28.10.2020
SM.Core: + Particle System + scriptable system for scripts ~ Moved Texts- and Particles-namespace to SM.Base.Drawing ~ Changed how you tell the stopwatch to pause. (From method to property) ~ Fixed Randomize.GetFloat(min, max) ~ Now automaticly adds the DrawingBase.Transformation to DrawContext.ModelMatrix. No need to change DrawContext.Instances[0], anymore. SM.OGL: + "one-file-shader"-support SM2D: + DrawParticles (Control for Texture and Color not there yet) ~ Changed coordnate system to upper-right as (1,1) ~ Changed default shader to "one-file-shader"
This commit is contained in:
parent
03b3942732
commit
beb9c19081
45 changed files with 580 additions and 190 deletions
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@ -2,11 +2,12 @@
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using System.Collections.Generic;
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using SM.Base.Contexts;
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using SM.Base.Scene;
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using SM.OGL.Mesh;
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#endregion
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namespace SM.Base.Scene
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namespace SM.Base.Drawing
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{
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/// <summary>
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/// Contains general basis systems for drawing objects.
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@ -31,12 +32,7 @@ namespace SM.Base.Scene
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/// <inheritdoc />
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public ICollection<string> Flags { get; set; }
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/// <inheritdoc />
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public virtual void Update(UpdateContext context)
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{
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}
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/// <inheritdoc />
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public void Draw(DrawContext context)
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{
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@ -76,5 +72,11 @@ namespace SM.Base.Scene
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/// The current transformation.
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/// </summary>
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public TTransformation Transform = new TTransformation();
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/// <inheritdoc />
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protected override void DrawContext(ref DrawContext context)
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{
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context.ModelMaster = Transform.GetMatrix();
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}
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}
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}
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@ -4,7 +4,7 @@ using OpenTK;
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#endregion
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namespace SM.Base.Scene
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namespace SM.Base.Drawing
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{
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/// <summary>
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/// Contains methods for using transformations right.
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@ -4,26 +4,26 @@ using OpenTK;
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#endregion
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namespace SM.Base.Scene
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namespace SM.Base.Drawing
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{
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/// <summary>
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/// This represens a drawing instance.
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/// </summary>
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public struct Instance
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public class Instance
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{
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/// <summary>
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/// The model matrix.
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/// </summary>
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public Matrix4 ModelMatrix;
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public Matrix4 ModelMatrix = Matrix4.Identity;
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/// <summary>
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/// The texture offset.
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/// </summary>
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public Vector2 TexturePosition;
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public Vector2 TexturePosition = Vector2.Zero;
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/// <summary>
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/// The texture scale.
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/// </summary>
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public Vector2 TextureScale;
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public Vector2 TextureScale = Vector2.One;
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}
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}
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@ -5,7 +5,7 @@ using SM.OGL.Texture;
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#endregion
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namespace SM.Base.Scene
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namespace SM.Base.Drawing
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{
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/// <summary>
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/// Represents a material.
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@ -6,24 +6,29 @@ using SM.OGL.Shaders;
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#endregion
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namespace SM.Base.Scene
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namespace SM.Base.Drawing
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{
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/// <summary>
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/// A general class to work with material shaders properly.
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/// </summary>
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public abstract class MaterialShader : GenericShader
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{
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/// <inheritdoc />
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protected MaterialShader(string combinedData) : base(combinedData)
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{}
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/// <inheritdoc />
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protected MaterialShader(string vertex, string fragment) : base(vertex, fragment)
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{
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}
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/// <inheritdoc />
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protected MaterialShader(ShaderFileCollection shaderFileFiles) : base(shaderFileFiles)
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{
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}
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/// <summary>
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/// Draws the context.
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/// Prepares the context for the drawing.
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/// </summary>
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/// <param name="context">The context</param>
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public virtual void Draw(DrawContext context)
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@ -39,6 +44,10 @@ namespace SM.Base.Scene
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GL.UseProgram(0);
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}
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/// <summary>
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/// Draws the context.
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/// </summary>
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/// <param name="context"></param>
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protected virtual void DrawProcess(DrawContext context)
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{
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19
SMCode/SM.Base/Drawing/Particles/ParticleContext.cs
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19
SMCode/SM.Base/Drawing/Particles/ParticleContext.cs
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@ -0,0 +1,19 @@
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using SM.Base.Time;
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namespace SM.Base.Drawing.Particles
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{
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/// <summary>
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/// A context, with that the particle system sends the information for the movement function.
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/// </summary>
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public struct ParticleContext
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{
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/// <summary>
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/// The Timer of the particles
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/// </summary>
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public Timer Timer;
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/// <summary>
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/// The current speed of the particles.
