mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2025-03-06 14:27:44 +00:00
Better optimisations.
Moved all UI rendering from Main to CCrosshair. Take care of syntax about crosshair style.
This commit is contained in:
parent
b19fdb6a77
commit
a319bbee0c
Src/OSD/SDL
|
@ -26,13 +26,27 @@
|
||||||
#include "SDLIncludes.h"
|
#include "SDLIncludes.h"
|
||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
#include "Inputs/Inputs.h"
|
||||||
|
#include "Util/Format.h"
|
||||||
|
|
||||||
bool CCrosshair::Init()
|
bool CCrosshair::Init()
|
||||||
{
|
{
|
||||||
const std::string p1CrosshairFile = Util::Format() << FileSystemPath::GetPath(FileSystemPath::Assets) << "p1crosshair.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";
|
const std::string p2CrosshairFile = Util::Format() << FileSystemPath::GetPath(FileSystemPath::Assets) << "p2crosshair.bmp";
|
||||||
|
|
||||||
m_isBitmapCrosshair = m_config["CrosshairStyle"].ValueAs<std::string>();
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_crosshairs = m_config["Crosshairs"].ValueAs<unsigned>();
|
||||||
|
|
||||||
m_xRes = m_config["XResolution"].ValueAs<unsigned>();
|
m_xRes = m_config["XResolution"].ValueAs<unsigned>();
|
||||||
m_yRes = m_config["YResolution"].ValueAs<unsigned>();
|
m_yRes = m_config["YResolution"].ValueAs<unsigned>();
|
||||||
m_a = (float)m_xRes / (float)m_yRes;
|
m_a = (float)m_xRes / (float)m_yRes;
|
||||||
|
@ -76,7 +90,7 @@ 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 != "bmp")
|
if (!m_isBitmapCrosshair)
|
||||||
{
|
{
|
||||||
m_verts.emplace_back(0.0f, m_dist); // bottom triangle
|
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);
|
||||||
|
@ -178,16 +192,16 @@ void CCrosshair::DrawCrosshair(New3D::Mat4 matrix, float x, float y, int player)
|
||||||
m_shader.EnableShader();
|
m_shader.EnableShader();
|
||||||
matrix.Translate(x, y, 0);
|
matrix.Translate(x, y, 0);
|
||||||
|
|
||||||
if (m_isBitmapCrosshair != "bmp")
|
if (!m_isBitmapCrosshair)
|
||||||
{
|
{
|
||||||
switch (player)
|
switch (player)
|
||||||
{
|
{
|
||||||
case 0:
|
case 0: // P1 red color
|
||||||
r = 1.0f;
|
r = 1.0f;
|
||||||
g = 0.0f;
|
g = 0.0f;
|
||||||
b = 0.0f;
|
b = 0.0f;
|
||||||
break;
|
break;
|
||||||
case 1:
|
case 1: // P2 green color
|
||||||
r = 0.0f;
|
r = 0.0f;
|
||||||
g = 1.0f;
|
g = 1.0f;
|
||||||
b = 0.0f;
|
b = 0.0f;
|
||||||
|
@ -236,6 +250,82 @@ 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)
|
||||||
|
{
|
||||||
|
bool offscreenTrigger[2]{false};
|
||||||
|
float x[2]{ 0.0f }, y[2]{ 0.0f };
|
||||||
|
|
||||||
|
m_crosshairs &= 3;
|
||||||
|
if (!m_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 ((m_crosshairs & 1) && !offscreenTrigger[0]) // Player 1
|
||||||
|
{
|
||||||
|
DrawCrosshair(m, x[0], y[0], 0);
|
||||||
|
}
|
||||||
|
if ((m_crosshairs & 2) && !offscreenTrigger[1]) // Player 2
|
||||||
|
{
|
||||||
|
DrawCrosshair(m, x[1], y[1], 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
//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]
|
||||||
|
}
|
||||||
|
|
||||||
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_xRes(0),m_yRes(0)
|
||||||
{
|
{
|
||||||
m_vertexShader = nullptr;
|
m_vertexShader = nullptr;
|
||||||
|
|
|
@ -24,13 +24,16 @@
|
||||||
|
|
||||||
#include "Supermodel.h"
|
