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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