Crosshair: use actual adjusted viewport resolution (configuration resolution is not the same thing). Fixes crosshair alignment for resolutions with non-Model 3 aspect.

This commit is contained in:
Bart Trzynadlowski 2023-03-17 23:00:44 -07:00 committed by trzy
parent 95fc08e0a3
commit 87de86f7d1
3 changed files with 315 additions and 312 deletions

View file

@ -1,7 +1,7 @@
/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2003-2022 The Supermodel Team
** Copyright 2003-2023 The Supermodel Team
**
** This file is part of Supermodel.
**
@ -31,305 +31,310 @@
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";
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_crosshairStyle = Util::ToLower(m_config["CrosshairStyle"].ValueAs<std::string>());
if (m_crosshairStyle == "bmp")
m_isBitmapCrosshair = true;
else if (m_crosshairStyle == "vector")
m_isBitmapCrosshair = false;
m_crosshairStyle = Util::ToLower(m_config["CrosshairStyle"].ValueAs<std::string>());
if (m_crosshairStyle == "bmp")
m_isBitmapCrosshair = true;
else if (m_crosshairStyle == "vector")
m_isBitmapCrosshair = false;
else
{
ErrorLog("Invalid crosshair style '%s', must be 'vector' or 'bmp'. Reverting to 'vector'.\n", m_crosshairStyle.c_str());
m_isBitmapCrosshair = false;
}
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);
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::BuildCrosshairVertices(unsigned int xRes, unsigned int yRes)
{
float aspect = (float)xRes / (float)yRes;
m_verts.clear();
if (!m_isBitmapCrosshair)
{
m_verts.emplace_back(0.0f, m_dist); // bottom triangle
m_verts.emplace_back(m_base / 2.0f, (m_dist + m_height) * aspect);
m_verts.emplace_back(-m_base / 2.0f, (m_dist + m_height) * aspect);
m_verts.emplace_back(0.0f, -m_dist); // top triangle
m_verts.emplace_back(-m_base / 2.0f, -(m_dist + m_height) * aspect);
m_verts.emplace_back(m_base / 2.0f, -(m_dist + m_height) * aspect);
m_verts.emplace_back(-m_dist, 0.0f); // left triangle
m_verts.emplace_back(-m_dist - m_height, (m_base / 2.0f) * aspect);
m_verts.emplace_back(-m_dist - m_height, -(m_base / 2.0f) * aspect);
m_verts.emplace_back(m_dist, 0.0f); // right triangle
m_verts.emplace_back(m_dist + m_height, -(m_base / 2.0f) * aspect);
m_verts.emplace_back(m_dist + m_height, (m_base / 2.0f) * aspect);
}
else
{
m_verts.emplace_back(-m_squareSize / 2.0f, -m_squareSize / 2.0f * aspect);
m_verts.emplace_back(m_squareSize / 2.0f, -m_squareSize / 2.0f * aspect);
m_verts.emplace_back(m_squareSize / 2.0f, m_squareSize / 2.0f * aspect);
m_verts.emplace_back(-m_squareSize / 2.0f, -m_squareSize / 2.0f * aspect);
m_verts.emplace_back(m_squareSize / 2.0f, m_squareSize / 2.0f * aspect);
m_verts.emplace_back(-m_squareSize / 2.0f, m_squareSize / 2.0f * aspect);
}
}
void CCrosshair::DrawCrosshair(New3D::Mat4 matrix, float x, float y, int player, unsigned int xRes, unsigned int yRes)
{
BuildCrosshairVertices(xRes, yRes);
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)
{
switch (player)
{
ErrorLog("Invalid crosshair style '%s', must be 'vector' or 'bmp'. Reverting to 'vector'.\n", m_crosshairStyle.c_str());
m_isBitmapCrosshair = false;
case 0: // P1 red color
r = 1.0f;
g = 0.0f;
b = 0.0f;
break;
case 1: // P2 green color
r = 0.0f;
g = 1.0f;
