mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-22 13:55:38 +00:00
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:
parent
95fc08e0a3
commit
87de86f7d1
|
@ -1,7 +1,7 @@
|
||||||
/**
|
/**
|
||||||
** Supermodel
|
** Supermodel
|
||||||
** A Sega Model 3 Arcade Emulator.
|
** A Sega Model 3 Arcade Emulator.
|
||||||
** Copyright 2003-2022 The Supermodel Team
|
** Copyright 2003-2023 The Supermodel Team
|
||||||
**
|
**
|
||||||
** This file is part of Supermodel.
|
** This file is part of Supermodel.
|
||||||
**
|
**
|
||||||
|
@ -45,10 +45,6 @@ bool CCrosshair::Init()
|
||||||
m_isBitmapCrosshair = false;
|
m_isBitmapCrosshair = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
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* surfaceCrosshairP1 = SDL_LoadBMP(p1CrosshairFile.c_str());
|
||||||
SDL_Surface* surfaceCrosshairP2 = SDL_LoadBMP(p2CrosshairFile.c_str());
|
SDL_Surface* surfaceCrosshairP2 = SDL_LoadBMP(p2CrosshairFile.c_str());
|
||||||
if (surfaceCrosshairP1 == NULL || surfaceCrosshairP2 == NULL)
|
if (surfaceCrosshairP1 == NULL || surfaceCrosshairP2 == NULL)
|
||||||
|
@ -88,31 +84,6 @@ bool CCrosshair::Init()
|
||||||
m_uvCoord.emplace_back(1.0f, 1.0f);
|
m_uvCoord.emplace_back(1.0f, 1.0f);
|
||||||
m_uvCoord.emplace_back(0.0f, 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(
|
m_vertexShader = R"glsl(
|
||||||
|
|
||||||
#version 410 core
|
#version 410 core
|
||||||
|
@ -178,12 +149,45 @@ bool CCrosshair::Init()
|
||||||
return OKAY;
|
return OKAY;
|
||||||
}
|
}
|
||||||
|
|
||||||
void CCrosshair::DrawCrosshair(New3D::Mat4 matrix, float x, float y, int player)
|
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;
|
float r=0.0f, g=0.0f, b=0.0f;
|
||||||
int count = (int)m_verts.size();
|
int count = (int)m_verts.size();
|
||||||
|
|
||||||
if (count > MaxVerts) {
|
if (count > MaxVerts)
|
||||||
|
{
|
||||||
count = MaxVerts; // maybe we could error out somehow
|
count = MaxVerts; // maybe we could error out somehow
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -248,7 +252,7 @@ void CCrosshair::DrawCrosshair(New3D::Mat4 matrix, float x, float y, int player)
|
||||||
m_shader.DisableShader();
|
m_shader.DisableShader();
|
||||||
}
|
}
|
||||||
|
|
||||||
void CCrosshair::Update(uint32_t currentInputs, CInputs* Inputs, unsigned int xOffset, unsigned int yOffset)
|
void CCrosshair::Update(uint32_t currentInputs, CInputs* Inputs, unsigned int xOffset, unsigned int yOffset, unsigned int xRes, unsigned int yRes)
|
||||||
{
|
{
|
||||||
bool offscreenTrigger[2]{false};
|
bool offscreenTrigger[2]{false};
|
||||||
float x[2]{ 0.0f }, y[2]{ 0.0f };
|
float x[2]{ 0.0f }, y[2]{ 0.0f };
|
||||||
|
@ -261,7 +265,7 @@ void CCrosshair::Update(uint32_t currentInputs, CInputs* Inputs, unsigned int xO
|
||||||
|
|
||||||
// Set up the viewport and orthogonal projection
|
// Set up the viewport and orthogonal projection
|
||||||
glUseProgram(0); // no shaders
|
glUseProgram(0); // no shaders
|
||||||
glViewport(xOffset, yOffset, m_xRes, m_yRes);
|
glViewport(xOffset, yOffset, xRes, yRes);
|
||||||
glDisable(GL_DEPTH_TEST); // no Z-buffering needed
|
glDisable(GL_DEPTH_TEST); // no Z-buffering needed
|
||||||
|
|
||||||
if (!m_isBitmapCrosshair)
|
if (!m_isBitmapCrosshair)
|
||||||
|
@ -310,11 +314,11 @@ void CCrosshair::Update(uint32_t currentInputs, CInputs* Inputs, unsigned int xO
|
||||||
|
|
||||||
if ((crosshairs & 1) && !offscreenTrigger[0]) // Player 1
|
if ((crosshairs & 1) && !offscreenTrigger[0]) // Player 1
|
||||||
{
|
{
|
||||||
DrawCrosshair(m, x[0], y[0], 0);
|
DrawCrosshair(m, x[0], y[0], 0, xRes, yRes);
|
||||||
}
|
}
|
||||||
if ((crosshairs & 2) && !offscreenTrigger[1]) // Player 2
|
if ((crosshairs & 2) && !offscreenTrigger[1]) // Player 2
|
||||||
{
|
{
|
||||||
DrawCrosshair(m, x[1], y[1], 1);
|
DrawCrosshair(m, x[1], y[1], 1, xRes, yRes);
|
||||||
}
|
}
|
||||||
|
|
||||||
//PrintGLError(glGetError());
|
//PrintGLError(glGetError());
|
||||||
|
@ -326,10 +330,11 @@ void CCrosshair::GunToViewCoords(float* x, float* y)
|
||||||
*y = (*y - 80.0f) / (465.0f - 80.0f); // Scale [80,465] -> [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()
|
CCrosshair::~CCrosshair()
