617 lines
25 KiB
C#
617 lines
25 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Drawing;
|
|
using System.Threading.Tasks;
|
|
using OpenTK.Graphics.OpenGL;
|
|
using Toolbox.Library;
|
|
using Toolbox.Library.IO;
|
|
using OpenTK;
|
|
|
|
namespace LayoutBXLYT
|
|
{
|
|
public class BxlytToGL
|
|
{
|
|
public static int ConvertTextureWrap(WrapMode wrapMode)
|
|
{
|
|
switch (wrapMode)
|
|
{
|
|
case WrapMode.Clamp: return (int)TextureWrapMode.Clamp;
|
|
case WrapMode.Mirror: return (int)TextureWrapMode.MirroredRepeat;
|
|
case WrapMode.Repeat: return (int)TextureWrapMode.Repeat;
|
|
default: return (int)TextureWrapMode.Clamp;
|
|
}
|
|
}
|
|
|
|
public static int ConvertMagFilterMode(FilterMode filterMode)
|
|
{
|
|
switch (filterMode)
|
|
{
|
|
case FilterMode.Linear: return (int)TextureMagFilter.Linear;
|
|
case FilterMode.Near: return (int)TextureMagFilter.Nearest;
|
|
default: return (int)TextureMagFilter.Linear;
|
|
}
|
|
}
|
|
|
|
public static int ConvertMinFilterMode(FilterMode filterMode)
|
|
{
|
|
switch (filterMode)
|
|
{
|
|
case FilterMode.Linear: return (int)TextureMinFilter.Linear;
|
|
case FilterMode.Near: return (int)TextureMinFilter.Nearest;
|
|
default: return (int)TextureMinFilter.Linear;
|
|
}
|
|
}
|
|
|
|
public static void DrawPictureBox(BasePane pane, byte effectiveAlpha, Dictionary<string, STGenericTexture> Textures)
|
|
{
|
|
Vector2[] TexCoords = new Vector2[] {
|
|
new Vector2(1,1),
|
|
new Vector2(0,1),
|
|
new Vector2(0,0),
|
|
new Vector2(1,0)
|
|
};
|
|
|
|
if (pane is Cafe.BFLYT.PIC1)
|
|
{
|
|
var pic1Pane = pane as Cafe.BFLYT.PIC1;
|
|
|
|
Color[] Colors = new Color[] {
|
|
pic1Pane.ColorTopLeft.Color,
|
|
pic1Pane.ColorTopRight.Color,
|
|
pic1Pane.ColorBottomRight.Color,
|
|
pic1Pane.ColorBottomLeft.Color,
|
|
};
|
|
|
|
var mat = pic1Pane.Material;
|
|
if (mat.Shader == null)
|
|
{
|
|
mat.Shader = new BflytShader(mat);
|
|
mat.Shader.Compile();
|
|
}
|
|
|
|
mat.Shader.Enable();
|
|
((BflytShader)mat.Shader).SetMaterials(Textures);
|
|
|
|
if (pic1Pane.TexCoords.Length > 0)
|
|
{
|
|
TexCoords = new Vector2[] {
|
|
pic1Pane.TexCoords[0].BottomLeft.ToTKVector2(),
|
|
pic1Pane.TexCoords[0].BottomRight.ToTKVector2(),
|
|
pic1Pane.TexCoords[0].TopRight.ToTKVector2(),
|
|
pic1Pane.TexCoords[0].TopLeft.ToTKVector2(),
|
|
};
|
|
}
|
|
|
|
DrawRectangle(pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
|
|
|
|
mat.Shader.Disable();
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, 0);
|
|
GL.PopAttrib();
|
|
}
|
|
else if (pane is BCLYT.PIC1)
|
|
{
|
|
var pic1Pane = pane as BCLYT.PIC1;
|
|
|
|
Color[] Colors = new Color[] {
|
|
pic1Pane.ColorBottomLeft.Color,
|
|
pic1Pane.ColorBottomRight.Color,
|
|
pic1Pane.ColorTopRight.Color,
|
|
pic1Pane.ColorTopLeft.Color,
|
|
};
|
|
|
|
var mat = pic1Pane.Material;
|
|
if (mat.Shader == null)
|
|
{
|
|
mat.Shader = new BclytShader(mat);
|
|
mat.Shader.Compile();
|
|
}
|
|
|
|
mat.Shader.Enable();
|
|
((BclytShader)mat.Shader).SetMaterials(Textures);
|
|
