/****************************************************************************
* 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);
}