//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ //===========================================================================// #ifndef GL_RMAIN_H #define GL_RMAIN_H #ifdef _WIN32 #pragma once #endif #include "mathlib/vector.h" #include "mathlib/mathlib.h" extern Frustum_t g_Frustum; // Cull to the full screen frustum. inline bool R_CullBox( const Vector& mins, const Vector& maxs ) { return g_Frustum.CullBox( mins, maxs ); } // Draw a rectangle in screenspace. The screen window is (-1,-1) to (1,1). void R_DrawScreenRect( float left, float top, float right, float bottom ); void R_DrawPortals(); float GetScreenAspect( int viewportWidth, int viewportHeight ); void R_CheckForLightingConfigChanges(); void R_CheckForPaintmapChanges(); // NOTE: Screen coordinates go from 0->w, 0->h void ComputeWorldToScreenMatrix( VMatrix *pWorldToScreen, const VMatrix &worldToProjection, const CViewSetup &viewSetup ); #endif // GL_RMAIN_H