|
|
if (pic1Pane.TexCoords.Length > 0)
|
|
{
|
|
TexCoords = new Vector2[] {
|
|
pic1Pane.TexCoords[0].BottomLeft.ToTKVector2(),
|
|
pic1Pane.TexCoords[0].BottomRight.ToTKVector2(),
|
|
pic1Pane.TexCoords[0].TopRight.ToTKVector2(),
|
|
pic1Pane.TexCoords[0].TopLeft.ToTKVector2(),
|
|
};
|
|
}
|
|
|
|
DrawRectangle(pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
|
|
|
|
mat.Shader.Disable();
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, 0);
|
|
GL.PopAttrib();
|
|
}
|
|
else if (pane is BRLYT.PIC1)
|
|
{
|
|
var pic1Pane = pane as BRLYT.PIC1;
|
|
|
|
Color[] Colors = new Color[] {
|
|
pic1Pane.ColorBottomLeft.Color,
|
|
pic1Pane.ColorBottomRight.Color,
|
|
pic1Pane.ColorTopRight.Color,
|
|
pic1Pane.ColorTopLeft.Color,
|
|
};
|
|
|
|
var mat = pic1Pane.Material;
|
|
if (mat.Shader == null)
|
|
{
|
|
mat.Shader = new BrlytShader(mat);
|
|
mat.Shader.Compile();
|
|
}
|
|
|
|
mat.Shader.Enable();
|
|
((BrlytShader)mat.Shader).SetMaterials(Textures);
|
|
|
|
if (pic1Pane.TexCoords.Length > 0)
|
|
{
|
|
TexCoords = new Vector2[] {
|
|
pic1Pane.TexCoords[0].BottomLeft.ToTKVector2(),
|
|
pic1Pane.TexCoords[0].BottomRight.ToTKVector2(),
|
|
pic1Pane.TexCoords[0].TopRight.ToTKVector2(),
|
|
pic1Pane.TexCoords[0].TopLeft.ToTKVector2(),
|
|
};
|
|
}
|
|
|
|
DrawRectangle(pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
|
|
|
|
mat.Shader.Disable();
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, 0);
|
|
GL.PopAttrib();
|
|
}
|
|
}
|
|
|
|
public static void DrawBoundryPane(BasePane pane, byte effectiveAlpha, List<BasePane> SelectedPanes)
|
|
{
|
|
Vector2[] TexCoords = new Vector2[] {
|
|
new Vector2(1,1),
|
|
new Vector2(0,1),
|
|
new Vector2(0,0),
|
|
new Vector2(1,0)
|
|
};
|
|
|
|
Color color = Color.DarkGreen;
|
|
if (SelectedPanes.Contains(pane))
|
|
color = Color.Red;
|
|
|
|
color = Color.FromArgb(70, color);
|
|
|
|
Color[] Colors = new Color[] {
|
|
color,
|
|
color,
|
|
color,
|
|
color,
|
|
};
|
|
|
|
BxlytToGL.DrawRectangle(pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
|
|
}
|
|
|
|
|
|
public static void DrawAlignmentPane(BasePane pane, byte effectiveAlpha, List<BasePane> SelectedPanes)
|
|
{
|
|
Vector2[] TexCoords = new Vector2[] {
|
|
new Vector2(1,1),
|
|
new Vector2(0,1),
|
|
new Vector2(0,0),
|
|
new Vector2(1,0)
|
|
};
|
|
|
|
Color color = Color.Orange;
|
|
if (SelectedPanes.Contains(pane))
|
|
color = Color.Red;
|
|
|
|
color = Color.FromArgb(70, color);
|
|
|
|
Color[] Colors = new Color[] {
|
|
color,
|
|
color,
|
|
color,
|
|
color,
|
|
};
|
|
|
|
BxlytToGL.DrawRectangle(pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
|
|
}
|
|
|
|
public static void DrawScissorPane(BasePane pane, byte effectiveAlpha, List<BasePane> SelectedPanes)
|
|
{
|
|
Vector2[] TexCoords = new Vector2[] {
|
|
new Vector2(1,1),
|
|
new Vector2(0,1),
|
|
new Vector2(0,0),
|
|
new Vector2(1,0)
|
|
};
|
|
|
|
Color color = Color.Yellow;
|
|
if (SelectedPanes.Contains(pane))
|
|
color = Color.Red;
|
|
|
|
