engine: ref_api: purposefully moved WorldToScreen to 2D functions from TriAPI, since WorldToScreen is expected to be simpler in-engine version rather than TriAPI one

This commit is contained in:
Alibek Omarov 2021-10-30 21:49:27 +06:00
parent 207675990e
commit efc156fcf5

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@ -474,7 +474,6 @@ typedef struct ref_interface_s
void (*GL_ProcessTexture)( int texnum, float gamma, int topColor, int bottomColor );
void (*R_SetupSky)( const char *skyname );
// 2D
void (*R_Set2DMode)( qboolean enable );
void (*R_DrawStretchRaw)( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty );
@ -482,6 +481,7 @@ typedef struct ref_interface_s
void (*R_DrawTileClear)( int texnum, int x, int y, int w, int h );
void (*FillRGBA)( float x, float y, float w, float h, int r, int g, int b, int a ); // in screen space
void (*FillRGBABlend)( float x, float y, float w, float h, int r, int g, int b, int a ); // in screen space
int (*WorldToScreen)( const vec3_t world, vec3_t screen ); // Returns 1 if it's z clipped
// screenshot, cubemapshot
qboolean (*VID_ScreenShot)( const char *filename, int shot_type );
@ -595,7 +595,6 @@ typedef struct ref_interface_s
void (*TexCoord2f)( float u, float v );
void (*Vertex3fv)( const float *worldPnt );
void (*Vertex3f)( float x, float y, float z );
int (*WorldToScreen)( const float *world, float *screen ); // Returns 1 if it's z clipped
void (*Fog)( float flFogColor[3], float flStart, float flEnd, int bOn ); //Works just like GL_FOG, flFogColor is r/g/b.
void (*ScreenToWorld)( const float *screen, float *world );
void (*GetMatrix)( const int pname, float *matrix );