Window Matrix
Instead of calculating the int position to the OpenGL float of -1 to 1 in the code, we hand this responsibility to the shaders using a matrix to scale and translate everything.
This commit is contained in:
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46c7244dd1
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@ -48,6 +48,12 @@ public class FPSWindow : GameWindow , IWindow
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ClientRectangle = new Box2i(num, num2, num + Size.X, num2 + Size.Y);
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}
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public Matrix4 WindowSizeMatrix { get; private set; }
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public float IntToWindow(float Point, bool Y = false)
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{
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return Point;
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}
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public IParent? Parent { get; } = null;
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public MouseCursor HoverMouse { get; set; } = MouseCursor.Default;
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public Vector2 LocationAsFloat { get; } = new Vector2(0f, 0f);
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@ -10,7 +10,7 @@
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<IncludeSymbols>False</IncludeSymbols>
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<RepositoryUrl>https://git.jacobtech.com/JacobTech.com/GraphicsManager</RepositoryUrl>
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<RepositoryType>git</RepositoryType>
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<Version>1.0.9-alpha29</Version>
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<Version>1.0.9-alpha66</Version>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)' == 'Debug' ">
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@ -12,12 +12,9 @@ public interface IParent
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public IParent? Parent { get; }
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public Vector2i Size { get; }
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public void ParentResize(ResizeEventArgs e);
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public float[] RctToFloat(int x, int y, int Width, int Height, bool hasTexture = false, float z = 0.0f);
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public Vector3 PointToVector(float x, float y, float z = 0.0f);
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public float IntToFloat(float p, bool Invert = false);
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public float IntToWindow(float p, bool Y = false);
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public void TryDraw();
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public void ReportSizeUpdate(IRenderObject Control);
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public float FloatToInt(float p, bool Invert = false);
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public Vector3i Position { get; }
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public MouseCursor HoverMouse { get; set; }
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}
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@ -10,6 +10,8 @@ public interface IWindow : IParent
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public IGLFWGraphicsContext Context { get; }
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public bool ShowMissingChar { get; }
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public Matrix4 WindowSizeMatrix { get; }
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public Vector2i ClientSize { get; }
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public event Action<MouseButtonEventArgs> MouseDown;
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@ -83,7 +83,7 @@ public abstract class ParentBase : Rectangle, IParent
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nh = Size.Y;
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}
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if (nw == 0 || nh == 0) return;
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GL.Scissor(nx, Window!.Size.Y - ny - nh, nw, nh);
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GL.Scissor(nx, Window!.ClientSize.Y - ny - nh, nw, nh);
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base.Draw(nx,ny,nw,nh);
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IEnumerable<IRenderObject> needload = Controls.Where(a => a.Loaded == false);
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@ -100,7 +100,7 @@ public abstract class ParentBase : Rectangle, IParent
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for (int i = 0; i < Controls.Length; i++)
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{
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if (Controls[i].Location.X > Size.X || Controls[i].Location.Y > Size.Y) continue;
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GL.Scissor(nx, Window!.Size.Y - ny - nh, nw, nh);
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GL.Scissor(nx, Window!.ClientSize.Y - ny - nh, nw, nh);
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Controls[i].Draw(nx, ny, nw, nh);
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}
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}
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@ -147,98 +147,8 @@ public abstract class ParentBase : Rectangle, IParent
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}
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}
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#region Cool Math Things
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public float[] RctToFloat(int x, int y, int Width, int Height, bool hasTexture = false, float z = 0.0f)
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public float IntToWindow(float p, bool Y = false)
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{
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if (hasTexture)
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{
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return new [] {
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IntToFloat(x + Width), IntToFloat(y, true), z, 1.0f, 1.0f,// top r
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IntToFloat(x + Width), IntToFloat(y + Height, true), z, 1.0f, 0.0f,//b r
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IntToFloat(x), IntToFloat(y + Height, true), z, 0.0f, 0.0f,//bot l
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IntToFloat(x), IntToFloat(y, true), z, 0.0f, 1.0f// top l
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};
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return Parent!.IntToWindow((Y ? this.Location.Y : Location.X), Y) + p;
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}
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else
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{
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return new [] {
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IntToFloat(x + Width), IntToFloat(y, true), z,// top r
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IntToFloat(x + Width), IntToFloat(y + Height, true), z, //b r
