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48 lines
1.4 KiB
48 lines
1.4 KiB
//========= 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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