Exemple #1
0
        public virtual Matrix4 Matrix()
        {
#if __SHARPDX__
            return(Matrix4.Translation(-this.position.X + this.pivot.X, -this.position.Y + this.pivot.Y, 0));
#else
            return(Matrix4.CreateTranslation(-this.position.X + this.pivot.X, -this.position.Y + this.pivot.Y, 0));
#endif
        }
Exemple #2
0
        // here we update translations, scaling and rotations
        protected virtual void ApplyMatrix()
        {
            if (this.noMatrix)
            {
                return;
            }
#if __SHARPDX__
            Matrix4 m = Matrix4.Translation(-this.pivot.X, -this.pivot.Y, 0) *
                        Matrix4.Scaling(this.scale.X, this.scale.Y, 1) *
                        Matrix4.RotationZ(this.rotation) *
                        Matrix4.Translation(this.position.X, this.position.Y, 0);
#else
            // WARNING !!! OpenTK uses row-major while OpenGL uses column-major
            Matrix4 m =
                Matrix4.CreateTranslation(-this.pivot.X, -this.pivot.Y, 0) *
#if !__MOBILE__
                Matrix4.CreateScale(this.scale.X, this.scale.Y, 1) *
#else
                Matrix4.Scale(this.scale.X, this.scale.Y, 1) *
#endif
                Matrix4.CreateRotationZ(this.rotation) *
                // here we do not re-add the pivot, so translation is pivot based too
                Matrix4.CreateTranslation(this.position.X, this.position.Y, 0);
#endif

            Matrix4 projectionMatrix = Window.Current.ProjectionMatrix;

            if (this.Camera != null)
            {
                m *= this.Camera.Matrix();
                if (this.Camera.HasProjection)
                {
                    projectionMatrix = this.Camera.ProjectionMatrix();
                }
            }
            else if (Window.Current.CurrentCamera != null)
            {
                m *= Window.Current.CurrentCamera.Matrix();
                if (Window.Current.CurrentCamera.HasProjection)
                {
                    projectionMatrix = Window.Current.CurrentCamera.ProjectionMatrix();
                }
            }

            Matrix4 mvp = m * projectionMatrix;
#if __SHARPDX__
            // transpose the matrix for DirectX
            mvp.Transpose();
#endif

            // pass the matrix to the shader
            this.shader.SetUniform("mvp", mvp);
        }