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38 lines
1010 B
38 lines
1010 B
//===== Copyright © 1996-2005, 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 g_Frustum.CullBox( mins, maxs );
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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( int viewportWidth, int viewportHeight );
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void R_CheckForLightingConfigChanges();
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void R_CheckForPaintmapChanges();
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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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