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.
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87de86f7d1
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@ -1,7 +1,7 @@
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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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** Copyright 2003-2023 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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@ -45,10 +45,6 @@ bool CCrosshair::Init()
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m_isBitmapCrosshair = false;
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}
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m_xRes = m_config["XResolution"].ValueAs<unsigned>();
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m_yRes = m_config["YResolution"].ValueAs<unsigned>();
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m_a = (float)m_xRes / (float)m_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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@ -88,31 +84,6 @@ bool CCrosshair::Init()
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m_uvCoord.emplace_back(1.0f, 1.0f);
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m_uvCoord.emplace_back(0.0f, 1.0f);
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if (!m_isBitmapCrosshair)
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{
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m_verts.emplace_back(0.0f, m_dist); // bottom triangle
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m_verts.emplace_back(m_base / 2.0f, (m_dist + m_height) * m_a);
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m_verts.emplace_back(-m_base / 2.0f, (m_dist + m_height) * m_a);
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m_verts.emplace_back(0.0f, -m_dist); // top triangle
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m_verts.emplace_back(-m_base / 2.0f, -(m_dist + m_height) * m_a);
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m_verts.emplace_back(m_base / 2.0f, -(m_dist + m_height) * m_a);
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m_verts.emplace_back(-m_dist, 0.0f); // left triangle
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m_verts.emplace_back(-m_dist - m_height, (m_base / 2.0f) * m_a);
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m_verts.emplace_back(-m_dist - m_height, -(m_base / 2.0f) * m_a);
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m_verts.emplace_back(m_dist, 0.0f); // right triangle
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m_verts.emplace_back(m_dist + m_height, -(m_base / 2.0f) * m_a);
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m_verts.emplace_back(m_dist + m_height, (m_base / 2.0f) * m_a);
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}
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else
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{
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m_verts.emplace_back(-m_squareSize / 2.0f, -m_squareSize / 2.0f * m_a);
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m_verts.emplace_back(m_squareSize / 2.0f, -m_squareSize / 2.0f * m_a);
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m_verts.emplace_back(m_squareSize / 2.0f, m_squareSize / 2.0f * m_a);
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m_verts.emplace_back(-m_squareSize / 2.0f, -m_squareSize / 2.0f * m_a);
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m_verts.emplace_back(m_squareSize / 2.0f, m_squareSize / 2.0f * m_a);
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m_verts.emplace_back(-m_squareSize / 2.0f, m_squareSize / 2.0f * m_a);
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}
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m_vertexShader = R"glsl(
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#version 410 core
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@ -178,12 +149,45 @@ bool CCrosshair::Init()
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return OKAY;
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}
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void CCrosshair::DrawCrosshair(New3D::Mat4 matrix, float x, float y, int player)
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void CCrosshair::BuildCrosshairVertices(unsigned int xRes, unsigned int yRes)
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{
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float aspect = (float)xRes / (float)yRes;
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m_verts.clear();
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if (!m_isBitmapCrosshair)
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{
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m_verts.emplace_back(0.0f, m_dist); // bottom triangle
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m_verts.emplace_back(m_base / 2.0f, (m_dist + m_height) * aspect);
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m_verts.emplace_back(-m_base / 2.0f, (m_dist + m_height) * aspect);
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m_verts.emplace_back(0.0f, -m_dist); // top triangle
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m_verts.emplace_back(-m_base / 2.0f, -(m_dist + m_height) * aspect);
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m_verts.emplace_back(m_base / 2.0f, -(m_dist + m_height) * aspect);
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m_verts.emplace_back(-m_dist, 0.0f); // left triangle
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m_verts.emplace_back(-m_dist - m_height, (m_base / 2.0f) * aspect);
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m_verts.emplace_back(-m_dist - m_height, -(m_base / 2.0f) * aspect);
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m_verts.emplace_back(m_dist, 0.0f); // right triangle
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m_verts.emplace_back(m_dist + m_height, -(m_base / 2.0f) * aspect);
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m_verts.emplace_back(m_dist + m_height, (m_base / 2.0f) * aspect);
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}
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else
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{
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m_verts.emplace_back(-m_squareSize / 2.0f, -m_squareSize / 2.0f * aspect);
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m_verts.emplace_back(m_squareSize / 2.0f, -m_squareSize / 2.0f * aspect);
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m_verts.emplace_back(m_squareSize / 2.0f, m_squareSize / 2.0f * aspect);
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m_verts.emplace_back(-m_squareSize / 2.0f, -m_squareSize / 2.0f * aspect);
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m_verts.emplace_back(m_squareSize / 2.0f, m_squareSize / 2.0f * aspect);
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m_verts.emplace_back(-m_squareSize / 2.0f, m_squareSize / 2.0f * aspect);
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}
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}
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void CCrosshair::DrawCrosshair(New3D::Mat4 matrix, float x, float y, int player, unsigned int xRes, unsigned int yRes)
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{
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BuildCrosshairVertices(xRes, yRes);
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float r=0.0f, g=0.0f, b=0.0f;
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int count = (int)m_verts.size();
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if (count > MaxVerts) {
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if (count > MaxVerts)
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{
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count = MaxVerts; // maybe we could error out somehow
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}
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@ -248,7 +252,7 @@ void CCrosshair::DrawCrosshair(New3D::Mat4 matrix, float x, float y, int player)
