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mirror of https://github.com/alliedmodders/hl2sdk.git synced 2025-09-20 04:26:03 +08:00

Added reverse-engineered interfaces lib code and hacked up tier1 and mathlib to build against the newer headers.

This commit is contained in:
Scott Ehlert
2012-05-21 02:49:35 -05:00
parent afaa180bbc
commit fb701bd569
77 changed files with 2753 additions and 431 deletions

View File

@ -11,6 +11,7 @@
#include "basetypes.h"
#include "mathlib/vmatrix.h"
#include "mathlib/mathlib.h"
#include "mathlib/ssemath.h"
#include <string.h>
#include "mathlib/vector4d.h"
#include "tier0/dbg.h"
@ -1177,27 +1178,27 @@ void FrustumPlanesFromMatrix( const VMatrix &clipToWorld, Frustum_t &frustum )
FrustumPlanesFromMatrixHelper( clipToWorld,
Vector( 0.0f, 0.0f, 0.0f ), Vector( 1.0f, 0.0f, 0.0f ), Vector( 0.0f, 1.0f, 0.0f ), normal, dist );
frustum.SetPlane( FRUSTUM_NEARZ, PLANE_ANYZ, normal, dist );
frustum.SetPlane( FRUSTUM_NEARZ, normal, dist );
FrustumPlanesFromMatrixHelper( clipToWorld,
Vector( 0.0f, 0.0f, 1.0f ), Vector( 0.0f, 1.0f, 1.0f ), Vector( 1.0f, 0.0f, 1.0f ), normal, dist );
frustum.SetPlane( FRUSTUM_FARZ, PLANE_ANYZ, normal, dist );
frustum.SetPlane( FRUSTUM_FARZ, normal, dist );
FrustumPlanesFromMatrixHelper( clipToWorld,
Vector( 1.0f, 0.0f, 0.0f ), Vector( 1.0f, 1.0f, 1.0f ), Vector( 1.0f, 1.0f, 0.0f ), normal, dist );
frustum.SetPlane( FRUSTUM_RIGHT, PLANE_ANYZ, normal, dist );
frustum.SetPlane( FRUSTUM_RIGHT, normal, dist );
FrustumPlanesFromMatrixHelper( clipToWorld,
Vector( 0.0f, 0.0f, 0.0f ), Vector( 0.0f, 1.0f, 1.0f ), Vector( 0.0f, 0.0f, 1.0f ), normal, dist );
frustum.SetPlane( FRUSTUM_LEFT, PLANE_ANYZ, normal, dist );
frustum.SetPlane( FRUSTUM_LEFT, normal, dist );
FrustumPlanesFromMatrixHelper( clipToWorld,
Vector( 1.0f, 1.0f, 0.0f ), Vector( 1.0f, 1.0f, 1.0f ), Vector( 0.0f, 1.0f, 1.0f ), normal, dist );
frustum.SetPlane( FRUSTUM_TOP, PLANE_ANYZ, normal, dist );
frustum.SetPlane( FRUSTUM_TOP, normal, dist );
FrustumPlanesFromMatrixHelper( clipToWorld,
Vector( 1.0f, 0.0f, 0.0f ), Vector( 0.0f, 0.0f, 1.0f ), Vector( 1.0f, 0.0f, 1.0f ), normal, dist );
frustum.SetPlane( FRUSTUM_BOTTOM, PLANE_ANYZ, normal, dist );
frustum.SetPlane( FRUSTUM_BOTTOM, normal, dist );
}
void MatrixBuildOrtho( VMatrix& dst, double left, double top, double right, double bottom, double zNear, double zFar )