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IntToFloat(x), IntToFloat(y + Height, true), z, //bot l
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IntToFloat(x), IntToFloat(y, true), z,// top l
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};
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}
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}
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public Vector3 PointToVector(float x, float y, float z = 0.0f)
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{
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return new Vector3(IntToFloat(x), IntToFloat(y, true), z);
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}
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public float IntToFloat(float p, bool Invert = false)
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{
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p += (Invert ? Location.Y : Location.X);
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IParent? TempParentObject = Parent;
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while (TempParentObject is not null)
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{
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p += (Invert ? TempParentObject.Position.Y : TempParentObject.Position.X);
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TempParentObject = TempParentObject.Parent;
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}
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float Size = (Invert ? Window!.Size.Y : Window!.Size.X);
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double half = Math.Round((double)Size / (double)2, 1);
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double Per = Math.Round((double)1 / half, 15);
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if (p == half) return 0.0f;
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if (Invert)
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{
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if (p > half) return (float)(((double)(p - half) * Per) * -1);
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else return (float)(1 - (p * Per));
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}
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else
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{
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if (p > half) return (float)((double)(p - half) * Per);
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else return (float)((1 - (p * Per)) * -1);
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}
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}
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public float FloatToInt(float p, bool Invert = false)
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{
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p += (Invert ? LocationAsFloat.Y : LocationAsFloat.X);
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IParent? tempp = Parent;
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while (tempp is not null)
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{
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p += (Invert ? tempp.LocationAsFloat.Y : tempp.LocationAsFloat.X);
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tempp = tempp.Parent;
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}
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float Size = (Invert ? Window!.Size.Y : Window!.Size.X);
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double half = Math.Round((double)Size / (double)2, 15);
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if (p == 0) return (int)half;
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if (Invert)
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{
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if (p < 0)
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{
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p *= -1;
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p++;
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return (float)(half * p);
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}
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else
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{
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return (float)(half - (p * half));
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}
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}
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else
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{
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if (p < 0)
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{
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p *= -1;
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p++;
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return (float)(Size - (half * p));
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}
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else
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{
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return (float)(p * half + half);
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}
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}
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}
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#endregion
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}
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@ -1,5 +1,6 @@
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using OpenTK.Graphics.OpenGL4;
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using System.Reflection;
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using OpenTK.Mathematics;
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namespace GraphicsManager.Objects.Core;
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@ -85,6 +86,33 @@ public class Shader : IDisposable
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GL.DetachShader(Handle, FragmentShader);
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GL.DeleteShader(FragmentShader);
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GL.DeleteShader(VertexShader);
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GL.GetProgram(Handle, GetProgramParameterName.ActiveUniforms, out var numberOfUniforms);
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// Next, allocate the dictionary to hold the locations.
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_uniformLocations = new Dictionary<string, int>();
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// Loop over all the uniforms,
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for (var i = 0; i < numberOfUniforms; i++)
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{
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// get the name of this uniform,
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var key = GL.GetActiveUniform(Handle, i, out _, out _);
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// get the location,
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var location = GL.GetUniformLocation(Handle, key);
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// and then add it to the dictionary.