b = 0.0f;
break;
}
m_xRes = m_config["XResolution"].ValueAs<unsigned>();
m_yRes = m_config["YResolution"].ValueAs<unsigned>();
m_a = (float)m_xRes / (float)m_yRes;
matrix.Scale(m_dpiMultiplicator, m_dpiMultiplicator, 0);
SDL_Surface* surfaceCrosshairP1 = SDL_LoadBMP(p1CrosshairFile.c_str());
SDL_Surface* surfaceCrosshairP2 = SDL_LoadBMP(p2CrosshairFile.c_str());
if (surfaceCrosshairP1 == NULL || surfaceCrosshairP2 == NULL)
return FAIL;
// 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);
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)
{
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));
// update vbo mem
m_vbo.Bind(true);
m_textvbo.Create(GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, sizeof(UVCoords) * (int)m_uvCoord.size());
m_textvbo.Bind(true);
m_vbo.BufferSubData(0, count * sizeof(BasicVertex), m_verts.data());
}
else
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_crosshairTexId[player]);
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
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);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(BasicVertex), 0);
m_vbo.BufferSubData(0, count * sizeof(BasicVertex), m_verts.data());
m_vbo.Bind(false);
m_textvbo.Bind(true);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(UVCoords), 0);
m_textvbo.BufferSubData(0, m_textureCoordsCount * sizeof(UVCoords), m_uvCoord.data());
m_textvbo.Bind(false);
}
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindVertexArray(m_vao);
glDrawArrays(GL_TRIANGLES, 0, count);
glBindVertexArray(0);
glBindVertexArray(0);
return OKAY;
m_shader.DisableShader();
}
void CCrosshair::DrawCrosshair(New3D::Mat4 matrix, float x, float y, int player)
void CCrosshair::Update(uint32_t currentInputs, CInputs* Inputs, unsigned int xOffset, unsigned int yOffset, unsigned int xRes, unsigned int yRes)
{
float r=0.0f, g=0.0f, b=0.0f;
int count = (int)m_verts.size();
bool offscreenTrigger[2]{false};
float x[2]{ 0.0f }, y[2]{ 0.0f };
if (count > MaxVerts) {
count = MaxVerts; // maybe we could error out somehow
}
// Crosshairs can be enabled/disabled at run-tim
unsigned crosshairs = m_config["Crosshairs"].ValueAs<unsigned>();
crosshairs &= 3;
if (!crosshairs)
return;
m_shader.EnableShader();
matrix.Translate(x, y, 0);
// Set up the viewport and orthogonal projection
glUseProgram(0); // no shaders
glViewport(xOffset, yOffset, xRes, yRes);
glDisable(GL_DEPTH_TEST); // no Z-buffering needed
if (!m_isBitmapCrosshair)
{
switch (player)
{
case 0: // P1 red color
r = 1.0f;
g = 0.0f;
b = 0.0f;
break;
case 1: // P2 green color
r = 0.0f;
g = 1.0f;
b = 0.0f;
break;
}
if (!m_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);
}
matrix.Scale(m_dpiMultiplicator, m_dpiMultiplicator, 0);
New3D::Mat4 m;
m.Ortho(0.0, 1.0, 1.0, 0.0, -1.0f, 1.0f);
// 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);
// Convert gun coordinates to viewspace coordinates
if (currentInputs & Game::INPUT_ANALOG_GUN1)
{
x[0] = ((float)Inputs->analogGunX[0]->value / 255.0f);
y[0] = ((255.0f - (float)Inputs->analogGunY[0]->value) / 255.0f);
offscreenTrigger[0] = Inputs->analogTriggerLeft[0]->value || Inputs->analogTriggerRight[0]->value;
}
else if (currentInputs & Game::INPUT_GUN1)
{
