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49 lines
1.4 KiB
49 lines
1.4 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef GL_RMAIN_H
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#define GL_RMAIN_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/vector.h"
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#include "mathlib/mathlib.h"
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extern Frustum_t g_Frustum;
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// Cull to the full screen frustum.
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inline bool R_CullBox( const Vector& mins, const Vector& maxs )
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{
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return R_CullBox( mins, maxs, g_Frustum );
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}
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inline bool R_CullBoxSkipNear( const Vector& mins, const Vector& maxs )
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{
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return R_CullBoxSkipNear( mins, maxs, g_Frustum );
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}
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// Draw a rectangle in screenspace. The screen window is (-1,-1) to (1,1).
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void R_DrawScreenRect( float left, float top, float right, float bottom );
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void R_DrawPortals();
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float GetScreenAspect( );
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void R_CheckForLightingConfigChanges();
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// Methods related to view/projection matrices
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void ComputeViewMatrix( VMatrix *pViewMatrix, const Vector &origin, const QAngle &angles );
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// NOTE: Projection coordinates are -1->1 in both dimensions
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// NOTE: Returns actual aspect ratio used
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float ComputeViewMatrices( VMatrix *pWorldToView, VMatrix *pViewToProjection, VMatrix *pWorldToProjection, const CViewSetup &viewSetup );
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// NOTE: Screen coordinates go from 0->w, 0->h
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void ComputeWorldToScreenMatrix( VMatrix *pWorldToScreen, const VMatrix &worldToProjection, const CViewSetup &viewSetup );
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#endif // GL_RMAIN_H
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