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_uniformLocations.Add(key, location);
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}
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}
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private readonly Dictionary<string, int> _uniformLocations;
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public void SetMatrix4(string name, Matrix4 data)
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{
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GL.UseProgram(Handle);
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GL.UniformMatrix4(_uniformLocations[name], true, ref data);
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}
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public void Use()
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@ -350,6 +350,7 @@ public class Label : ILabel
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GL.Enable(EnableCap.Blend);
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GL.Uniform4(Shader.GetUniformLocation("textColor"), Color);
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Matrix4 projectionM = Matrix4.CreateOrthographicOffCenter(0, Window!.Size.X, Window!.Size.Y, 0, -1.0f, 1.0f);
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projectionM = this.Window.WindowSizeMatrix;
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GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
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GL.BlendFunc(0, BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
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GL.UniformMatrix4(1, false, ref projectionM);
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@ -358,7 +359,7 @@ public class Label : ILabel
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float angle_rad = (float)Math.Atan2(DIR.Y, DIR.X);
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Matrix4 rotateM = Matrix4.CreateRotationZ(angle_rad);
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Matrix4 transOriginM = Matrix4.CreateTranslation(new Vector3(loc_.X + Window.FloatToInt(Parent!.IntToFloat(0)), loc_.Y + (Font.PixelHeight * Scale) + Window.FloatToInt(Parent!.IntToFloat(0, true), true), 0f));
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Matrix4 transOriginM = Matrix4.CreateTranslation(new Vector3(loc_.X + Parent!.IntToWindow(0), loc_.Y + (Font.PixelHeight * Scale) + Parent!.IntToWindow(0, true), 0f));
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float char_x = 0.0f;
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GL.PixelStore(PixelStoreParameter.UnpackAlignment, 1);
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@ -239,7 +239,7 @@ public class RainbowLabel : ILabel
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float angle_rad = (float)Math.Atan2(DIR.Y, DIR.X);
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Matrix4 rotateM = Matrix4.CreateRotationZ(angle_rad);
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Matrix4 transOriginM = Matrix4.CreateTranslation(new Vector3(loc_.X + Window.FloatToInt(Parent!.IntToFloat(0)), loc_.Y + (Font.PixelHeight * Scale) + Window.FloatToInt(Parent!.IntToFloat(0, true), true), 0f));
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Matrix4 transOriginM = Matrix4.CreateTranslation(new Vector3(loc_.X + Parent!.IntToWindow(0), loc_.Y + (Font.PixelHeight * Scale) + Parent!.IntToWindow(0, true), 0f));
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float char_x = 0.0f;
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GL.PixelStore(PixelStoreParameter.UnpackAlignment, 1);
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@ -1,5 +1,6 @@
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using System.Diagnostics;
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using GraphicsManager.Enums;
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using GraphicsManager.Globals;
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using GraphicsManager.Interfaces;
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using GraphicsManager.Objects.Core;
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using OpenTK.Graphics.OpenGL4;
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@ -105,6 +106,7 @@ public class Rectangle : ITextureObject
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tex.Use();
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}
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Shader.Use();
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Shader.SetMatrix4("windowMatrix", Window.WindowSizeMatrix);
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if (!Textures.Any() || Shader.Handle == DefaultAlphaShader[Window!.Context].Handle)
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{
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GL.Uniform4(0, BackgroundColor);
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@ -274,8 +276,9 @@ public class Rectangle : ITextureObject
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add = 5;
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GL.EnableVertexAttribArray(Textures.First().Location);
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GL.VertexAttribPointer(Textures.First().Location, 2, VertexAttribPointerType.Float, false, 5 * sizeof(float), 3 * sizeof(float));
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if (PrintPoints) EXT.PrintArray(value, "Points", 5);
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}