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/// </summary>
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public float Speed;
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}
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}
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126
SMCode/SM.Base/Drawing/Particles/ParticleDrawingBasis.cs
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126
SMCode/SM.Base/Drawing/Particles/ParticleDrawingBasis.cs
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@ -0,0 +1,126 @@
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using System;
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using System.Collections.Generic;
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using OpenTK;
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using SM.Base.Contexts;
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using SM.Base.Scene;
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using SM.Base.Time;
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using SM.Base.Types;
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using SM.OGL.Shaders;
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namespace SM.Base.Drawing.Particles
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{
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/// <summary>
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/// The (drawing) basis for particles
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/// </summary>
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public abstract class ParticleDrawingBasis<TTransform, TDirection> : DrawingBasis<TTransform>, IScriptable
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where TTransform : GenericTransformation, new()
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where TDirection : struct
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{
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/// <summary>
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/// This contains all important information for each particle.
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/// </summary>
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protected ParticleStruct<TDirection>[] particleStructs;
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/// <summary>
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/// This contains the different instances for the particles.
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/// </summary>
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protected List<Instance> instances;
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/// <summary>
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/// The stopwatch of the particles.
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/// </summary>
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protected Timer timer;
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/// <summary>
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/// The amount of particles
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/// </summary>
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public int Amount = 32;
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/// <summary>
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/// The maximum speed of the particles
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/// </summary>
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public float MaxSpeed = 1;
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/// <summary>
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/// Get/Sets the state of pausing.
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/// </summary>
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public bool Paused
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{
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get => timer.Paused;
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set => timer.Paused = value;
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}
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/// <summary>
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/// Controls the movement of each particles.
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/// </summary>
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public abstract Func<TDirection, ParticleContext, TDirection> MovementCalculation { get; set; }
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protected ParticleDrawingBasis(TimeSpan duration)
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{
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timer = new Timer(duration);
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}
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/// <summary>
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/// Triggers the particles.
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/// </summary>
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public void Trigger()
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{
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timer.Start();
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CreateParticles();
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}
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/// <inheritdoc />
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public void Update(UpdateContext context)
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{
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if (!timer.Running) return;
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ParticleContext particleContext = new ParticleContext()
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{
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Timer = timer,
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};
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for (int i = 0; i < Amount; i++)
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{
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particleContext.Speed = particleStructs[i].Speed;
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instances[i].ModelMatrix = CreateMatrix(particleStructs[i], MovementCalculation(particleStructs[i].Direction, particleContext));
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}
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}
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/// <inheritdoc />
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protected override void DrawContext(ref DrawContext context)
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{
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if (!timer.Active) return;
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base.DrawContext(ref context);
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context.Instances = instances;
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context.Shader.Draw(context);
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}
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/// <summary>
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/// Creates the particles.
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/// </summary>
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protected virtual void CreateParticles()
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{
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particleStructs = new ParticleStruct<TDirection>[Amount];
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instances = new List<Instance>();
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for (int i = 0; i < Amount; i++)
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{
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particleStructs[i] = CreateObject(i);
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instances.Add(new Instance());
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}
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}
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/// <summary>
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/// Creates a particle.
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/// </summary>
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protected abstract ParticleStruct<TDirection> CreateObject(int index);
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/// <summary>
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/// Generates the desired matrix for drawing.
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/// </summary>
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protected abstract Matrix4 CreateMatrix(ParticleStruct<TDirection> Struct, TDirection relativePosition);
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}
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}
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19
SMCode/SM.Base/Drawing/Particles/ParticleMovement.cs
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19
SMCode/SM.Base/Drawing/Particles/ParticleMovement.cs
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@ -0,0 +1,19 @@
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using OpenTK;
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namespace SM.Base.Drawing.Particles
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{
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/// <summary>
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/// Contains methods for particle movements.
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/// </summary>
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public class ParticleMovement
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{
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/// <summary>
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/// Default movement for 2D.
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/// </summary>
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public static Vector2 Default2D(Vector2 direction, ParticleContext context) => direction * (context.Timer.Elapsed * context.Speed);
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/// <summary>
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/// Default movement for 3D.
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/// </summary>
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public static Vector3 Default3D(Vector3 direction, ParticleContext context) => direction * (context.Timer.Elapsed * context.Speed);
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}
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}
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25
SMCode/SM.Base/Drawing/Particles/ParticleStruct.cs
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25
SMCode/SM.Base/Drawing/Particles/ParticleStruct.cs
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using OpenTK;
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using SM.Base.Types;
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namespace SM.Base.Drawing.Particles
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{
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/// <summary>
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/// A particle...
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/// </summary>
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public struct ParticleStruct<TDirection>
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where TDirection : struct
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{
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/// <summary>
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/// A direction, that the particle should travel.
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/// </summary>
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public TDirection Direction;
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/// <summary>
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/// A matrix to store rotation and scale.
