/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2003-2023 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 .
**/
#include "Crosshair.h"
#include "Supermodel.h"
#include "Graphics/New3D/New3D.h"
#include "OSD/FileSystemPath.h"
#include "SDLIncludes.h"
#include
#include
#include "Inputs/Inputs.h"
#include "Util/Format.h"
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";
m_crosshairStyle = Util::ToLower(m_config["CrosshairStyle"].ValueAs());
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);
BuildCrosshairVertices();
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()
{
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));
m_verts.emplace_back(-m_base / 2.0f, (m_dist + m_height));
m_verts.emplace_back(0.0f, -m_dist); // top triangle
m_verts.emplace_back(-m_base / 2.0f, -(m_dist + m_height));
m_verts.emplace_back(m_base / 2.0f, -(m_dist + m_height));
m_verts.emplace_back(-m_dist, 0.0f); // left triangle
m_verts.emplace_back(-m_dist - m_height, (m_base / 2.0f));
m_verts.emplace_back(-m_dist - m_height, -(m_base / 2.0f));
m_verts.emplace_back(m_dist, 0.0f); // right triangle
m_verts.emplace_back(m_dist + m_height, -(m_base / 2.0f));
m_verts.emplace_back(m_dist + m_height, (m_base / 2.0f));
}
else
{
m_verts.emplace_back(-m_squareSize / 2.0f, -m_squareSize / 2.0f);
m_verts.emplace_back(m_squareSize / 2.0f, -m_squareSize / 2.0f);
m_verts.emplace_back(m_squareSize / 2.0f, m_squareSize / 2.0f);
m_verts.emplace_back(-m_squareSize / 2.0f, -m_squareSize / 2.0f);
m_verts.emplace_back(m_squareSize / 2.0f, m_squareSize / 2.0f);
m_verts.emplace_back(-m_squareSize / 2.0f, m_squareSize / 2.0f);
}
}
void CCrosshair::DrawCrosshair(New3D::Mat4 matrix, float x, float y, int player, unsigned int xRes, unsigned int yRes)
{
float aspect = (float)xRes / (float)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)
{
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;
}
matrix.Scale(m_dpiMultiplicator, m_dpiMultiplicator * aspect, 0);
// 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);
// 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]);
m_textureCoordsCount = (int)m_uvCoord.size();
matrix.Scale(m_dpiMultiplicator * m_scaleBitmap, m_dpiMultiplicator * m_scaleBitmap * aspect, 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, unsigned int xRes, unsigned int yRes)
{
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();
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 (!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, xRes, yRes);
}
if ((crosshairs & 2) && !offscreenTrigger[1]) // Player 2
{
DrawCrosshair(m, x[1], y[1], 1, xRes, yRes);
}
//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_vertexShader(nullptr),
m_fragmentShader(nullptr)
{
}
CCrosshair::~CCrosshair()
{
}