ScummVM API documentation
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
23 * along with this program. If not, see <http://www.gnu.org/licenses/>.
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
38namespace ICB {
39
40// The texture manager for the actor textures
41extern TextureManager *tman;
42
43// The 3 directional lights and the ambient light
44extern psxLight Lights[4];
45
46// Camera and animation structures
47extern psxCamera *g_camera;
48
49// Actor structure
50extern psxActor *g_av_actor;
51
52// Lighting structure and coordinates, colour components
53extern PSXLamp *g_av_Light;
54
55// Colour of the actors bounding box
56extern int32 bboxRed;
57extern int32 bboxGreen;
58extern int32 bboxBlue;
59
60// Colour of the actors screen outline
61extern int32 slineRed;
62extern int32 slineGreen;
63extern int32 slineBlue;
64
65// Colour of the wire-frame man
66extern int32 wfrmRed;
67extern int32 wfrmGreen;
68extern int32 wfrmBlue;
69
70// Drawing options
71extern int32 _normalScale;
72extern int32 _useWindingOrder;
73extern int32 _removeBackface;
74extern int32 _drawWfrm;
75extern int32 _drawTxture;
76extern int32 _drawLit;
77extern int32 _drawGouraud;
78extern int32 _drawPolys;
79extern int32 _drawNormals;
80
81extern int32 _drawActor;
82extern int32 _drawBbox;
83extern int32 _drawShadowBbox;
84extern int32 _drawSolidBbox;
85extern int32 _drawSline;
86extern int32 _drawShadowSline;
87extern int32 _drawZfragEdge;
88extern int32 _drawZLayerEdge;
89extern int32 _drawZfragImg;
90extern int32 _drawBG;
91extern int32 _drawProps;
92extern int32 _drawSemiTrans;
93
94extern int32 _drawText;
95extern int32 _drawCompass;
96
97extern int32 _drawDebugMesh;
98
99} // End of namespace ICB
100
101#endif // #ifndef _GLOBAL_OBJECTS_PSX_H