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(); }
public override void render(GuiShader shader, int mouseX, int mouseY) { for (int i = 0; i < buttons.Count; i++) { buttons[i].render(shader, mouseX, mouseY); } //render stuff }
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); }
public GuiRenderer() { shader = new GuiShader("gui"); var texture = GraphicsManager.loadTexture("gui/cross", true); if (texture != null) { var tex = new GuiTexture(texture.textureID, texture.textureSize, Vector2.Zero, Vector2.One * 1.4f); crosshairGui = new GuiCrosshair(tex); } hudGui = new GuiHUD(); }
protected virtual void drawBackground(GuiShader shader, GuiTexture tex) { var sizeX = tex.textureSize.Width * tex.scale.X; var sizeY = tex.textureSize.Height * tex.scale.Y; var countX = Game.INSTANCE.ClientSize.Width / sizeX; var countY = Game.INSTANCE.ClientSize.Height / sizeY; for (int x = 0; x <= countX; x++) { for (int y = 0; y <= countY; y++) { renderTexture(shader, tex, (int)(x * sizeX), (int)(y * sizeY)); } } }
public override void render(GuiShader shader, int mouseX, int mouseY) { GuiTexture tex = GUI_BUTTON; if (isMouseOver(mouseX, mouseY)) { tex = GUI_BUTTON_HOVER; } if (centered) { posX = (int)(Game.INSTANCE.ClientSize.Width / 2f - tex.textureSize.Width * scale.X / 2f); renderTexture(shader, tex, scale, posX, posY); } else { renderTexture(shader, tex, scale, posX, posY); } }
public override void render(GuiShader shader, int mouseX, int mouseY) { drawBackground(shader, background); base.render(shader, mouseX, mouseY); }
protected virtual void renderTexture(GuiShader shader, GuiTexture tex, int x, int y) { renderTexture(shader, tex, tex.scale, x, y); }
public virtual void render(GuiShader shader, int mouseX, int mouseY) { }
public override void render(GuiShader shader, int mouseX, int mouseY) { renderTexture(shader, gui, 0, 0); }
public override void render(GuiShader shader, int mouseX, int mouseY) { renderTexture(shader, crosshairTexture); }