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/// </summary>
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public Matrix4 Matrix;
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/// <summary>
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/// Speeeeeeeeeed
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/// </summary>
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public float Speed;
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}
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}
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35
SMCode/SM.Base/Drawing/Text/CharParameter.cs
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35
SMCode/SM.Base/Drawing/Text/CharParameter.cs
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#region usings
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using System;
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#endregion
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namespace SM.Base.Drawing.Text
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{
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/// <summary>
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/// Contains information for a font character.
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/// </summary>
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[Serializable]
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public struct CharParameter
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{
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/// <summary>
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/// The position on the X-axis.
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/// </summary>
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public int X;
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/// <summary>
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/// The width of the character.
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/// </summary>
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public float Width;
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/// <summary>
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/// The normalized position inside the texture.
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/// </summary>
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public float NormalizedX;
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/// <summary>
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/// The normalized width inside the texture.
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/// </summary>
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public float NormalizedWidth;
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}
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}
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138
SMCode/SM.Base/Drawing/Text/Font.cs
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138
SMCode/SM.Base/Drawing/Text/Font.cs
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#region usings
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Text;
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using OpenTK.Graphics.OpenGL4;
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using SM.Base.Textures;
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#endregion
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namespace SM.Base.Drawing.Text
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{
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/// <summary>
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/// Represents a font.
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/// </summary>
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public class Font : Texture
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{
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/// <summary>
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/// The char set for the font.
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/// <para>Default: <see cref="FontCharStorage.SimpleUTF8" /></para>
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/// </summary>
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public ICollection<char> CharSet = FontCharStorage.SimpleUTF8;
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/// <summary>
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/// The font family, that is used to find the right font.
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/// </summary>
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public FontFamily FontFamily;
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/// <summary>
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/// The font size.
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/// <para>Default: 12</para>
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/// </summary>
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public float FontSize = 12;
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/// <summary>
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/// The font style.
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/// <para>Default: <see cref="System.Drawing.FontStyle.Regular" /></para>
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/// </summary>
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public FontStyle FontStyle = FontStyle.Regular;
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/// <summary>
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/// This contains all information for the different font character.
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/// </summary>
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public Dictionary<char, CharParameter> Positions = new Dictionary<char, CharParameter>();
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/// <summary>
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/// Generates a font from a font family from the specified path.
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/// </summary>
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/// <param name="path">The specified path</param>
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public Font(string path)
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{
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var pfc = new PrivateFontCollection();
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pfc.AddFontFile(path);
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FontFamily = pfc.Families[0];
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}
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/// <summary>
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/// Generates a font from a specified font family.
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/// </summary>
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/// <param name="font">Font-Family</param>
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public Font(FontFamily font)
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{
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FontFamily = font;
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}
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/// <inheritdoc />
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public override TextureWrapMode WrapMode { get; set; } = TextureWrapMode.ClampToEdge;
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/// <summary>
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/// Regenerates the texture.
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/// </summary>
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public void RegenerateTexture()
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{
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Width = 0;
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Height = 0;
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Positions = new Dictionary<char, CharParameter>();
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var map = new Bitmap(1000, 20);
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var charParams = new Dictionary<char, float[]>();
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using (var f = new System.Drawing.Font(FontFamily, FontSize, FontStyle))
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{
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using (var g = Graphics.FromImage(map))
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{
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g.Clear(Color.Transparent);
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foreach (var c in CharSet)
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{
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var s = c.ToString();
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var size = g.MeasureString(s, f);
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try
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{
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charParams.Add(c, new[] {size.Width, Width});
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}
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catch
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{
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// ignored
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}
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if (Height < size.Height) Height = (int) size.Height;
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Width += (int) size.Width;
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}
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}
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map = new Bitmap(Width, Height);
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using (var g = Graphics.FromImage(map))
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{
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foreach (var keyValuePair in charParams)
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{
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var normalizedX = (keyValuePair.Value[1] + 0.00001f) / Width;
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var normalizedWidth = keyValuePair.Value[0] / Width;
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CharParameter parameter;
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Positions.Add(keyValuePair.Key, parameter = new CharParameter
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{
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NormalizedWidth = normalizedWidth,
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NormalizedX = normalizedX,
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Width = keyValuePair.Value[0],
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X = (int) keyValuePair.Value[1]
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});
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g.DrawString(keyValuePair.Key.ToString(), f, Brushes.White, parameter.X, 0);
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}
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}
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}
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Map = map;
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Recompile();
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}
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/// <inheritdoc />
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public override void Compile()
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{
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RegenerateTexture();
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base.Compile();
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}
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}
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}
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29
SMCode/SM.Base/Drawing/Text/FontCharStorage.cs
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29
SMCode/SM.Base/Drawing/Text/FontCharStorage.cs
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namespace SM.Base.Drawing.Text
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{
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/// <summary>
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/// Contains default char sets.
