58struct StaticMeshUniformLocations
60 int8_t mWorldViewMtx = -1;
61 int8_t mNormalMtx = -1;
63 int8_t mWorldMtx = -1;
64 int8_t mUvOffsetScale0 = -1;
65 int8_t mUvOffsetScale1 = -1;
67 int8_t mUvSources = -1;
68 int8_t mColorMult = -1;
71struct SkeletalMeshUniformLocations
73 int8_t mWorldViewMtx = -1;
74 int8_t mNormalMtx = -1;
76 int8_t mWorldMtx = -1;
78 int8_t mUvOffsetScale0 = -1;
79 int8_t mUvOffsetScale1 = -1;
81 int8_t mUvSources = -1;
82 int8_t mUniformColor = -1;
85struct ParticleUniformLocations
87 int8_t mWorldViewMtx = -1;
89 int8_t mUvOffsetScale = -1;
92struct QuadUniformLocations
97struct TextUniformLocations
99 int8_t mWorldViewMtx = -1;
100 int8_t mProjMtx = -1;
105 C3D_LightEnv mLightEnv = {};
106 C3D_LightLutDA mLightAttenuationLuts[8] = {};
107 float mLightRadii[8] = {};
108 C3D_Light mLights[8] = {};
110 uint8_t mLightingChannels = 0;
111 bool mBakedLighting =
false;
116 World* mWorld =
nullptr;
117 C3D_RenderTarget* mRenderTargetLeft =
nullptr;
118 C3D_RenderTarget* mRenderTargetRight =
nullptr;
119 C3D_RenderTarget* mRenderTargetBottom =
nullptr;
121 uint32_t mCurrentView = 0;
122 uint32_t mFrameIndex = 0;
123 uint32_t mCurrentScreen = 0;
125 DVLB_s* mShaderDvlbs[uint32_t(ShaderId::Count)] = {};
126 shaderProgram_s mShaderPrograms[uint32_t(ShaderId::Count)] = {};
129 C3D_LightEnv mNoLightEnv = {};
130 C3D_LightLut mLightLut[NumShininessLevels] = {};
131 C3D_LightLut mFresnelLut[NumFresnelPowerLevels] = {};
132 C3D_LightLut mToonLut[NumToonLevels] = {};
134 C3D_FogLut mFogLut = {};
135 float mFogNear = 0.0f;
136 float mFogFar = 0.0f;
138 bool mMaterialApplyFog =
true;
139 bool mFogEnabled =
false;
141 float mColorScale = 1.0f;
142 float mInvColorScale = 1.0f;
143 GPU_TEVSCALE mColorScaleEnum = GPU_TEVSCALE_1;
145 ShaderId mLastBoundShaderId = ShaderId::Count;
146 Material* mLastBoundMaterial =
nullptr;
147 bool mLastUseBakedLighting =
false;
148 bool mLastUseVertexColor =
false;
149 uint8_t mLastLightingChannels = 0;
151 std::vector<void*> mLinearDestroyQueue[MAX_FRAMES];
152 std::vector<C3D_Tex> mTexDestroyQueue[MAX_FRAMES];
154 StaticMeshUniformLocations mStaticMeshLocs;
155 SkeletalMeshUniformLocations mSkeletalMeshLocs;
156 ParticleUniformLocations mParticleLocs;
157 QuadUniformLocations mQuadLocs;
158 TextUniformLocations mTextLocs;
161extern C3dContext gC3dContext;
FogDensityFunc
Definition EngineTypes.h:454
Definition SkeletalMesh.h:99
Definition StaticMesh.h:18
Definition Particle3d.h:21