mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-28 00:25:41 +00:00
1b066fe4b3
-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
81 lines
2.4 KiB
C++
81 lines
2.4 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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#ifndef INCLUDED_CROSSHAIR_H
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#define INCLUDED_CROSSHAIR_H
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#include "Supermodel.h"
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#include "Graphics/New3D/New3D.h"
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class CCrosshair
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{
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private:
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const Util::Config::Node& m_config;
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bool IsBitmapCrosshair=false;
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GLuint CrosshairtxID[2] = { 0 };
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int P1CrosshairW = 0, P1CrosshairH = 0, P2CrosshairW = 0, P2CrosshairH = 0;
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float diagdpi = 0.0f, hdpi = 0.0f, vdpi = 0.0f;
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unsigned int xRes=0;
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unsigned int yRes=0;
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const float base = 0.01f, height = 0.02f; // geometric parameters of each triangle
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const float dist = 0.004f; // distance of triangle tip from center
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float a = 0.0f; // aspect ratio (to square the crosshair)
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const float squareSize = 1.0f;
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const float standardDpi = 96.0f; // normal dpi for usual monitor (full hd)
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float dpiMultiplicator = 0.0f;
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const float ScaleBitmap = 0.1f;
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struct BasicVertex
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{
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BasicVertex(float x, float y, float z) : x(x), y(y), z(z) {}
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BasicVertex(float x, float y) : x(x), y(y), z(0.0f) {}
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float x, y, z;
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};
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struct UVCoords
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{
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UVCoords(float x, float y) : x(x), y(y) {}
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float x, y;
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};
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std::vector<BasicVertex> verts;
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std::vector<UVCoords> UVCoord;
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GLSLShader m_shader;
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VBO m_vbo;
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VBO m_textvbo;
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GLuint m_vao = 0;
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int m_TextureCoordsCount = 0;
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const char* vertexShader;
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const char* fragmentShader;
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const int MaxVerts = 1024; // per draw call
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public:
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CCrosshair(const Util::Config::Node& config);
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~CCrosshair();
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bool init();
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void DrawCrosshair(New3D::Mat4 matrix, float x, float y, float r, float g, float b);
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void DrawBitmapCrosshair(New3D::Mat4 matrix, float x, float y, int TextureNum);
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};
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#endif
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