Supermodel/Src/OSD/SDL/Crosshair.h
CapitaineSheridan 1b066fe4b3 Crosshair refactor
-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
2023-03-13 20:18:51 -07:00

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2.4 KiB
C++

/**
** 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 <http://www.gnu.org/licenses/>.
**/
#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<BasicVertex> verts;
std::vector<UVCoords> 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