/** ** 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 . **/ #ifndef INCLUDED_CROSSHAIR_H #define INCLUDED_CROSSHAIR_H #include "Supermodel.h" #include "Graphics/New3D/New3D.h" #include "Inputs/Inputs.h" class CCrosshair { private: const Util::Config::Node& m_config; bool m_isBitmapCrosshair = false; std::string m_crosshairStyle = ""; GLuint m_crosshairTexId[2] = { 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; 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_squareSize = 1.0f; const float m_standardDpi = 96.0f; // normal dpi for usual monitor (full hd) float m_dpiMultiplicator = 0.0f; const float m_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 m_verts; std::vector m_uvCoord; GLSLShader m_shader; VBO m_vbo; VBO m_textvbo; GLuint m_vao = 0; int m_textureCoordsCount = 0; const char* m_vertexShader; const char* m_fragmentShader; const int MaxVerts = 1024; // per draw call 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); public: CCrosshair(const Util::Config::Node& config); ~CCrosshair(); bool Init(); void Update(uint32_t currentInputs, CInputs* Inputs, unsigned int xOffset, unsigned int yOffset, unsigned int xRes, unsigned int yRes); }; #endif