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 #ifndef ICB_GLOBAL_OBJECTS_PSX_H
29 #define ICB_GLOBAL_OBJECTS_PSX_H
30 
31 #include "engines/icb/common/px_rcutypes.h"
32 #include "engines/icb/surface_manager.h"
33 #include "engines/icb/gfx/psx_light.h"
34 #include "engines/icb/gfx/psx_tman.h"
35 #include "engines/icb/gfx/psx_camera.h"
36 #include "engines/icb/gfx/psx_pxactor.h"
37 #include "engines/icb/gfx/rlp_api.h"
38 
39 namespace ICB {
40 
41 // The texture manager for the actor textures
42 extern TextureManager *tman;
43 
44 // The 3 directional lights and the ambient light
45 extern psxLight Lights[4];
46 
47 // Camera and animation structures
48 extern psxCamera *g_camera;
49 
50 // Actor structure
51 extern psxActor *g_av_actor;
52 
53 // Lighting structure and coordinates, colour components
54 extern PSXLamp *g_av_Light;
55 
56 // Colour of the actors bounding box
57 extern int32 bboxRed;
58 extern int32 bboxGreen;
59 extern int32 bboxBlue;
60 
61 // Colour of the actors screen outline
62 extern int32 slineRed;
63 extern int32 slineGreen;
64 extern int32 slineBlue;
65 
66 // Colour of the z-fragments outlines
67 extern int32 zfragRed;
68 extern int32 zfragGreen;
69 extern int32 zfragBlue;
70 
71 // Colour of the z-layers outlines
72 extern int32 zoverRed;
73 extern int32 zoverGreen;
74 extern int32 zoverBlue;
75 
76 // Colour of the wire-frame man
77 extern int32 wfrmRed;
78 extern int32 wfrmGreen;
79 extern int32 wfrmBlue;
80 
81 // Drawing options
82 extern int32 _normalScale;
83 extern int32 _useWindingOrder;
84 extern int32 _removeBackface;
85 extern int32 _drawWfrm;
86 extern int32 _drawTxture;
87 extern int32 _drawLit;
88 extern int32 _drawGouraud;
89 extern int32 _drawPolys;
90 extern int32 _drawNormals;
91 
92 extern int32 _drawActor;
93 extern int32 _drawBbox;
94 extern int32 _drawShadowBbox;
95 extern int32 _drawSolidBbox;
96 extern int32 _drawSline;
97 extern int32 _drawShadowSline;
98 extern int32 _drawZfragEdge;
99 extern int32 _drawZLayerEdge;
100 extern int32 _drawZfragImg;
101 extern int32 _drawBG;
102 extern int32 _drawProps;
103 extern int32 _drawSemiTrans;
104 
105 extern int32 _drawText;
106 extern int32 _drawCompass;
107 
108 extern int32 _drawDebugMesh;
109 
110 } // End of namespace ICB
111 
112 #endif // #ifndef   _GLOBAL_OBJECTS_PSX_H
113