/** ** Supermodel ** A Sega Model 3 Arcade Emulator. ** Copyright 2003-2022 The Supermodel Team ** ** This file is part of Supermodel. ** ** Supermodel is free software: you can redistribute it and/or modify it under ** the terms of the GNU General Public License as published by the Free ** Software Foundation, either version 3 of the License, or (at your option) ** any later version. ** ** Supermodel is distributed in the hope that it will be useful, but WITHOUT ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for ** more details. ** ** You should have received a copy of the GNU General Public License along ** with Supermodel. If not, see . **/ #ifndef INCLUDED_CROSSHAIR_H #define INCLUDED_CROSSHAIR_H #include "Supermodel.h" #include "Graphics/New3D/New3D.h" class CCrosshair { private: const Util::Config::Node& m_config; bool IsBitmapCrosshair=false; GLuint CrosshairtxID[2] = { 0 }; int P1CrosshairW = 0, P1CrosshairH = 0, P2CrosshairW = 0, P2CrosshairH = 0; float diagdpi = 0.0f, hdpi = 0.0f, vdpi = 0.0f; unsigned int xRes=0; unsigned int yRes=0; const float base = 0.01f, height = 0.02f; // geometric parameters of each triangle const float dist = 0.004f; // distance of triangle tip from center float a = 0.0f; // aspect ratio (to square the crosshair) const float squareSize = 1.0f; const float standardDpi = 96.0f; // normal dpi for usual monitor (full hd) float dpiMultiplicator = 0.0f; const float 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 UVCoords { UVCoords(float x, float y) : x(x), y(y) {} float x, y; }; std::vector verts; std::vector UVCoord; GLSLShader m_shader; VBO m_vbo; VBO m_textvbo; GLuint m_vao = 0; int m_TextureCoordsCount = 0; const char* vertexShader; const char* fragmentShader; const int MaxVerts = 1024; // per draw call public: CCrosshair(const Util::Config::Node& config); ~CCrosshair(); bool init(); void DrawCrosshair(New3D::Mat4 matrix, float x, float y, float r, float g, float b); void DrawBitmapCrosshair(New3D::Mat4 matrix, float x, float y, int TextureNum); }; #endif