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https://github.com/RetroDECK/Supermodel.git
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![CapitaineSheridan](/assets/img/avatar_default.png)
-add a new separate class for crosshair -crosshair coordinates are calculated by matrix instead of recreating every object at correct coordinates -add ability to scale crosshair by dpi -add ability to use bitmap crosshair (located in ./Media/). 32bits bmp format + alpha -cmd line "-bitmapcrosshair" or "-vectorcrosshair" and/or BitmapCrosshair=0|1 in config file -these changes are only for lost world game with Crosshairs=1|2|3 don't forget to copy the 2 crosshair images in Supermodel/Media folder
245 lines
8.2 KiB
C++
245 lines
8.2 KiB
C++
/**
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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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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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#include "Crosshair.h"
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#include "Supermodel.h"
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#include "Graphics/New3D/New3D.h"
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#include "OSD/FileSystemPath.h"
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#include "SDLIncludes.h"
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#include <GL/glew.h>
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#include <vector>
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bool CCrosshair::init()
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{
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const std::string P1CrosshairFile = Util::Format() << FileSystemPath::GetPath(FileSystemPath::Media) << "p1crosshair.bmp";
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const std::string P2CrosshairFile = Util::Format() << FileSystemPath::GetPath(FileSystemPath::Media) << "p2crosshair.bmp";
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IsBitmapCrosshair = m_config["BitmapCrosshair"].ValueAs<bool>();
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xRes = m_config["XResolution"].ValueAs<unsigned>();
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yRes = m_config["YResolution"].ValueAs<unsigned>();
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a = (float)xRes / (float)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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return FAIL;
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P1CrosshairW = SurfaceCrosshairP1->w;
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P1CrosshairH = SurfaceCrosshairP1->h;
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P2CrosshairW = SurfaceCrosshairP2->w;
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P2CrosshairH = SurfaceCrosshairP2->h;
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glGenTextures(2, CrosshairtxID);
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glBindTexture(GL_TEXTURE_2D, CrosshairtxID[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, P1CrosshairW, P1CrosshairH, 0, GL_BGRA, GL_UNSIGNED_BYTE, SurfaceCrosshairP1->pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, CrosshairtxID[1]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, P1CrosshairW, P1CrosshairH, 0, GL_BGRA, GL_UNSIGNED_BYTE, SurfaceCrosshairP2->pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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SDL_FreeSurface(SurfaceCrosshairP1);
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SDL_FreeSurface(SurfaceCrosshairP2);
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// Get DPI
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SDL_GetDisplayDPI(0, &diagdpi, &hdpi, &vdpi);
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dpiMultiplicator = hdpi / standardDpi; // note : on linux VM diagdpi returns 0
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// 3d obj
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UVCoord.emplace_back(0.0f, 0.0f);
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UVCoord.emplace_back(1.0f, 0.0f);
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UVCoord.emplace_back(1.0f, 1.0f);
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UVCoord.emplace_back(0.0f, 0.0f);
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UVCoord.emplace_back(1.0f, 1.0f);
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UVCoord.emplace_back(0.0f, 1.0f);
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if (!IsBitmapCrosshair)
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{
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verts.emplace_back(0.0f, dist); // bottom triangle
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verts.emplace_back(base / 2.0f, (dist + height) * a);
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verts.emplace_back(-base / 2.0f, (dist + height) * a);
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verts.emplace_back(0.0f, -dist); // top triangle
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verts.emplace_back(-base / 2.0f, -(dist + height) * a);
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verts.emplace_back(base / 2.0f, -(dist + height) * a);
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verts.emplace_back(-dist, 0.0f); // left triangle
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verts.emplace_back(-dist - height, (base / 2.0f) * a);
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verts.emplace_back(-dist - height, -(base / 2.0f) * a);
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verts.emplace_back(dist, 0.0f); // right triangle
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verts.emplace_back(dist + height, -(base / 2.0f) * a);
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verts.emplace_back(dist + height, (base / 2.0f) * a);
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}
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else
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{
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verts.emplace_back(-squareSize / 2.0f, -squareSize / 2.0f * a);
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verts.emplace_back(squareSize / 2.0f, -squareSize / 2.0f * a);
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verts.emplace_back(squareSize / 2.0f, squareSize / 2.0f * a);
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verts.emplace_back(-squareSize / 2.0f, -squareSize / 2.0f * a);
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verts.emplace_back(squareSize / 2.0f, squareSize / 2.0f * a);
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verts.emplace_back(-squareSize / 2.0f, squareSize / 2.0f * a);
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}
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vertexShader = R"glsl(
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#version 410 core
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uniform mat4 mvp;
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layout(location = 0) in vec3 inVertices;
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layout(location = 1) in vec2 vertexUV;
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out vec2 UV;
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void main(void)
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{
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gl_Position = mvp * vec4(inVertices,1.0);
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UV = vertexUV;
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}
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)glsl";
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fragmentShader = R"glsl(
