NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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g3d_draw.h
1#ifndef NW4R_G3D_DRAW_H
2#define NW4R_G3D_DRAW_H
3#include <nw4r/types_nw4r.h>
4
5#include <nw4r/g3d/res/g3d_resmat.h>
6#include <nw4r/g3d/res/g3d_resmdl.h>
7#include <nw4r/g3d/res/g3d_resnode.h>
8#include <nw4r/g3d/res/g3d_resshp.h>
9
10#include <nw4r/math.h>
11
12namespace nw4r {
13namespace g3d {
14
15// Forward declarations
16namespace G3DState {
17class IndMtxOp;
18} // namespace G3DState
19
20namespace detail {
21
22G3DState::IndMtxOp* GetIndMtxOp(ResMat mat, ResNode node, ResShp shp);
23
24} // namespace detail
25
27 u8* visArray; // at 0x0
28 ResTexObjData* texObjDataArray; // at 0x4
29 ResTlutObjData* tlutObjDataArray; // at 0x8
30 ResTexSrtData* texSrtDataArray; // at 0xC
31 ResChanData* chanDataArray; // at 0x10
32 ResGenModeData* genModeDataArray; // at 0x14
33 ResMatMiscData* matMiscDataArray; // at 0x18
34 ResPixDL* pixDLArray; // at 0x1C
35 ResTevColorDL* tevColorDLArray; // at 0x20
36 ResIndMtxAndScaleDL* indMtxAndScaleDLArray; // at 0x24
37 ResTexCoordGenDL* texCoordGenDLArray; // at 0x28
38 ResTevData* tevDataArray; // at 0x2C
39 ResVtxPosData** vtxPosTable; // at 0x30
40 ResVtxNrmData** vtxNrmTable; // at 0x34
41 ResVtxClrData** vtxClrTable; // at 0x38
42};
43
44void DrawResMdlDirectly(const ResMdl mdl, const math::MTX34* pViewPosMtxArray,
45 const math::MTX33* pViewNrmMtxArray,
46 const math::MTX34* pViewEnvMtxArray,
47 const u8* pByteCodeOpa, const u8* pByteCodeXlu,
48 DrawResMdlReplacement* pReplacement, ulong drawMode);
49
50} // namespace g3d
51} // namespace nw4r
52
53#endif
3D graphics drawing library.
Definition g3d_3dsmax.h:10