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m_shader.DisableShader();
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}
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void CCrosshair::Update(uint32_t currentInputs, CInputs* Inputs, unsigned int xOffset, unsigned int yOffset)
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void CCrosshair::Update(uint32_t currentInputs, CInputs* Inputs, unsigned int xOffset, unsigned int yOffset, unsigned int xRes, unsigned int yRes)
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{
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bool offscreenTrigger[2]{false};
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float x[2]{ 0.0f }, y[2]{ 0.0f };
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@ -261,7 +265,7 @@ void CCrosshair::Update(uint32_t currentInputs, CInputs* Inputs, unsigned int xO
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// Set up the viewport and orthogonal projection
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glUseProgram(0); // no shaders
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glViewport(xOffset, yOffset, m_xRes, m_yRes);
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glViewport(xOffset, yOffset, xRes, yRes);
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glDisable(GL_DEPTH_TEST); // no Z-buffering needed
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if (!m_isBitmapCrosshair)
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@ -310,11 +314,11 @@ void CCrosshair::Update(uint32_t currentInputs, CInputs* Inputs, unsigned int xO
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if ((crosshairs & 1) && !offscreenTrigger[0]) // Player 1
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{
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DrawCrosshair(m, x[0], y[0], 0);
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DrawCrosshair(m, x[0], y[0], 0, xRes, yRes);
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}
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if ((crosshairs & 2) && !offscreenTrigger[1]) // Player 2
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{
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DrawCrosshair(m, x[1], y[1], 1);
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DrawCrosshair(m, x[1], y[1], 1, xRes, yRes);
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}
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//PrintGLError(glGetError());
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@ -326,10 +330,11 @@ void CCrosshair::GunToViewCoords(float* x, float* y)
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*y = (*y - 80.0f) / (465.0f - 80.0f); // Scale [80,465] -> [0.0,1.0]
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}
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CCrosshair::CCrosshair(const Util::Config::Node& config) : m_config(config),m_xRes(0),m_yRes(0)
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CCrosshair::CCrosshair(const Util::Config::Node& config)
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: m_config(config),
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m_vertexShader(nullptr),
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m_fragmentShader(nullptr)
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{
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m_vertexShader = nullptr;
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m_fragmentShader = nullptr;
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}
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CCrosshair::~CCrosshair()
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@ -1,7 +1,7 @@
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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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** Copyright 2003-2023 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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@ -35,11 +35,8 @@ private:
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GLuint m_crosshairTexId[2] = { 0 };
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int m_p1CrosshairW = 0, m_p1CrosshairH = 0, m_p2CrosshairW = 0, m_p2CrosshairH = 0;
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float m_diagDpi = 0.0f, m_hDpi = 0.0f, m_vDpi = 0.0f;
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unsigned int m_xRes=0;
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unsigned int m_yRes=0;
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const float m_base = 0.01f, m_height = 0.02f; // geometric parameters of each triangle
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const float m_dist = 0.004f; // distance of triangle tip from center
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float m_a = 0.0f; // aspect ratio (to square the crosshair)
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const float m_squareSize = 1.0f;
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const float m_standardDpi = 96.0f; // normal dpi for usual monitor (full hd)
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float m_dpiMultiplicator = 0.0f;
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@ -71,14 +68,15 @@ private:
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const int MaxVerts = 1024; // per draw call
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void DrawCrosshair(New3D::Mat4 matrix, float x, float y, int player);
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void BuildCrosshairVertices(unsigned int xRes, unsigned int yRes);
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void DrawCrosshair(New3D::Mat4 matrix, float x, float y, int player, unsigned int xRes, unsigned int yRes);
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void GunToViewCoords(float* x, float* y);
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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 Update(uint32_t currentInputs, CInputs* Inputs, unsigned int, unsigned int);
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void Update(uint32_t currentInputs, CInputs* Inputs, unsigned int xOffset, unsigned int yOffset, unsigned int xRes, unsigned int yRes);
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};
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#endif
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@ -1,7 +1,7 @@
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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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** Copyright 2003-2023 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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@ -815,7 +815,7 @@ void EndFrameVideo()
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{
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// Show crosshairs for light gun games
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if (videoInputs)
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s_crosshair->Update(currentInputs, videoInputs, xOffset, yOffset);
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s_crosshair->Update(currentInputs, videoInputs, xOffset, yOffset, xRes, yRes);
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// Swap the buffers
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SDL_GL_SwapWindow(s_window);
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@ -1515,7 +1515,7 @@ static Util::Config::Node DefaultConfig()
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static void Title(void)
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{
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puts("Supermodel: A Sega Model 3 Arcade Emulator (Version " SUPERMODEL_VERSION ")");
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puts("Copyright 2003-2022 by The Supermodel Team");
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puts("Copyright 2003-2023 by The Supermodel Team");
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}
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static void Help(void)
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