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#version 410 core
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uniform vec4 colour;
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uniform sampler2D CrosshairTexture;
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uniform bool isBitmap;
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out vec4 fragColour;
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in vec2 UV;
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void main(void)
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{
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if (!isBitmap)
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fragColour = colour;
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else
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fragColour = colour * texture(CrosshairTexture, UV);
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}
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)glsl";
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m_shader.LoadShaders(vertexShader, fragmentShader);
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m_shader.GetUniformLocationMap("mvp");
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m_shader.GetUniformLocationMap("CrosshairTexture");
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m_shader.GetUniformLocationMap("colour");
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m_shader.GetUniformLocationMap("isBitmap");
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m_vbo.Create(GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, sizeof(BasicVertex) * (MaxVerts));
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m_vbo.Bind(true);
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m_textvbo.Create(GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, sizeof(UVCoords) * (int)UVCoord.size());
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m_textvbo.Bind(true);
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glGenVertexArrays(1, &m_vao);
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glBindVertexArray(m_vao);
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m_vbo.Bind(true);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(BasicVertex), 0);
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m_vbo.Bind(false);
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m_textvbo.Bind(true);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(UVCoords), 0);
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m_textvbo.Bind(false);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glBindVertexArray(0);
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return OKAY;
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}
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void CCrosshair::DrawCrosshair(New3D::Mat4 matrix, float x, float y, float r, float g, float b)
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{
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int count = (int)verts.size();
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if (count > MaxVerts) {
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count = MaxVerts; // maybe we could error out somehow
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}
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m_shader.EnableShader();
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matrix.Translate(x, y, 0);
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matrix.Scale(dpiMultiplicator, dpiMultiplicator, 0);
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// update uniform memory
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glUniformMatrix4fv(m_shader.uniformLocMap["mvp"], 1, GL_FALSE, matrix);
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glUniform4f(m_shader.uniformLocMap["colour"], r, g, b, 1.0f);
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glUniform1i(m_shader.uniformLocMap["isBitmap"], false);
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// update vbo mem
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m_vbo.Bind(true);
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m_vbo.BufferSubData(0, count * sizeof(BasicVertex), verts.data());
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glBindVertexArray(m_vao);
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glDrawArrays(GL_TRIANGLES, 0, count);
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glBindVertexArray(0);
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m_shader.DisableShader();
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}
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void CCrosshair::DrawBitmapCrosshair(New3D::Mat4 matrix, float x, float y, int TextureNum)
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, CrosshairtxID[TextureNum]);
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int count = (int)verts.size();
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if (count > MaxVerts) {
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count = MaxVerts; // maybe we could error out somehow
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}
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m_TextureCoordsCount = (int)UVCoord.size();
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m_shader.EnableShader();
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matrix.Translate(x, y, 0);
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matrix.Scale(dpiMultiplicator * ScaleBitmap, dpiMultiplicator * ScaleBitmap, 0);
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// update uniform memory
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glUniformMatrix4fv(m_shader.uniformLocMap["mvp"], 1, GL_FALSE, matrix);
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glUniform1i(m_shader.uniformLocMap["CrosshairTexture"], 0); // 0 or 1 or GL_TEXTURE0 GL_TEXTURE1
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glUniform4f(m_shader.uniformLocMap["colour"], 1.0f, 1.0f, 1.0f, 1.0f);
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glUniform1i(m_shader.uniformLocMap["isBitmap"], true);
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// update vbo mem
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m_vbo.Bind(true);
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m_vbo.BufferSubData(0, count * sizeof(BasicVertex), verts.data());
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m_vbo.Bind(false);
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m_textvbo.Bind(true);
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m_textvbo.BufferSubData(0, m_TextureCoordsCount * sizeof(UVCoords), UVCoord.data());
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m_textvbo.Bind(false);
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glBindVertexArray(m_vao);
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glDrawArrays(GL_TRIANGLES, 0, count);
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glBindVertexArray(0);
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m_shader.DisableShader();
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}
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CCrosshair::CCrosshair(const Util::Config::Node& config) : m_config(config),xRes(0),yRes(0)
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{
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vertexShader = nullptr;
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fragmentShader = nullptr;
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}
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CCrosshair::~CCrosshair()
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{
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}
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