#include "Supermodel.h"
|
||||||
#include "Graphics/New3D/New3D.h"
|
#include "Graphics/New3D/New3D.h"
|
||||||
|
#include "Inputs/Inputs.h"
|
||||||
|
|
||||||
class CCrosshair
|
class CCrosshair
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
const Util::Config::Node& m_config;
|
const Util::Config::Node& m_config;
|
||||||
std::string m_isBitmapCrosshair = "";
|
bool m_isBitmapCrosshair = false;
|
||||||
|
std::string m_crosshairStyle = "";
|
||||||
GLuint m_crosshairTexId[2] = { 0 };
|
GLuint m_crosshairTexId[2] = { 0 };
|
||||||
|
unsigned int m_crosshairs = 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_xRes=0;
|
||||||
|
@ -69,11 +72,14 @@ 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 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 DrawCrosshair(New3D::Mat4 matrix, float x, float y, int player);
|
void Update(uint32_t currentInputs, CInputs* Inputs, unsigned int, unsigned int);
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
|
@ -781,18 +781,6 @@ static void LoadNVRAM(IEmulator *Model3)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/******************************************************************************
|
|
||||||
UI Rendering
|
|
||||||
|
|
||||||
Currently, only does crosshairs for light gun games.
|
|
||||||
******************************************************************************/
|
|
||||||
|
|
||||||
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 PrintGLError(GLenum error)
|
static void PrintGLError(GLenum error)
|
||||||
{
|
{
|
||||||
|
@ -811,77 +799,6 @@ static void PrintGLError(GLenum error)
|
||||||
}
|
}
|
||||||
*/
|
*/
|
||||||
|
|
||||||
static void UpdateCrosshairs(uint32_t currentInputs, CInputs *Inputs, unsigned crosshairs, std::string crosshairStyle)
|
|
||||||
{
|
|
||||||
bool offscreenTrigger[2];
|
|
||||||
float x[2], y[2];
|
|
||||||
|
|
||||||
crosshairs &= 3;
|
|
||||||
if (!crosshairs)
|
|
||||||
return;
|
|
||||||
|
|
||||||
// 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(crosshairStyle != "bmp")
|
|
||||||
{
|
|
||||||
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
|
|
||||||
{
|
|
||||||
s_crosshair->DrawCrosshair(m, x[0], y[0], 0);
|
|
||||||
}
|
|
||||||
if ((crosshairs & 2) && !offscreenTrigger[1]) // Player 2
|
|
||||||
{
|
|
||||||
s_crosshair->DrawCrosshair(m, x[1], y[1], 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
//PrintGLError(glGetError());
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
Video Callbacks
|
Video Callbacks
|
||||||
******************************************************************************/
|
******************************************************************************/
|
||||||
|
@ -898,7 +815,7 @@ void EndFrameVideo()
|
||||||
{
|
{
|
||||||
// Show crosshairs for light gun games
|
// Show crosshairs for light gun games
|
||||||
if (videoInputs)
|
if (videoInputs)
|
||||||
UpdateCrosshairs(currentInputs, videoInputs, s_runtime_config["Crosshairs"].ValueAs<unsigned>(), s_runtime_config["CrosshairStyle"].ValueAs<std::string>());
|
s_crosshair->Update(currentInputs, videoInputs, xOffset, yOffset);
|
||||||
|
|
||||||
// Swap the buffers
|
// Swap the buffers
|
||||||
SDL_GL_SwapWindow(s_window);
|
SDL_GL_SwapWindow(s_window);
|
||||||
|
|
Loading…
Reference in a new issue