NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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global.hpp
1#pragma once
2
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>
7#include <nw4r/g3d.h>
8
9/// @addtogroup mlib
10/// @{
11
12/// @brief mLib 3D library
13namespace m3d {
14 class bmdl_c;
15
16 void initHio(const char *name);
17
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);
21
22 bool createLightMgr(EGG::Heap *heap, u16 lmArg1, u16 lmArg2, u8 lmArg3, bool createFogMgr, int idx);
23 void removeLightMgr(int idx);
24
25 bool createFogMgr(EGG::Heap *heap, int fmArg, int idx);
26 void removeFogMgr(int idx);
27
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);
33
34 nw4r::g3d::LightSetting *getLightSettingP();
35 EGG::LightManager *getLightMgr(int idx);
36 EGG::FogManager *getFogMgr(int idx);
37
38 void drawDone(int idx);
39
40 void drawLightMapTexture(int idx);
41 bool replaceLightMapTexture(char const *name, m3d::bmdl_c &mdl, int idx);
42
43 void calcWorld(int idx);
44 void calcMaterial();
45 void calcView(int idx);
46
47 void drawOpa();
48 void drawXlu();
49
50 void pushBack(nw4r::g3d::ScnObj *obj);
51
52 void clear();
53 void reset();
54
55 int getNodeID(nw4r::g3d::ResMdl mdl, char const *name);
56
57 void resetMaterial(); ///< Turns off all indirect texture processing.
58
59 void screenEffectReset(int cameraID, EGG::Screen &screen);
60}
61/// @}
mLib 3D library
Definition anm_chr.hpp:5
void resetMaterial()
Turns off all indirect texture processing.
Definition m_3d.cpp:309