Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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 R_CullBox( mins, maxs, g_Frustum );
}
inline bool R_CullBoxSkipNear( const Vector& mins, const Vector& maxs )
{
return R_CullBoxSkipNear( mins, maxs, g_Frustum );
}
// 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( );
void R_CheckForLightingConfigChanges();
// Methods related to view/projection matrices
void ComputeViewMatrix( VMatrix *pViewMatrix, const Vector &origin, const QAngle &angles );
// NOTE: Projection coordinates are -1->1 in both dimensions
// NOTE: Returns actual aspect ratio used
float ComputeViewMatrices( VMatrix *pWorldToView, VMatrix *pViewToProjection, VMatrix *pWorldToProjection, const CViewSetup &viewSetup );
// NOTE: Screen coordinates go from 0->w, 0->h
void ComputeWorldToScreenMatrix( VMatrix *pWorldToScreen, const VMatrix &worldToProjection, const CViewSetup &viewSetup );
#endif // GL_RMAIN_H