mirror of
https://github.com/MonsterDruide1/OdysseyDecomp
synced 2026-04-26 10:34:30 +00:00
40 lines
1.1 KiB
C++
40 lines
1.1 KiB
C++
#pragma once
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#include <basis/seadTypes.h>
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// TODO: Someone should add this to nnheaders!
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namespace nn::g3d {
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class MaterialObj;
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}
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// TODO: Someone should add this to sead!
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namespace sead {
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class GraphicsContext;
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}
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namespace al {
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class Scene;
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class LiveActor;
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f32 getDepthClearValue();
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void setDepthFuncNearDraw(sead::GraphicsContext* context);
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void setDepthFuncFarDraw(sead::GraphicsContext* context);
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void setDepthFuncNearDraw(sead::GraphicsContext* context);
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void setDepthFuncFarDraw(sead::GraphicsContext* context);
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bool getAlphaTestEnable(nn::g3d::MaterialObj* material);
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} // namespace al
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namespace alGraphicsFunction {
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void forceGraphicsQualityModeSnapShot(al::Scene* scene);
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void forceGraphicsQualityModeHandheld(al::Scene* scene);
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void forceGraphicsQualityModeConsole(al::Scene* scene);
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bool isGraphicsQualityModeHandheld(const al::LiveActor* actor);
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bool isGraphicsQualityModeConsole(const al::LiveActor* actor);
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void requestUpdateMaterialInfo(al::Scene*);
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void validateGpuStressAnalyzer(al::Scene*);
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void invalidateGpuStressAnalyzer(al::Scene*);
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} // namespace alGraphicsFunction
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