protected virtual void renderTexture(GuiShader shader, GuiTexture tex, Vector2 scale, int x, int y) { shader.start(); GL.BindVertexArray(GuiRenderer.GUIquad.vaoID); GL.EnableVertexAttribArray(0); var unit = new Vector2(1f / Game.INSTANCE.ClientSize.Width, 1f / Game.INSTANCE.ClientSize.Height); float width = tex.textureSize.Width; float height = tex.textureSize.Height; float scaledWidth = width * scale.X; float scaledHeight = height * scale.Y; float posX = x + scaledWidth / 2; float posY = -y - scaledHeight / 2; var pos = new Vector2(posX, posY) * unit; var mat = MatrixHelper.createTransformationMatrix(pos * 2 - Vector2.UnitX + Vector2.UnitY, scale * new Vector2(width, height) * unit); shader.loadTransformationMatrix(mat); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture2D, tex.textureID); GL.DrawArrays(shader.renderType, 0, 4); GL.DisableVertexAttribArray(0); GL.BindVertexArray(0); shader.stop(); }
protected virtual void renderTexture(GuiShader shader, GuiTexture tex) { var ratio = new Vector2((float)tex.textureSize.Width / Game.INSTANCE.ClientSize.Width, (float)tex.textureSize.Height / Game.INSTANCE.ClientSize.Height); var mat = MatrixHelper.createTransformationMatrix(tex.pos * 2, tex.scale * ratio); shader.loadTransformationMatrix(mat); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture2D, tex.textureID); GL.DrawArrays(shader.renderType, 0, 4); }