x[0] = (float)Inputs->gunX[0]->value;
y[0] = (float)Inputs->gunY[0]->value;
GunToViewCoords(&x[0], &y[0]);
offscreenTrigger[0] = (Inputs->trigger[0]->offscreenValue) > 0;
}
if (currentInputs & Game::INPUT_ANALOG_GUN2)
{
x[1] = ((float)Inputs->analogGunX[1]->value / 255.0f);
y[1] = ((255.0f - (float)Inputs->analogGunY[1]->value) / 255.0f);
offscreenTrigger[1] = Inputs->analogTriggerLeft[1]->value || Inputs->analogTriggerRight[1]->value;
}
else if (currentInputs & Game::INPUT_GUN2)
{
x[1] = (float)Inputs->gunX[1]->value;
y[1] = (float)Inputs->gunY[1]->value;
GunToViewCoords(&x[1], &y[1]);
offscreenTrigger[1] = (Inputs->trigger[1]->offscreenValue) > 0;
}
// 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]);
// Draw visible crosshairs
m_textureCoordsCount = (int)m_uvCoord.size();
if ((crosshairs & 1) && !offscreenTrigger[0]) // Player 1
{
DrawCrosshair(m, x[0], y[0], 0, xRes, yRes);
}
if ((crosshairs & 2) && !offscreenTrigger[1]) // Player 2
{
DrawCrosshair(m, x[1], y[1], 1, xRes, yRes);
}
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();
}
void CCrosshair::Update(uint32_t currentInputs, CInputs* Inputs, unsigned int xOffset, unsigned int yOffset)
{
bool offscreenTrigger[2]{false};
float x[2]{ 0.0f }, y[2]{ 0.0f };
// Crosshairs can be enabled/disabled at run-tim
unsigned crosshairs = m_config["Crosshairs"].ValueAs<unsigned>();
crosshairs &= 3;
if (!crosshairs)
return;
// Set up the viewport and orthogonal projection
glUseProgram(0); // no shaders
glViewport(xOffset, yOffset, m_xRes, m_yRes);
glDisable(GL_DEPTH_TEST); // no Z-buffering needed
if (!m_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);
// Convert gun coordinates to viewspace coordinates
if (currentInputs & Game::INPUT_ANALOG_GUN1)
{
x[0] = ((float)Inputs->analogGunX[0]->value / 255.0f);
y[0] = ((255.0f - (float)Inputs->analogGunY[0]->value) / 255.0f);
offscreenTrigger[0] = Inputs->analogTriggerLeft[0]->value || Inputs->analogTriggerRight[0]->value;
}
else if (currentInputs & Game::INPUT_GUN1)
{
x[0] = (float)Inputs->gunX[0]->value;
y[0] = (float)Inputs->gunY[0]->value;
GunToViewCoords(&x[0], &y[0]);
offscreenTrigger[0] = (Inputs->trigger[0]->offscreenValue) > 0;
}
if (currentInputs & Game::INPUT_ANALOG_GUN2)
{
x[1] = ((float)Inputs->analogGunX[1]->value / 255.0f);
y[1] = ((255.0f - (float)Inputs->analogGunY[1]->value) / 255.0f);
offscreenTrigger[1] = Inputs->analogTriggerLeft[1]->value || Inputs->analogTriggerRight[1]->value;
}
else if (currentInputs & Game::INPUT_GUN2)
{
x[1] = (float)Inputs->gunX[1]->value;
y[1] = (float)Inputs->gunY[1]->value;
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], 0);
}
if ((crosshairs & 2) && !offscreenTrigger[1]) // Player 2
{
DrawCrosshair(m, x[1], y[1], 1);
}
//PrintGLError(glGetError());
//PrintGLError(glGetError());
}
void CCrosshair::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]
*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]
}
CCrosshair::CCrosshair(const Util::Config::Node& config) : m_config(config),m_xRes(0),m_yRes(0)
CCrosshair::CCrosshair(const Util::Config::Node& config)
: m_config(config),
m_vertexShader(nullptr),
m_fragmentShader(nullptr)
{
m_vertexShader = nullptr;
m_fragmentShader = nullptr;
}
CCrosshair::~CCrosshair()

