetDir)Config"</Command>
|
|||
<ClInclude Include="..\Src\OSD\Audio.h" />
|
||||
<ClInclude Include="..\Src\OSD\Logger.h" />
|
||||
<ClInclude Include="..\Src\OSD\Outputs.h" />
|
||||
<ClInclude Include="..\Src\OSD\SDL\Crosshair.h" />
|
||||
<ClInclude Include="..\Src\OSD\SDL\OSDConfig.h" />
|
||||
<ClInclude Include="..\Src\OSD\SDL\SDLInputSystem.h" />
|
||||
<ClInclude Include="..\Src\OSD\SDL\Types.h" />
|
||||
|
|
|
@ -464,6 +464,9 @@
|
|||
<ClCompile Include="..\Src\Network\SimNetBoard.cpp">
|
||||
<Filter>Source Files\Network</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\Src\OSD\SDL\Crosshair.cpp">
|
||||
<Filter>Source Files\OSD\SDL</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<MASM Include="..\Src\CPU\68K\Turbo68K\Turbo68K.asm">
|
||||
|
@ -841,6 +844,9 @@
|
|||
<ClInclude Include="..\Src\Util\BitCast.h">
|
||||
<Filter>Header Files\Util</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Src\OSD\SDL\Crosshair.h">
|
||||
<Filter>Header Files\OSD\SDL</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<CustomBuild Include="..\Src\Debugger\ReadMe.txt">
|
||||
|
|
Loading…
Reference in a new issue