3#include <game/mLib/m_allocator.hpp>
4#include <lib/egg/gfxe/eggLightManager.h>
5#include <lib/egg/gfxe/eggFogManager.h>
6#include <lib/egg/gfxe/eggScreen.h>
16 void initHio(
const char *name);
18 bool create(EGG::Heap *heap, ulong maxChildren, ulong maxScnObj, ulong numLightObj, ulong numLightSet);
19 bool create(EGG::Heap *heap, GXPixelFmt fmt, GXColor col, ulong maxChildren, ulong maxScnObj, ulong numLightObj,
20 ulong numLightSet, ulong numLightMgr, ulong numFogMgr);
22 bool createLightMgr(EGG::Heap *heap, u16 lmArg1, u16 lmArg2, u8 lmArg3,
bool createFogMgr,
int idx);
23 void removeLightMgr(
int idx);
25 bool createFogMgr(EGG::Heap *heap,
int fmArg,
int idx);
26 void removeFogMgr(
int idx);
28 nw4r::g3d::ScnRoot *getScnRoot();
29 nw4r::g3d::Camera getCamera(
int idx);
30 nw4r::g3d::Camera getCurrentCamera();
31 int getCurrentCameraID();
32 void setCurrentCamera(
int idx);
34 nw4r::g3d::LightSetting *getLightSettingP();
35 EGG::LightManager *getLightMgr(
int idx);
36 EGG::FogManager *getFogMgr(
int idx);
38 void drawDone(
int idx);
40 void drawLightMapTexture(
int idx);
41 bool replaceLightMapTexture(
char const *name, m3d::bmdl_c &mdl,
int idx);
43 void calcWorld(
int idx);
45 void calcView(
int idx);
50 void pushBack(nw4r::g3d::ScnObj *obj);
55 int getNodeID(nw4r::g3d::ResMdl mdl,
char const *name);
59 void screenEffectReset(
int cameraID, EGG::Screen &screen);
void resetMaterial()
Turns off all indirect texture processing.