color = Color.FromArgb(70, color);
|
|
|
|
Color[] Colors = new Color[] {
|
|
color,
|
|
color,
|
|
color,
|
|
color,
|
|
};
|
|
|
|
BxlytToGL.DrawRectangle(pane.Rectangle, TexCoords, Colors, false, effectiveAlpha);
|
|
}
|
|
|
|
public static void DrawWindowPane(BasePane pane, byte effectiveAlpha, Dictionary<string, STGenericTexture> Textures)
|
|
{
|
|
uint sizeX = (uint)pane.Width;
|
|
uint sizeY = (uint)pane.Height;
|
|
|
|
var window = (IWindowPane)pane;
|
|
|
|
ushort FrameRight = window.FrameElementRight;
|
|
ushort FrameLeft = window.FrameElementLeft;
|
|
ushort FrameBottom = window.FrameElementBottm;
|
|
ushort FrameTop = window.FrameElementTop;
|
|
if (FrameRight == 0) FrameRight = 1;
|
|
if (FrameLeft == 0) FrameLeft = 1;
|
|
if (FrameBottom == 0) FrameBottom = 1;
|
|
if (FrameTop == 0) FrameTop = 1;
|
|
|
|
switch (window.WindowKind)
|
|
{
|
|
case WindowKind.Around:
|
|
if (window.FrameCount == 1) //1 texture for all
|
|
{
|
|
var mat = window.WindowFrames[0].Material;
|
|
|
|
if (mat.TextureMaps.Length == 0)
|
|
RenderWindowContent(pane, sizeX, sizeY, window.Content, effectiveAlpha, Textures);
|
|
else
|
|
{
|
|
var texture = mat.TextureMaps[0].Name;
|
|
if (!Textures.ContainsKey(texture))
|
|
{
|
|
RenderWindowContent(pane, sizeX, sizeY, window.Content, effectiveAlpha, Textures);
|
|
break;
|
|
}
|
|
|
|
var image = Textures[texture];
|
|
|
|
FrameRight = (ushort)image.Width;
|
|
FrameLeft = (ushort)image.Width;
|
|
FrameTop = (ushort)image.Height;
|
|
FrameBottom = (ushort)image.Height;
|
|
|
|
uint contentWidth = sizeX - (uint)FrameRight - (uint)FrameLeft;
|
|
uint contentHeight = sizeY - (uint)FrameTop - (uint)FrameBottom;
|
|
|
|
RenderWindowContent(pane,
|
|
contentWidth,
|
|
contentHeight,
|
|
window.Content, effectiveAlpha, Textures);
|
|
|
|
// _________
|
|
//|______| |
|
|
//| | | |
|
|
//| |___|__|
|
|
//|__|______|
|
|
|
|
|
|
//Top Left
|
|
SetupShaders(mat, Textures);
|
|
mat.Shader.SetInt("flipTexture", (int)window.WindowFrames[0].TextureFlip);
|
|
|
|
CustomRectangle rect;
|
|
|
|
GL.PushMatrix();
|
|
{
|
|
uint pieceWidth = sizeX - FrameRight;
|
|
uint pieceHeight = FrameTop;
|
|
int pieceX = (int)-(FrameRight / 2);
|
|
int pieceY = (int)((sizeY / 2) - (pieceHeight / 2));
|
|
|
|
GL.Translate(pieceX, pieceY, 0);
|
|
rect = pane.CreateRectangle(pieceWidth, pieceHeight);
|
|
GL.Begin(PrimitiveType.Quads);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, 0, 1);
|
|
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, pieceWidth / FrameRight, 1);
|
|
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, pieceWidth / FrameRight, 0);
|
|
GL.Vertex2(rect.RightPoint, rect.TopPoint);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, 0, 0);
|
|
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
|
|
GL.End();
|
|
}
|
|
GL.PopMatrix();
|
|
|
|
//Top Right
|
|
GL.PushMatrix();
|
|
{
|
|
uint pieceWidth = FrameRight;
|
|
uint pieceHeight = sizeY - FrameBottom;
|
|
int pieceX = (int)((contentWidth / 2) + (pieceWidth / 2));
|
|
int pieceY = (int)(FrameBottom / 2);
|
|
|
|
GL.Translate(pieceX, pieceY, 0);
|
|
rect = pane.CreateRectangle(pieceWidth, pieceHeight);
|
|
GL.Begin(PrimitiveType.Quads);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, 0, pieceHeight / FrameBottom);
|
|
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, 1, pieceHeight / FrameBottom);
|
|
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, 0, 0);
|
|
GL.Vertex2(rect.RightPoint, rect.TopPoint);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, 1, 0);
|
|
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
|
|
GL.End();
|
|
}
|
|
GL.PopMatrix();
|
|
|
|
//Bottom Right
|
|
GL.PushMatrix();
|
|
{
|
|
uint pieceWidth = FrameLeft;
|
|
uint pieceHeight = sizeY - FrameTop;
|
|
int pieceX = (int)-((contentWidth / 2) + (pieceWidth / 2));
|
|
int pieceY = (int)-(FrameTop / 2);
|
|
|
|
GL.Translate(pieceX, pieceY, 0);
|
|
rect = pane.CreateRectangle(pieceWidth, pieceHeight);
|
|
GL.Begin(PrimitiveType.Quads);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, 0, 0);
|
|
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, 1, 0);
|
|
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, 1, pieceHeight / FrameTop);
|
|
GL.Vertex2(rect.RightPoint, rect.TopPoint);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, 0, pieceHeight / FrameTop);
|
|
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
|
|
GL.End();
|
|
}
|
|
GL.PopMatrix();
|
|
|
|
//Bottom Right
|
|
GL.PushMatrix();
|
|
{
|
|
uint pieceWidth = sizeX - FrameLeft;
|
|
uint pieceHeight = FrameBottom;
|
|
int pieceX = (int)(FrameLeft / 2);
|
|
int pieceY = (int)(-(sizeY / 2) + (pieceHeight / 2));
|
|
|
|
GL.Translate(pieceX, pieceY, 0);
|
|
rect = pane.CreateRectangle(pieceWidth, pieceHeight);
|
|
GL.Begin(PrimitiveType.Quads);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, pieceWidth / FrameLeft, 1);
|
|
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, 0, 1);
|
|
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, 0, 0);
|
|
GL.Vertex2(rect.RightPoint, rect.TopPoint);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, pieceWidth / FrameLeft, 0);
|
|
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
|
|
GL.End();
|
|
}
|
|
GL.PopMatrix();
|
|
}
|
|
}
|
|
else if (window.FrameCount == 4) //4 corners with specific texture mapping
|
|
{
|
|
// _________
|
|
//|______| |
|
|
//| | | |
|
|
//| |___|__|
|
|
//|__|______|
|
|
|
|
var frame1 = window.WindowFrames[0];
|
|
var frame2 = window.WindowFrames[0];
|
|
var frame3 = window.WindowFrames[0];
|
|
var frame4 = window.WindowFrames[0];
|
|
|
|
uint contentWidth = sizeX - (uint)FrameRight - (uint)FrameLeft;
|
|
uint contentHeight = sizeY - (uint)FrameTop - (uint)FrameBottom;
|
|
|
|
RenderWindowContent(pane,
|
|
contentWidth,
|
|
contentHeight,
|
|
window.Content, effectiveAlpha, Textures);
|
|
}
|
|
break;
|
|
case WindowKind.Horizontal:
|
|
break;
|
|
case WindowKind.HorizontalNoContent:
|
|
break;
|
|
}
|
|
|
|
GL.UseProgram(0);
|
|
}
|
|
|
|
enum FrameType
|
|
{
|
|
LeftTop,
|
|
Left,
|
|
LeftBottom,
|
|
Top,
|
|
Bottom,
|
|
RightTop,
|
|
Right,
|
|
RightBottom,
|
|
}
|
|
|
|
private static Vector2 GetFramePosition(uint paneWidth, uint paneHeight, IWindowPane window, FrameType type)
|
|
{
|
|
|
|
|
|
Vector2 pos = new Vector2();
|
|
switch (type)
|
|
{
|
|
case FrameType.LeftTop:
|
|
|
|
break;
|
|
}
|
|
return pos;
|
|
}
|
|
|
|
private static void SetupShaders(BxlytMaterial mat, Dictionary<string, STGenericTexture> textures)
|
|
{
|
|
if (mat.Shader == null)
|
|
{
|
|
if (mat is Cafe.BFLYT.Material)
|
|
{
|
|
mat.Shader = new BflytShader((Cafe.BFLYT.Material)mat);
|
|
mat.Shader.Compile();
|
|
}
|
|
}
|
|
|
|
mat.Shader.Enable();
|
|
if (mat is Cafe.BFLYT.Material)
|
|
((BflytShader)mat.Shader).SetMaterials(textures);
|
|
}
|
|
|
|
private static void RenderWindowContent(BasePane pane, uint sizeX, uint sizeY, BxlytWindowContent content,
|
|
byte effectiveAlpha, Dictionary<string, STGenericTexture> Textures)
|
|
{
|
|
var mat = content.Material;
|
|
var rect = pane.CreateRectangle(sizeX, sizeY);
|
|
|
|
SetupShaders(mat, Textures);
|
|
|
|
Vector2[] texCoords = new Vector2[] {
|
|
new Vector2(1,1),
|
|
new Vector2(0,1),
|
|
new Vector2(0,0),
|
|
new Vector2(1,0)
|
|
};
|
|
|
|
Color[] colors = new Color[] {
|
|
content.ColorBottomLeft.Color,
|
|
content.ColorBottomRight.Color,
|
|
content.ColorTopRight.Color,
|
|
content.ColorTopLeft.Color,
|
|
};
|
|
|
|
if (content.TexCoords.Count > 0)
|
|
{
|
|
texCoords = new Vector2[] {
|
|
content.TexCoords[0].BottomLeft.ToTKVector2(),
|
|
content.TexCoords[0].BottomRight.ToTKVector2(),
|
|
content.TexCoords[0].TopRight.ToTKVector2(),
|
|
content.TexCoords[0].TopLeft.ToTKVector2(),
|
|
};
|
|
}
|
|
|
|
GL.Begin(PrimitiveType.Quads);
|
|
GL.Color4(colors[0]);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[0].X, texCoords[0].Y);
|
|
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
|
|
GL.Color4(colors[1]);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[1].X, texCoords[1].Y);
|
|
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
|
|
GL.Color4(colors[2]);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[2].X, texCoords[2].Y);
|
|
GL.Vertex2(rect.RightPoint, rect.TopPoint);
|
|
GL.Color4(colors[3]);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[3].X, texCoords[3].Y);
|
|
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
|
|
GL.End();
|
|
}
|
|
|
|
public static bool BindGLTexture(BxlytTextureRef tex, STGenericTexture texture)
|
|
{
|
|
if (texture.RenderableTex == null || !texture.RenderableTex.GLInitialized)
|
|
texture.LoadOpenGLTexture();
|
|
|
|
//If the texture is still not initialized then return
|
|
if (!texture.RenderableTex.GLInitialized)
|
|
return false;
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, texture.RenderableTex.TexID);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleR, ConvertChannel(texture.RedChannel));
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleG, ConvertChannel(texture.GreenChannel));
