/**************************************************************************** * Copyright (C) 2016,2017 Maschell * * This program 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. * * This program 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 this program. If not, see . ****************************************************************************/ #include #include #include #include #include #include #include #include #include CursorDrawer *CursorDrawer::instance = NULL; CursorDrawer::CursorDrawer() { init_colorVtxs(); } CursorDrawer::~CursorDrawer() { //! destroy shaders ColorShader::destroyInstance(); FXAAShader::destroyInstance(); Shader3D::destroyInstance(); ShaderFractalColor::destroyInstance(); Texture2DShader::destroyInstance(); if (this->colorVtxs) { free(this->colorVtxs); this->colorVtxs = NULL; } } void CursorDrawer::init_colorVtxs() { if (!this->colorVtxs) { this->colorVtxs = (uint8_t *) memalign(0x40, sizeof(uint8_t) * 16); if (this->colorVtxs == NULL) { return; } } memset(this->colorVtxs, 0xFF, 16 * sizeof(uint8_t)); GX2Invalidate(GX2_INVALIDATE_MODE_CPU_ATTRIBUTE_BUFFER, this->colorVtxs, 16 * sizeof(uint8_t)); } // Could be improved. It be more generic. void CursorDrawer::draw_Cursor(float x, float y) { if (this->colorVtxs == NULL) { init_colorVtxs(); return; } float widthScaleFactor = 1.0f / (float) 1280; float heightScaleFactor = 1.0f / (float) 720; int32_t width = 20; glm::vec3 positionOffsets = glm::vec3(0.0f); positionOffsets[0] = (x - ((1280) / 2) + (width / 2)) * widthScaleFactor * 2.0f; positionOffsets[1] = -(y - ((720) / 2) + (width / 2)) * heightScaleFactor * 2.0f; glm::vec3 scale(width * widthScaleFactor, width * heightScaleFactor, 1.0f); ColorShader::instance()->setShaders(); ColorShader::instance()->setAttributeBuffer(this->colorVtxs, NULL, 4); ColorShader::instance()->setAngle(0); ColorShader::instance()->setOffset(positionOffsets); ColorShader::instance()->setScale(scale); ColorShader::instance()->setColorIntensity(glm::vec4(1.0f)); ColorShader::instance()->draw(GX2_PRIMITIVE_MODE_QUADS, 4); }