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