View file

@ -1,7 +1,7 @@
/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2003-2022 The Supermodel Team
** Copyright 2003-2023 The Supermodel Team
**
** This file is part of Supermodel.
**
@ -29,56 +29,54 @@
class CCrosshair
{
private:
const Util::Config::Node& m_config;
bool m_isBitmapCrosshair = false;
std::string m_crosshairStyle = "";
GLuint m_crosshairTexId[2] = { 0 };
int m_p1CrosshairW = 0, m_p1CrosshairH = 0, m_p2CrosshairW = 0, m_p2CrosshairH = 0;
float m_diagDpi = 0.0f, m_hDpi = 0.0f, m_vDpi = 0.0f;
unsigned int m_xRes=0;
unsigned int m_yRes=0;
const float m_base = 0.01f, m_height = 0.02f; // geometric parameters of each triangle
const float m_dist = 0.004f; // distance of triangle tip from center
float m_a = 0.0f; // aspect ratio (to square the crosshair)
const float m_squareSize = 1.0f;
const float m_standardDpi = 96.0f; // normal dpi for usual monitor (full hd)
float m_dpiMultiplicator = 0.0f;
const float m_scaleBitmap = 0.1f;
const Util::Config::Node& m_config;
bool m_isBitmapCrosshair = false;
std::string m_crosshairStyle = "";
GLuint m_crosshairTexId[2] = { 0 };
int m_p1CrosshairW = 0, m_p1CrosshairH = 0, m_p2CrosshairW = 0, m_p2CrosshairH = 0;
float m_diagDpi = 0.0f, m_hDpi = 0.0f, m_vDpi = 0.0f;
const float m_base = 0.01f, m_height = 0.02f; // geometric parameters of each triangle
const float m_dist = 0.004f; // distance of triangle tip from center
const float m_squareSize = 1.0f;
const float m_standardDpi = 96.0f; // normal dpi for usual monitor (full hd)
float m_dpiMultiplicator = 0.0f;
const float m_scaleBitmap = 0.1f;
struct BasicVertex
{
BasicVertex(float x, float y, float z) : x(x), y(y), z(z) {}
BasicVertex(float x, float y) : x(x), y(y), z(0.0f) {}
float x, y, z;
};
struct BasicVertex
{
BasicVertex(float x, float y, float z) : x(x), y(y), z(z) {}
BasicVertex(float x, float y) : x(x), y(y), z(0.0f) {}
float x, y, z;
};
struct UVCoords
{
UVCoords(float x, float y) : x(x), y(y) {}
float x, y;
};
struct UVCoords
{
UVCoords(float x, float y) : x(x), y(y) {}
float x, y;
};
std::vector<BasicVertex> m_verts;
std::vector<UVCoords> m_uvCoord;
std::vector<BasicVertex> m_verts;
std::vector<UVCoords> m_uvCoord;
GLSLShader m_shader;
VBO m_vbo;
VBO m_textvbo;
GLuint m_vao = 0;
int m_textureCoordsCount = 0;
const char* m_vertexShader;
const char* m_fragmentShader;
GLSLShader m_shader;
VBO m_vbo;
VBO m_textvbo;
GLuint m_vao = 0;
int m_textureCoordsCount = 0;
const char* m_vertexShader;
const char* m_fragmentShader;
const int MaxVerts = 1024; // per draw call
const int MaxVerts = 1024; // per draw call
void DrawCrosshair(New3D::Mat4 matrix, float x, float y, int player);
void GunToViewCoords(float* x, float* y);
void BuildCrosshairVertices(unsigned int xRes, unsigned int yRes);
void DrawCrosshair(New3D::Mat4 matrix, float x, float y, int player, unsigned int xRes, unsigned int yRes);
void GunToViewCoords(float* x, float* y);
public:
CCrosshair(const Util::Config::Node& config);
~CCrosshair();
bool Init();
void Update(uint32_t currentInputs, CInputs* Inputs, unsigned int, unsigned int);
CCrosshair(const Util::Config::Node& config);
~CCrosshair();
bool Init();
void Update(uint32_t currentInputs, CInputs* Inputs, unsigned int xOffset, unsigned int yOffset, unsigned int xRes, unsigned int yRes);
};
#endif

View file

@ -1,7 +1,7 @@
/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2003-2022 The Supermodel Team
** Copyright 2003-2023 The Supermodel Team
**
** This file is part of Supermodel.
**
@ -815,7 +815,7 @@ void EndFrameVideo()
{
// Show crosshairs for light gun games
if (videoInputs)
s_crosshair->Update(currentInputs, videoInputs, xOffset, yOffset);
s_crosshair->Update(currentInputs, videoInputs, xOffset, yOffset, xRes, yRes);
// Swap the buffers
SDL_GL_SwapWindow(s_window);
@ -1515,7 +1515,7 @@ static Util::Config::Node DefaultConfig()
static void Title(void)
{
puts("Supermodel: A Sega Model 3 Arcade Emulator (Version " SUPERMODEL_VERSION ")");
puts("Copyright 2003-2022 by The Supermodel Team");
puts("Copyright 2003-2023 by The Supermodel Team");
}
static void Help(void)