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else if (PrintPoints) EXT.PrintArray(value, "Points", 3);
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, add * sizeof(float), 0);
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GL.EnableVertexAttribArray(0);
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GL.BindBuffer(BufferTarget.ArrayBuffer, BufferObject);
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@ -284,6 +287,7 @@ public class Rectangle : ITextureObject
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, ElementBufferObject);
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GL.BufferData(BufferTarget.ElementArrayBuffer, Indexs.Length * sizeof(ushort), Indexs, Hint);
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if (Window is not null && Window.CanControleUpdate && Loaded) Parent!.TryDraw();
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}
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}
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catch (AccessViolationException v)
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@ -338,10 +342,10 @@ public class Rectangle : ITextureObject
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if (Window is not null)
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{
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diff = Window.IntToFloat(Size.Y) + 1;
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diff = Window.IntToWindow(Size.Y) + 1;
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if (value == TextureDisplay.TextureHorizontalCenter)
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{
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diff = Window.IntToFloat(Textures[0].RawSize!.Value.Y);
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diff = Window.IntToWindow(Textures[0].RawSize!.Value.Y);
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}
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}
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Points = new float[]
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@ -372,9 +376,9 @@ public class Rectangle : ITextureObject
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if (Window is not null)
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{
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if (Size.X > Textures[0].RawSize!.Value.X)
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diff = (Window.IntToFloat(Textures[0].RawSize!.Value.X) + 1) / 3;
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diff = (Window.IntToWindow(Textures[0].RawSize!.Value.X) + 1) / 3;
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else
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diff = (Window.IntToFloat(Size.X) + 1) / 3;
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diff = (Window.IntToWindow(Size.X) + 1) / 3;
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}
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Points = new float[]
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{
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@ -424,6 +428,8 @@ public class Rectangle : ITextureObject
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}
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}
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public bool PrintPoints = false;
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private static void SetPoint(float[] temp, int start, float X, float Y, float Z, float Tx, float Ty)
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{
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temp[start] = X;
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@ -454,7 +460,7 @@ public class Rectangle : ITextureObject
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TextureDisplay.Center => new float[80],
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_ => new float[20]
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};
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saf = new Vector2(Parent.IntToFloat(value.X + loc_.X, false), Parent.IntToFloat(value.Y + loc_.Y, true));
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saf = new Vector2(Parent.IntToWindow(value.X + loc_.X, false), Parent.IntToWindow(value.Y + loc_.Y, true));
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temp[2] = Location.Z;
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temp[(!Textures.Any() ? 5 : 7)] = Location.Z;
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temp[(!Textures.Any() ? 8 : 12)] = Location.Z;
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@ -472,16 +478,16 @@ public class Rectangle : ITextureObject
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if (Textures.Count > 0)
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{
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Vector2i s = value;
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float diff = Window.IntToFloat(s.Y) + 1;
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float diff = Window.IntToWindow(s.Y) + 1;
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float per = (float)Textures[0].RawSize!.Value.Y / Textures[0].RawSize!.Value.X;
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if (TextureDisplay == TextureDisplay.TextureHorizontalCenter)
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diff = Window.IntToFloat(Textures[0].RawSize!.Value.Y);
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diff = Window.IntToWindow(Textures[0].RawSize!.Value.Y);
