void CRender::OnResize(uint uiWidth, uint uiHeight) { _pCoreRenderer->SetViewport(0, 0, uiWidth, uiHeight); _SetPerspectiveMatrix(uiWidth, uiHeight); _pCoreRenderer->SetMatrix(MatrixIdentity()); }
void CRender3D::SetDefaultStates() { uint vp_x, vp_y, vp_width, vp_height; _pCoreRenderer->GetViewport(vp_x, vp_y, vp_width, vp_height); _stCurState.fFovAngle = 60.f; _stCurState.fZNear = 0.25f; _stCurState.fZFar = 1000.f; _SetPerspectiveMatrix(vp_width, vp_height); _stCurState.matrixStack.Clear(MatrixIdentity()); _pCoreRenderer->SetMatrix(_stCurState.matrixStack.Top()); _stCurState.isLightingEnabled = false; _stCurState.stGlobalAmbient = TColor4(50, 50, 50, 255); _stCurState.stFogDesc.bEnabled = false; _stCurState.stFogDesc.stColor = ColorGray(); _stCurState.stFogDesc.fStart = 500.f; _stCurState.stFogDesc.fEnd = 1000.f; if (_pFFP) { _pFFP->ToggleGlobalLighting(_stCurState.isLightingEnabled); _pFFP->SetGloablAmbientLight(_stCurState.stGlobalAmbient); _pFFP->SetFogEnabled(_stCurState.stFogDesc.bEnabled); _pFFP->SetFogColor(_stCurState.stFogDesc.stColor); _pFFP->ConfigureFog(_stCurState.stFogDesc.fStart, _stCurState.stFogDesc.fEnd); } _stCurState.eBlendingMode = BE_NORMAL; _stCurState.stBlendStateDesc = TBlendStateDesc(); _pCoreRenderer->SetBlendState(_stCurState.stBlendStateDesc); _stCurState.stDepthStencilDesc = TDepthStencilDesc(); _pCoreRenderer->SetDepthStencilState(_stCurState.stDepthStencilDesc); _stCurState.stRasterStateDesc = TRasterizerStateDesc(); _stCurState.stRasterStateDesc.eCullMode = PCM_BACK; _pCoreRenderer->SetRasterizerState(_stCurState.stRasterStateDesc); _stCurState.stColor = ColorWhite(); _pCoreRenderer->SetColor(_stCurState.stColor); _stCurState.pCurMat = INVALID_MATERIAL; Core()->pRender()->Unbind(EOT_UNKNOWN); }
void CRender3D::OnResize(uint uiWidth, uint uiHeight) { _SetPerspectiveMatrix(uiWidth, uiHeight); }