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_LightLut mLightSpotLuts[8] = {};
109 float mLightSpotInner[8] = {};
110 float mLightSpotOuter[8] = {};
111 C3D_Light mLights[8] = {};
113 uint8_t mLightingChannels = 0;
114 bool mBakedLighting =
false;
119 World* mWorld =
nullptr;
120 C3D_RenderTarget* mRenderTargetLeft =
nullptr;
121 C3D_RenderTarget* mRenderTargetRight =
nullptr;
122 C3D_RenderTarget* mRenderTargetBottom =
nullptr;
124 uint32_t mCurrentView = 0;
125 uint32_t mFrameIndex = 0;
126 uint32_t mCurrentScreen = 0;
128 DVLB_s* mShaderDvlbs[uint32_t(ShaderId::Count)] = {};
129 shaderProgram_s mShaderPrograms[uint32_t(ShaderId::Count)] = {};
132 C3D_LightEnv mNoLightEnv = {};
133 C3D_LightLut mLightLut[NumShininessLevels] = {};
134 C3D_LightLut mFresnelLut[NumFresnelPowerLevels] = {};
135 C3D_LightLut mToonLut[NumToonLevels] = {};
137 C3D_FogLut mFogLut = {};
138 float mFogNear = 0.0f;
139 float mFogFar = 0.0f;
141 bool mMaterialApplyFog =
true;
142 bool mFogEnabled =
false;
144 float mColorScale = 1.0f;
145 float mInvColorScale = 1.0f;
146 GPU_TEVSCALE mColorScaleEnum = GPU_TEVSCALE_1;
148 ShaderId mLastBoundShaderId = ShaderId::Count;
149 Material* mLastBoundMaterial =
nullptr;
150 bool mLastUseBakedLighting =
false;
151 bool mLastUseVertexColor =
false;
152 uint8_t mLastLightingChannels = 0;
154 std::vector<void*> mLinearDestroyQueue[MAX_FRAMES];
155 std::vector<C3D_Tex> mTexDestroyQueue[MAX_FRAMES];
157 StaticMeshUniformLocations mStaticMeshLocs;
158 SkeletalMeshUniformLocations mSkeletalMeshLocs;
159 ParticleUniformLocations mParticleLocs;
160 QuadUniformLocations mQuadLocs;
161 TextUniformLocations mTextLocs;
164extern C3dContext gC3dContext;
FogDensityFunc
Definition EngineTypes.h:598
Definition SkeletalMesh.h:114
Definition StaticMesh.h:18
Definition Particle3d.h:21