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if (TextureDisplay == TextureDisplay.Center)
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{
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if (s.X > Textures[0].RawSize!.Value.X)
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diff = (Window.IntToFloat(Textures[0].RawSize!.Value.X) + 1) / 3;
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diff = (Window.IntToWindow(Textures[0].RawSize!.Value.X) + 1) / 3;
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else
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diff = (Window.IntToFloat(s.X) + 1) / 3;
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diff = (Window.IntToWindow(s.X) + 1) / 3;
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per = Textures[0].MaxText.X / 3;
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}
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@ -541,13 +547,13 @@ public class Rectangle : ITextureObject
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if (dy > dx) dy = dx;
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else dx = dy;
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float diffy = (Window.IntToFloat(Window.Size.Y - dy, true) + 1) / 3;
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diff = (Window.IntToFloat(dx) + 1) / 3;
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float diffy = (dy + 1) / (float)3;
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diff = (dx + 1) / (float)3;
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per = Textures[0].MaxText.X / 3;
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SetPoint(temp, 20, temp[0], temp[1] - diffy, temp[2], temp[3], temp[4] - (temp[4]*per));
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SetPoint(temp, 25, temp[0], temp[6] + diffy, temp[2], temp[3], temp[4] * per);
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SetPoint(temp, 20, temp[0], temp[1] + diffy, temp[2], temp[3], temp[4] - (temp[4]*per));
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SetPoint(temp, 25, temp[0], temp[6] - diffy, temp[2], temp[3], temp[4] * per);
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SetPoint(temp, 30, temp[5] - diff, temp[6], temp[2], temp[3] - (temp[3]*per), temp[9]);
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SetPoint(temp, 35, temp[10] + diff, temp[6], temp[2], temp[3] * per, temp[9]);
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SetPoint(temp, 40, temp[10], temp[26], temp[2], temp[13], temp[29]);
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@ -683,7 +689,7 @@ public class Rectangle : ITextureObject
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TextureDisplay.Center => new float[80],
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_ => new float[20]
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};
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laf = new Vector2(Parent.IntToFloat(value.X, false), Parent.IntToFloat(value.Y, true));
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laf = new Vector2(Parent.IntToWindow(value.X, false), Parent.IntToWindow(value.Y, true));
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temp[2] = value.Z;
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temp[(!Textures.Any() ? 5 : 7)] = value.Z;
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temp[(!Textures.Any() ? 8 : 12)] = value.Z;
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@ -693,7 +699,7 @@ public class Rectangle : ITextureObject
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temp[(!Textures.Any() ? 9 : 15)] = laf.X;
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temp[1] = laf.Y;
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temp[(!Textures.Any() ? 10 : 16)] = laf.Y;
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saf = new Vector2(Parent.IntToFloat(Size.X + value.X, false), Parent.IntToFloat(Size.Y + value.Y, true));
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saf = new Vector2(Parent.IntToWindow(Size.X + value.X, false), Parent.IntToWindow(Size.Y + value.Y, true));
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temp[0] = saf.X;
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temp[(!Textures.Any() ? 3 : 5)] = saf.X;
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temp[(!Textures.Any() ? 4 : 6)] = saf.Y;
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@ -701,14 +707,14 @@ public class Rectangle : ITextureObject
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if (Textures.Count > 0)
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{
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Vector2i s = Size;
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float diff = Window.IntToFloat(s.Y) + 1;
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float diff = Window.IntToWindow(s.Y) + 1;
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float per = (float)Textures[0].RawSize!.Value.Y / Textures[0].RawSize!.Value.X;
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if (TextureDisplay == TextureDisplay.Center)
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{
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if (s.X > Textures[0].RawSize!.Value.X)
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diff = (Window.IntToFloat(Textures[0].RawSize!.Value.X) + 1) / 3;
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diff = (Window.IntToWindow(Textures[0].RawSize!.Value.X) + 1) / 3;