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/// </summary>
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public class FontCharStorage
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{
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/// <summary>
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/// Contains the english alphabet and the common special character.
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/// </summary>
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public static readonly char[] SimpleUTF8 =
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{
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'!', '"', '#', '$', '%', '&', '\'', '(', ')', '*', '+', ',', '-', '.', '/', '0', '1', '2', '3', '4', '5',
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'6',
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'7', '8', '9', ':', ';', '<', '=', '>', '?', '@', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K',
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'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', '[', '\\', ']', '^', '_', '`',
|
||||
'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u',
|
||||
'v', 'w', 'x', 'y', 'z', '{', '|', '}', '~'
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Contains only numbers.
|
||||
/// </summary>
|
||||
public static readonly char[] Numbers =
|
||||
{
|
||||
'0', '1', '2', '3', '4', '5', '6', '7', '8', '9'
|
||||
};
|
||||
}
|
||||
}
|
||||
130
SMCode/SM.Base/Drawing/Text/TextDrawingBasis.cs
Normal file
130
SMCode/SM.Base/Drawing/Text/TextDrawingBasis.cs
Normal file
|
|
@ -0,0 +1,130 @@
|
|||
#region usings
|
||||
|
||||
using System;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
using SM.Base.Contexts;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace SM.Base.Drawing.Text
|
||||
{
|
||||
/// <summary>
|
||||
/// Defines a basis for text drawing.
|
||||
/// </summary>
|
||||
/// <typeparam name="TTransform">Transformation type</typeparam>
|
||||
public abstract class TextDrawingBasis<TTransform> : DrawingBasis<TTransform>
|
||||
where TTransform : GenericTransformation, new()
|
||||
{
|
||||
/// <summary>
|
||||
/// The different instances for drawing.
|
||||
/// </summary>
|
||||
protected Instance[] _instances;
|
||||
|
||||
/// <summary>
|
||||
/// The text, that is drawn.
|
||||
/// </summary>
|
||||
protected string _text;
|
||||
|
||||
/// <summary>
|
||||
/// The spacing between numbers.
|
||||
/// <para>Default: 1</para>
|
||||
/// </summary>
|
||||
public float Spacing = 1;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a text object with a font.
|
||||
/// </summary>
|
||||
/// <param name="font">The font.</param>
|
||||
protected TextDrawingBasis(Font font)
|
||||
{
|
||||
_material.Texture = font;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The font.
|
||||
/// </summary>
|
||||
public Font Font
|
||||
{
|
||||
get => (Font) _material.Texture;
|
||||
set
|
||||
{
|
||||
_material.Texture = value;
|
||||
GenerateMatrixes();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The text, that is drawn.
|
||||
/// </summary>
|
||||
public string Text
|
||||
{
|
||||
get => _text;
|
||||
set
|
||||
{
|
||||
_text = value;
|
||||
GenerateMatrixes();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The font color.
|
||||
/// </summary>
|
||||
public Color4 Color
|
||||
{
|
||||
get => _material.Tint;
|
||||
set => _material.Tint = value;
|
||||
}
|
||||
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override void DrawContext(ref DrawContext context)
|
||||
{
|
||||
if (_instances == null) GenerateMatrixes();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This generates the instances.
|
||||
/// </summary>
|
||||
/// <exception cref="Exception">The font doesn't contain a character that is needed for the text.</exception>
|
||||
public void GenerateMatrixes()
|
||||
{
|
||||
if (!Font.WasCompiled) Font.RegenerateTexture();
|
||||
|
||||
_instances = new Instance[_text.Length];
|
||||
|
||||
float x = 0;
|
||||
var _last = new CharParameter();
|
||||
for (var i = 0; i < _text.Length; i++)
|
||||
{
|
||||
if (_text[i] == 32)
|
||||
{
|
||||
x += _last.Width * Spacing;
|
||||
continue;
|
||||
}
|
||||
|
||||
CharParameter parameter;
|
||||
try
|
||||
{
|
||||
parameter = Font.Positions[_text[i]];
|
||||
}
|
||||
catch
|
||||
{
|
||||
throw new Exception("Font doesn't contain '" + _text[i] + "'");
|
||||
}
|
||||
|
||||
var matrix = Matrix4.CreateScale(parameter.Width, Font.Height, 1) *
|
||||
Matrix4.CreateTranslation(x, 0, 0);
|
||||
_instances[i] = new Instance
|
||||
{
|
||||
ModelMatrix = matrix,
|
||||
TexturePosition = new Vector2(parameter.NormalizedX, 0),
|
||||
TextureScale = new Vector2(parameter.NormalizedWidth, 1)
|
||||
};
|
||||
|
||||
x += parameter.Width * Spacing;
|
||||
_last = parameter;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue