My Project
ParaViewport.h
1 #pragma once
2 namespace ParaEngine
3 {
4 
6  {
7  public:
8 
9  DWORD X;
10  DWORD Y; /* Viewport Top left */
11  DWORD Width;
12  DWORD Height; /* Viewport Dimensions */
13  float MinZ; /* Min/max of clip Volume */
14  float MaxZ;
15  public:
16  ParaViewport() :X(0), Y(0), Width(0), Height(0), MinZ(0.f), MaxZ(0.f){};
17 
18  ParaViewport(const D3DVIEWPORT9& v){
19  *this = reinterpret_cast<const ParaViewport&>(v);
20  };
21 
22  inline operator D3DVIEWPORT9&() {
23  return reinterpret_cast<D3DVIEWPORT9&>(*this);
24  }
25  inline operator const D3DVIEWPORT9&() const{
26  return reinterpret_cast<const D3DVIEWPORT9&>(*this);
27  }
28 
29  bool operator == (const ParaViewport& r) const {
30  return X == r.X && Y == r.Y && Width == r.Width && Height == r.Height;
31  }
32 
33  bool operator != (const ParaViewport& r) const {
34  return X != r.X || Y != r.Y || Width != r.Width || Height != r.Height;
35  }
36  };
37 
38 }
different physics engine has different winding order.
Definition: EventBinding.h:32
Definition: ParaViewport.h:5
Definition: RenderCoreOpenGL.h:140