3#include <game/mLib/m_allocator.hpp>
4#include <lib/egg/gx/eggLightManager.hpp>
5#include <lib/egg/gx/eggFogManager.hpp>
6#include <lib/egg/gx/eggScreen.hpp>
7#include <lib/nw4r/g3d/res_mdl.hpp>
9#include <_dummy_classes.hpp>
18 void initHio(
const char *name);
20 bool create(EGG::Heap *heap, ulong maxChildren, ulong maxScnObj, ulong numLightObj, ulong numLightSet);
21 bool create(EGG::Heap *heap, GXPixelFmt fmt,
GXColor col, ulong maxChildren, ulong maxScnObj, ulong numLightObj,
22 ulong numLightSet, ulong numLightMgr, ulong numFogMgr);
24 bool createLightMgr(EGG::Heap *heap, u16 lmArg1, u16 lmArg2, u8 lmArg3,
bool createFogMgr,
int idx);
25 void removeLightMgr(
int idx);
27 bool createFogMgr(EGG::Heap *heap,
int fmArg,
int idx);
28 void removeFogMgr(
int idx);
30 nw4r::g3d::ScnRoot *getScnRoot();
31 nw4r::g3d::Camera getCamera(
int idx);
32 nw4r::g3d::Camera getCurrentCamera();
33 int getCurrentCameraID();
34 void setCurrentCamera(
int idx);
36 nw4r::g3d::LightSetting *getLightSettingP();
37 EGG::LightManager *getLightMgr(
int idx);
38 EGG::FogManager *getFogMgr(
int idx);
40 void drawDone(
int idx);
42 void drawLightMapTexture(
int idx);
43 bool replaceLightMapTexture(
char const *name, m3d::bmdl_c &mdl,
int idx);
45 void calcWorld(
int idx);
47 void calcView(
int idx);
52 void pushBack(nw4r::g3d::ScnObj *obj);
57 int getNodeID(nw4r::g3d::ResMdl mdl,
char const *name);
61 void screenEffectReset(
int cameraID, EGG::Screen &screen);
struct _GXColor GXColor
A 32-bit RGBA color.
void resetMaterial()
Turns off all indirect texture processing.