14void CopyMatrixGlmToC3d(C3D_Mtx* dst,
const glm::mat4& src);
16void BindVertexShader(ShaderId shaderId);
17void BindStaticMesh(
StaticMesh* mesh,
const void* instanceColors);
19void SetupLighting(uint8_t lightingChannels,
bool bakedLighting);
20void SetupLightEnv(LightEnv& lightEnv, uint8_t lightingChannels,
bool bakedLighting);
21void PrepareForwardRendering();
22void PrepareUiRendering();
24void UploadUvOffsetScale(int8_t uniformLoc,
MaterialLite* material, uint32_t uvIndex);
25void UploadUvSources(int8_t uniformLoc,
MaterialLite* material);
26void UploadWorldMtx(int8_t uniformLoc,
const C3D_Mtx& worldMtx);
29void ResetLightingEnv();
31void QueueLinearFree(
void* data);
32void QueueTexFree(C3D_Tex tex);
33void ProcessQueuedFrees();
35uint32_t GlmColorToRGBA8(glm::vec4 color);
36uint32_t GlmColorToRGB8(glm::vec4 color);
38void ConfigTev(C3D_TexEnv* env, uint32_t slot,
TevMode mode,
bool vertexColorBlend);
39void ApplyWidgetRotation(C3D_Mtx& mtx,
Widget* widget);
TevMode
Definition EngineTypes.h:132
Definition MaterialLite.h:51
Definition Primitive3d.h:46
Definition StaticMesh.h:18