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 Widget;
11
12#include "Assets/MaterialLite.h"
13
14#include <gccore.h>
15
16void SetupLights();
17void SetupLightMask(ShadingModel shadingModel, uint8_t lightingChannels, bool useBakedLight);
18void SetupLightingChannels();
19
20void PrepareForwardRendering();
21void PrepareUiRendering();
22
24
25void BindMaterial(MaterialLite* material, bool useVertexColor, bool useBakedLighting);
26void BindStaticMesh(StaticMesh* staticMesh, uint32_t* instanceColors);
27void BindSkeletalMesh(SkeletalMesh* skeletalMesh);
28
29uint8_t ConfigTev(uint8_t tevStage, uint32_t textureSlot, TevMode mode, bool vertexColorBlend);
30
31void ApplyWidgetRotation(Mtx& mtx, Widget* widget);
32
33void* CreateMeshDisplayList(StaticMesh* staticMesh, bool useColor, uint32_t& outSize);
34void DestroyMeshDisplayList(void* displayList);
35
36#endif
ShadingModel
Definition EngineTypes.h:97
TevMode
Definition EngineTypes.h:125
bool IsCpuSkinningRequired(SkeletalMesh3D *skeletalMeshComp)
Definition VulkanUtils.cpp:1922
Definition MaterialLite.h:38
Definition SkeletalMesh3d.h:52
Definition SkeletalMesh.h:86
Definition StaticMesh3d.h:12
Definition StaticMesh.h:18
Definition Texture.h:10
Definition Widget.h:53