/**************************************************************************** * 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 "video/shaders/ColorShader.h" #include "video/shaders/FXAAShader.h" #include "video/shaders/Shader3D.h" #include "video/shaders/ShaderFractalColor.h" #include "video/shaders/Texture2DShader.h" #include "CursorDrawer.h" 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 = (u8*)memalign(0x40, sizeof(u8) * 16); if(this->colorVtxs == NULL) return; } memset(this->colorVtxs,0xFF,16*sizeof(u8)); GX2Invalidate(GX2_INVALIDATE_CPU_ATTRIB_BUFFER, this->colorVtxs, 16 * sizeof(u8)); } // Could be improved. It be more generic. void CursorDrawer::draw_Cursor(f32 x,f32 y) { if(this->colorVtxs == NULL){ init_colorVtxs(); return; } f32 widthScaleFactor = 1.0f / (f32)1280; f32 heightScaleFactor = 1.0f / (f32)720; s32 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_QUADS, 4); }