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);
27void ResetLightingEnv();
29void QueueLinearFree(
void* data);
30void QueueTexFree(C3D_Tex tex);
31void ProcessQueuedFrees();
33uint32_t GlmColorToRGBA8(glm::vec4 color);
34uint32_t GlmColorToRGB8(glm::vec4 color);
36void ConfigTev(C3D_TexEnv* env, uint32_t slot,
TevMode mode,
bool vertexColorBlend);
37void ApplyWidgetRotation(C3D_Mtx& mtx,
Widget* widget);
TevMode
Definition EngineTypes.h:125
Definition MaterialLite.h:38
Definition Primitive3d.h:46
Definition StaticMesh.h:18