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else
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diff = (Window.IntToFloat(s.X) + 1) / 3;
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diff = (Window.IntToWindow(s.X) + 1) / 3;
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per = Textures[0].MaxText.X / 3;
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}
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switch (TextureDisplay)
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@ -767,11 +773,11 @@ public class Rectangle : ITextureObject
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if (dy > dx) dy = dx;
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else dx = dy;
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float diffy = (Window.IntToFloat(Window.Size.Y - dy, true) + 1) / 3;
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diff = (Window.IntToFloat(dx) + 1) / 3;
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float diffy = (dy + 1) / (float)3;
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diff = (dx + 1) / (float)3;
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SetPoint(temp, 20, temp[0], temp[1] - diffy, temp[2], temp[3], temp[4] - (temp[4]*per));
|
||||
SetPoint(temp, 25, temp[0], temp[6] + diffy, temp[2], temp[3], temp[4] * per);
|
||||
SetPoint(temp, 20, temp[0], temp[1] + diffy, temp[2], temp[3], temp[4] - (temp[4]*per));
|
||||
SetPoint(temp, 25, temp[0], temp[6] - diffy, temp[2], temp[3], temp[4] * per);
|
||||
SetPoint(temp, 30, temp[5] - diff, temp[6], temp[2], temp[3] - (temp[3]*per), temp[9]);
|
||||
SetPoint(temp, 35, temp[10] + diff, temp[6], temp[2], temp[3] * per, temp[9]);
|
||||
SetPoint(temp, 40, temp[10], temp[26], temp[2], temp[13], temp[29]);
|
||||
|
@ -4,9 +4,12 @@ layout(location = 1) in vec2 aTexCoord;
|
||||
out vec2 texCoord;
|
||||
out vec4 vertexColor;
|
||||
uniform vec4 objColor;
|
||||
|
||||
uniform mat4 windowMatrix;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
texCoord = aTexCoord;
|
||||
gl_Position = vec4(aPosition, 1.0);
|
||||
gl_Position = vec4(aPosition, 1.0) * windowMatrix;
|
||||
vertexColor = objColor;
|
||||
}
|
@ -2,8 +2,11 @@
|
||||
layout(location = 0) in vec3 aPosition;
|
||||
layout(location = 1) in vec2 aTexCoord;
|
||||
out vec2 texCoord;
|
||||
|
||||
uniform mat4 windowMatrix;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
texCoord = aTexCoord;
|
||||
gl_Position = vec4(aPosition, 1.0);
|
||||
gl_Position = vec4(aPosition, 1.0) * windowMatrix;
|
||||
}
|
@ -3,8 +3,10 @@ layout (location = 0) in vec3 aPos;
|
||||
uniform vec4 objColor;
|
||||
out vec4 vertexColor;
|
||||
|
||||
uniform mat4 windowMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(aPos, 1.0);
|
||||
gl_Position = vec4(aPos, 1.0) * windowMatrix;
|
||||
vertexColor = objColor;
|
||||
}
|
@ -2,8 +2,11 @@
|
||||
layout(location = 0) in vec3 aPosition;
|
||||
layout(location = 1) in vec2 aTexCoord;
|
||||
out vec2 texCoord;
|
||||
|
||||
uniform mat4 windowMatrix;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
texCoord = aTexCoord;
|
||||
gl_Position = vec4(aPosition, 1.0);
|
||||
gl_Position = vec4(aPosition, 1.0) * windowMatrix;
|
||||
}
|
@ -74,6 +74,7 @@ public class Window : NativeWindow , IWindow
|
||||
}
|
||||
if (!Label._characters.ContainsKey(Context)) Label._characters.Add(Context, new());
|
||||
last = WindowState;
|
||||
WindowSizeMatrix = Matrix4.CreateOrthographicOffCenter(0.0f, Size.X, Size.Y, 0, 1, -1);
|
||||
KeyDown += OnKeyDownn;
|
||||
}
|
||||
|
||||
@ -181,6 +182,11 @@ public class Window : NativeWindow , IWindow
|
||||
}
|
||||
}
|
||||
|
||||
public float IntToWindow(float p, bool Y = false)
|
||||
{
|
||||
return p;
|
||||
}
|
||||
|
||||
public float FloatToInt(float p, bool Invert = false)
|
||||
{
|
||||
float Size = (Invert ? this.Size.Y : this.Size.X);
|
||||
@ -231,7 +237,7 @@ public class Window : NativeWindow , IWindow
|
||||
int ly = (top ? Controls[i].Location.Y : Size.Y - Controls[i].Distance.Y - Controls[i].Size.Y);
|
||||
int sy = (bottom ? Size.Y - Controls[i].Distance.Y - ly : Controls[i].Size.Y);
|
||||
int sx = (right ? Size.X - Controls[i].Distance.X - lx : Controls[i].Size.X);
|
||||
Controls[i].Size = new(sx, sy);
|
||||
if (Controls[i].Size.X != sx || Controls[i].Size.Y != sy) Controls[i].Size = new(sx, sy);
|
||||
Controls[i].Location = new(lx, ly, Controls[i].Location.Z);
|
||||
if (Controls[i] is IParent parent)
|
||||
{
|
||||
@ -242,15 +248,15 @@ public class Window : NativeWindow , IWindow
|
||||
BlockDraw = false;
|
||||
}
|
||||
|
||||
public Matrix4 WindowSizeMatrix { get; set; }
|
||||
|
||||
public void ParentResize(ResizeEventArgs e)
|
||||
{
|
||||
base.OnResize(e);
|
||||
|
||||
|
||||
|
||||
if (e.Width == 0 && e.Height == 0 && WindowState != WindowState.Fullscreen) return;
|
||||
WindowSizeMatrix = Matrix4.CreateOrthographicOffCenter(0.0f, e.Width, e.Height, 0, 1, -1);
|
||||
GL.Viewport(0, 0, e.Width, e.Height);
|
||||
Matrix4.CreateOrthographicOffCenter(0.0f, 800.0f, 0.0f, 600.0f, 0.1f, 100.0f);
|
||||
ForceUpdate(e);
|
||||
}
|
||||
|
||||
@ -442,7 +448,7 @@ public class Window : NativeWindow , IWindow
|
||||
{
|
||||
if (!Controls[i].Loaded) continue;
|
||||
GL.Scissor(0, 0, Size.X, Size.Y);
|
||||
Controls[i].Draw(0,0,Size.X, Size.Y);
|
||||
Controls[i].Draw(0,0,Size.X, ClientSize.Y);
|
||||
}
|
||||
Context.SwapBuffers();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user