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global_objects_psx.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * Additional copyright for this file:
8  * Copyright (C) 1999-2000 Revolution Software Ltd.
9  * This code is based on source code created by Revolution Software,
10  * used with permission.
11  *
12  * This program is free software: you can redistribute it and/or modify
13  * it under the terms of the GNU General Public License as published by
14  * the Free Software Foundation, either version 3 of the License, or
15  * (at your option) any later version.
16  *
17  * This program is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20  * GNU General Public License for more details.
21  *
22  * You should have received a copy of the GNU General Public License
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24  *
25  */
26 
27 #ifndef ICB_GLOBAL_OBJECTS_PSX_H
28 #define ICB_GLOBAL_OBJECTS_PSX_H
29 
30 #include "engines/icb/common/px_rcutypes.h"
31 #include "engines/icb/surface_manager.h"
32 #include "engines/icb/gfx/psx_light.h"
33 #include "engines/icb/gfx/psx_tman.h"
34 #include "engines/icb/gfx/psx_camera.h"
35 #include "engines/icb/gfx/psx_pxactor.h"
36 #include "engines/icb/gfx/rlp_api.h"
37 
38 namespace ICB {
39 
40 // The texture manager for the actor textures
41 extern TextureManager *tman;
42 
43 // The 3 directional lights and the ambient light
44 extern psxLight Lights[4];
45 
46 // Camera and animation structures
47 extern psxCamera *g_camera;
48 
49 // Actor structure
50 extern psxActor *g_av_actor;
51 
52 // Lighting structure and coordinates, colour components
53 extern PSXLamp *g_av_Light;
54 
55 // Colour of the actors bounding box
56 extern int32 bboxRed;
57 extern int32 bboxGreen;
58 extern int32 bboxBlue;
59 
60 // Colour of the actors screen outline
61 extern int32 slineRed;
62 extern int32 slineGreen;
63 extern int32 slineBlue;
64 
65 // Colour of the wire-frame man
66 extern int32 wfrmRed;
67 extern int32 wfrmGreen;
68 extern int32 wfrmBlue;
69 
70 // Drawing options
71 extern int32 _normalScale;
72 extern int32 _useWindingOrder;
73 extern int32 _removeBackface;
74 extern int32 _drawWfrm;
75 extern int32 _drawTxture;
76 extern int32 _drawLit;
77 extern int32 _drawGouraud;
78 extern int32 _drawPolys;
79 extern int32 _drawNormals;
80 
81 extern int32 _drawActor;
82 extern int32 _drawBbox;
83 extern int32 _drawShadowBbox;
84 extern int32 _drawSolidBbox;
85 extern int32 _drawSline;
86 extern int32 _drawShadowSline;
87 extern int32 _drawZfragEdge;
88 extern int32 _drawZLayerEdge;
89 extern int32 _drawZfragImg;
90 extern int32 _drawBG;
91 extern int32 _drawProps;
92 extern int32 _drawSemiTrans;
93 
94 extern int32 _drawText;
95 extern int32 _drawCompass;
96 
97 extern int32 _drawDebugMesh;
98 
99 } // End of namespace ICB
100 
101 #endif // #ifndef _GLOBAL_OBJECTS_PSX_H
Definition: actor.h:32