scummvm/engines/icb/global_objects_psx.h

102 lines
2.8 KiB
C++

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