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
/**
|
/**
|
||||||
** Supermodel
|
** Supermodel
|
||||||
** A Sega Model 3 Arcade Emulator.
|
** A Sega Model 3 Arcade Emulator.
|
||||||
** Copyright 2003-2022 The Supermodel Team
|
** Copyright 2003-2023 The Supermodel Team
|
||||||
**
|
**
|
||||||
** This file is part of Supermodel.
|
** This file is part of Supermodel.
|
||||||
**
|
**
|
||||||
|
@ -35,11 +35,8 @@ private:
|
||||||
GLuint m_crosshairTexId[2] = { 0 };
|
GLuint m_crosshairTexId[2] = { 0 };
|
||||||
int m_p1CrosshairW = 0, m_p1CrosshairH = 0, m_p2CrosshairW = 0, m_p2CrosshairH = 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;
|
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_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_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_squareSize = 1.0f;
|
||||||
const float m_standardDpi = 96.0f; // normal dpi for usual monitor (full hd)
|
const float m_standardDpi = 96.0f; // normal dpi for usual monitor (full hd)
|
||||||
float m_dpiMultiplicator = 0.0f;
|
float m_dpiMultiplicator = 0.0f;
|
||||||
|
@ -71,14 +68,15 @@ private:
|
||||||
|
|
||||||
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 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);
|
void GunToViewCoords(float* x, float* y);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
CCrosshair(const Util::Config::Node& config);
|
CCrosshair(const Util::Config::Node& config);
|
||||||
~CCrosshair();
|
~CCrosshair();
|
||||||
bool Init();
|
bool Init();
|
||||||
void Update(uint32_t currentInputs, CInputs* Inputs, unsigned int, unsigned int);
|
void Update(uint32_t currentInputs, CInputs* Inputs, unsigned int xOffset, unsigned int yOffset, unsigned int xRes, unsigned int yRes);
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
/**
|
/**
|
||||||
** Supermodel
|
** Supermodel
|
||||||
** A Sega Model 3 Arcade Emulator.
|
** A Sega Model 3 Arcade Emulator.
|
||||||
** Copyright 2003-2022 The Supermodel Team
|
** Copyright 2003-2023 The Supermodel Team
|
||||||
**
|
**
|
||||||
** This file is part of Supermodel.
|
** This file is part of Supermodel.
|
||||||
**
|
**
|
||||||
|
@ -815,7 +815,7 @@ void EndFrameVideo()
|
||||||
{
|
{
|
||||||
// Show crosshairs for light gun games
|
// Show crosshairs for light gun games
|
||||||
if (videoInputs)
|
if (videoInputs)
|
||||||
s_crosshair->Update(currentInputs, videoInputs, xOffset, yOffset);
|
s_crosshair->Update(currentInputs, videoInputs, xOffset, yOffset, xRes, yRes);
|
||||||
|
|
||||||
// Swap the buffers
|
// Swap the buffers
|
||||||
SDL_GL_SwapWindow(s_window);
|
SDL_GL_SwapWindow(s_window);
|
||||||
|
@ -1515,7 +1515,7 @@ static Util::Config::Node DefaultConfig()
|
||||||
static void Title(void)
|
static void Title(void)
|
||||||
{
|
{
|
||||||
puts("Supermodel: A Sega Model 3 Arcade Emulator (Version " SUPERMODEL_VERSION ")");
|
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)
|
static void Help(void)
|
||||||
|
|
Loading…
Reference in a new issue