2021-07-24 21:11:47 -07:00

39 lines
1010 B
C

//===== 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