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global_objects_psx.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ICB_GLOBAL_OBJECTS_PSX_H
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#define ICB_GLOBAL_OBJECTS_PSX_H
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#include "engines/icb/common/px_rcutypes.h"
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#include "engines/icb/surface_manager.h"
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#include "engines/icb/gfx/psx_light.h"
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#include "engines/icb/gfx/psx_tman.h"
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#include "engines/icb/gfx/psx_camera.h"
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#include "engines/icb/gfx/psx_pxactor.h"
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#include "engines/icb/gfx/rlp_api.h"
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namespace
ICB
{
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// The texture manager for the actor textures
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extern
TextureManager *tman;
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// The 3 directional lights and the ambient light
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extern
psxLight Lights[4];
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// Camera and animation structures
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extern
psxCamera *g_camera;
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// Actor structure
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extern
psxActor *g_av_actor;
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// Lighting structure and coordinates, colour components
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extern
PSXLamp *g_av_Light;
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// Colour of the actors bounding box
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extern
int32 bboxRed;
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extern
int32 bboxGreen;
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extern
int32 bboxBlue;
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// Colour of the actors screen outline
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extern
int32 slineRed;
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extern
int32 slineGreen;
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extern
int32 slineBlue;
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// Colour of the wire-frame man
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extern
int32 wfrmRed;
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extern
int32 wfrmGreen;
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extern
int32 wfrmBlue;
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// Drawing options
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extern
int32 _normalScale;
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extern
int32 _useWindingOrder;
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extern
int32 _removeBackface;
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extern
int32 _drawWfrm;
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extern
int32 _drawTxture;
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extern
int32 _drawLit;
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extern
int32 _drawGouraud;
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extern
int32 _drawPolys;
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extern
int32 _drawNormals;
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extern
int32 _drawActor;
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extern
int32 _drawBbox;
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extern
int32 _drawShadowBbox;
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extern
int32 _drawSolidBbox;
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extern
int32 _drawSline;
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extern
int32 _drawShadowSline;
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extern
int32 _drawZfragEdge;
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extern
int32 _drawZLayerEdge;
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extern
int32 _drawZfragImg;
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extern
int32 _drawBG;
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extern
int32 _drawProps;
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extern
int32 _drawSemiTrans;
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extern
int32 _drawText;
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extern
int32 _drawCompass;
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extern
int32 _drawDebugMesh;
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}
// End of namespace ICB
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#endif // #ifndef _GLOBAL_OBJECTS_PSX_H
ICB
Definition:
actor.h:32
engines
icb
global_objects_psx.h
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