Polyphase Game Engine
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GxUtils.h
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1#pragma once
2
3#if API_GX
4
5class Texture;
6class StaticMesh;
7class SkeletalMesh;
8class StaticMesh3D;
10class Primitive3D;
11class Widget;
12
13#include "Assets/MaterialLite.h"
14
15#include <gccore.h>
16
17void SetupLights();
18void SetupLightMask(ShadingModel shadingModel, uint8_t lightingChannels, bool useBakedLight);
19void SetupLightingChannels();
20
21void PrepareForwardRendering();
22void PrepareUiRendering();
23
25
26void BindMaterial(MaterialLite* material, Primitive3D* primitive, bool useVertexColor, bool useBakedLighting);
27void BindStaticMesh(StaticMesh* staticMesh, uint32_t* instanceColors);
28void BindSkeletalMesh(SkeletalMesh* skeletalMesh);
29
30uint8_t ConfigTev(uint8_t tevStage, uint32_t textureSlot, TevMode mode, bool vertexColorBlend);
31
32void ApplyWidgetRotation(Mtx& mtx, Widget* widget);
33
34void* CreateMeshDisplayList(StaticMesh* staticMesh, bool useColor, uint32_t& outSize);
35void DestroyMeshDisplayList(void* displayList);
36
37#endif
ShadingModel
Definition EngineTypes.h:104
TevMode
Definition EngineTypes.h:132
bool IsCpuSkinningRequired(SkeletalMesh3D *skeletalMeshComp)
Definition VulkanUtils.cpp:1964
Definition MaterialLite.h:51
Definition Primitive3d.h:46
Definition SkeletalMesh3d.h:85
Definition SkeletalMesh.h:99
Definition StaticMesh3d.h:12
Definition StaticMesh.h:18
Definition Texture.h:10
Definition Widget.h:53