1 /* ResidualVM - A 3D game interpreter 2 * 3 * ResidualVM is the legal property of its developers, whose names 4 * are too numerous to list here. Please refer to the AUTHORS 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 13 * modify it under the terms of the GNU General Public License 14 * as published by the Free Software Foundation; either version 2 15 * of the License, or (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, write to the Free Software 24 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 25 * 26 */ 27 28 #include "engines/icb/global_objects_psx.h" 29 #include "engines/icb/animation_mega_set.h" 30 #include "engines/icb/common/px_clu_api.h" 31 32 namespace ICB { 33 34 // The texture manager for the actor textures 35 TextureManager *tman; 36 37 // The 3 directional lights and the ambient light 38 psxLight Lights[4]; 39 40 // Camera and animation structures 41 psxCamera *g_camera; 42 43 // Actor structure 44 psxActor *g_av_actor; 45 46 // Lighting structure and coordinates, colour components 47 PSXLamp *g_av_Light; 48 49 #if CD_BUILD == 0 50 // Colour of the z-fragments outlines 51 int32 zfragRed = 255; 52 int32 zfragGreen = 0; 53 int32 zfragBlue = 0; 54 55 // Colour of the z-layers outlines 56 int32 zoverRed = 255; 57 int32 zoverGreen = 0; 58 int32 zoverBlue = 255; 59 #endif // #if CD_BUILD == 0 60 61 // Colour of the actors bounding box 62 int32 bboxRed = 0; 63 int32 bboxGreen = 255; 64 int32 bboxBlue = 0; 65 66 // Colour of the actors screen outline 67 int32 slineRed = 0; 68 int32 slineGreen = 0; 69 int32 slineBlue = 255; 70 71 // Colour of the wire-frame man 72 int32 wfrmRed = 100; 73 int32 wfrmGreen = 50; 74 int32 wfrmBlue = 20; 75 76 // Drawing options 77 int32 _normalScale = 8; 78 int32 _useWindingOrder = 1; 79 int32 _removeBackface = 1; 80 int32 _drawWfrm = 0; 81 int32 _drawTxture = 1; 82 int32 _drawLit = 1; 83 int32 _drawGouraud = 1; 84 int32 _drawPolys = 1; 85 int32 _drawNormals = 0; 86 87 int32 _drawActor = 1; 88 int32 _drawSline = 0; 89 int32 _drawShadowSline = 0; 90 int32 _drawBbox = 0; 91 int32 _drawShadowBbox = 0; 92 int32 _drawSolidBbox = 0; 93 int32 _drawZfragEdge = 0; 94 int32 _drawZLayerEdge = 0; 95 int32 _drawZfragImg = 1; 96 int32 _drawText = 0; 97 int32 _drawCompass = 0; 98 int32 _drawBG = 1; 99 int32 _drawProps = 1; 100 int32 _drawSemiTrans = 1; 101 102 int32 _drawDebugMesh = 0; 103 104 } // End of namespace ICB 105