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleB, ConvertChannel(texture.BlueChannel));
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleA, ConvertChannel(texture.AlphaChannel));
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, ConvertTextureWrap(tex.WrapModeU));
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, ConvertTextureWrap(tex.WrapModeV));
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, ConvertMagFilterMode(tex.MaxFilterMode));
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, ConvertMinFilterMode(tex.MinFilterMode));
|
|
|
|
return true;
|
|
}
|
|
|
|
private static int ConvertChannel(STChannelType type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case STChannelType.Red: return (int)TextureSwizzle.Red;
|
|
case STChannelType.Green: return (int)TextureSwizzle.Green;
|
|
case STChannelType.Blue: return (int)TextureSwizzle.Blue;
|
|
case STChannelType.Alpha: return (int)TextureSwizzle.Alpha;
|
|
case STChannelType.Zero: return (int)TextureSwizzle.Zero;
|
|
case STChannelType.One: return (int)TextureSwizzle.One;
|
|
default: return 0;
|
|
}
|
|
}
|
|
|
|
enum TextureSwizzle
|
|
{
|
|
Zero = All.Zero,
|
|
One = All.One,
|
|
Red = All.Red,
|
|
Green = All.Green,
|
|
Blue = All.Blue,
|
|
Alpha = All.Alpha,
|
|
}
|
|
|
|
public static void DrawRectangle(CustomRectangle rect, Vector2[] texCoords,
|
|
Color[] colors, bool useLines = true, byte alpha = 255)
|
|
{
|
|
for (int i = 0; i < colors.Length; i++)
|
|
{
|
|
uint setalpha = (uint)((colors[i].A * alpha) / 255);
|
|
colors[i] = Color.FromArgb((int)setalpha, colors[i]);
|
|
}
|
|
|
|
if (useLines)
|
|
{
|
|
GL.Begin(PrimitiveType.LineLoop);
|
|
GL.Color4(colors[0]);
|
|
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
|
|
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
|
|
GL.Vertex2(rect.RightPoint, rect.TopPoint);
|
|
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
|
|
GL.End();
|
|
}
|
|
else
|
|
{
|
|
GL.Begin(PrimitiveType.Quads);
|
|
GL.Color4(colors[0]);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[0].X, texCoords[0].Y);
|
|
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
|
|
GL.Color4(colors[1]);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[1].X, texCoords[1].Y);
|
|
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
|
|
GL.Color4(colors[2]);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[2].X, texCoords[2].Y);
|
|
GL.Vertex2(rect.RightPoint, rect.TopPoint);
|
|
GL.Color4(colors[3]);
|
|
GL.MultiTexCoord2(TextureUnit.Texture0, texCoords[3].X, texCoords[3].Y);
|
|
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
|
|
GL.End();
|
|
|
|
//Draw outline
|
|
GL.Begin(PrimitiveType.LineLoop);
|
|
GL.LineWidth(3);
|
|
GL.Color4(colors[0]);
|
|
GL.Vertex2(rect.LeftPoint, rect.BottomPoint);
|
|
GL.Vertex2(rect.RightPoint, rect.BottomPoint);
|
|
GL.Vertex2(rect.RightPoint, rect.TopPoint);
|
|
GL.Vertex2(rect.LeftPoint, rect.TopPoint);
|
|
GL.End();
|
|
}
|
|
}
|
|
}
|
|
}
|