// Ryzom - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#ifndef CL_GLOBAL_H
#define CL_GLOBAL_H
#include "nel/misc/types_nl.h"
#include "3d_notes.h"
#include "progress.h"
// tmp
#define USE_WATER_ENV_MAP
// ***************************************************************************
namespace NL3D
{
class UDriver;
class USCene;
class UInstanceGroup;
class ULandscape;
class UCloudScape;
class UCamera;
class UVisualCollisionManager;
class UMaterial;
class UTextContext;
class UWaterEnvMap;
class IStereoDisplay;
class IStereoHMD;
}
class CEntityAnimationManager;
class CSoundManager;
class CContinent;
class CWaterEnvMapRdr;
// ***************************************************************************
enum TBackground
{
StartBackground = 0,
ElevatorBackground,
TeleportKamiBackground,
TeleportKaravanBackground,
ResurectKamiBackground,
ResurectKaravanBackground,
EndBackground,
IntroNevrax,
IntroNVidia,
LoadBackground,
};
// Camera Setup
const float SceneRootCameraZNear = 20.0f;
const float SceneRootCameraZFar = 20000.0f;
const float SkyCameraZFar = 500.0f;
const float CameraSetupZNear = 0.15f;
// Misc
const float ExtraZoneLoadingVision = 100.f;
// ***************************************************************************
// Main System
extern NL3D::UDriver *Driver; // The main 3D Driver
extern NL3D::IStereoDisplay *StereoDisplay; // Stereo display
extern NL3D::IStereoHMD *StereoHMD; // Head mount display
extern CSoundManager *SoundMngr; // the sound manager
extern NL3D::UMaterial GenericMat; // Generic Material
extern NL3D::UTextContext *TextContext; // Context for all the text in the client.
// Main 3D Objects
extern NL3D::UScene *Scene;
extern NL3D::UScene *SceneRoot;
extern NL3D::UInstanceGroup *BackgroundIG;
extern NL3D::ULandscape *Landscape;
extern NL3D::UCloudScape *CloudScape;
extern NL3D::UCamera MainCam;
extern NL3D::UVisualCollisionManager *CollisionManager;
#ifdef USE_WATER_ENV_MAP
extern CWaterEnvMapRdr WaterEnvMapRdr;
extern NL3D::UWaterEnvMap *WaterEnvMap;
extern uint WaterEnvMapRefCount;
extern NL3D::UCamera WaterEnvMapSkyCam;
extern NL3D::UCamera WaterEnvMapCanopyCam;
#endif
// Network Walls
extern bool UserCharPosReceived;
extern bool SabrinaPhraseBookLoaded;
// Main scene matrices.
extern NLMISC::CMatrix MainSceneViewMatrix; // Matrix to transform from world space to camera space
extern NLMISC::CMatrix InvMainSceneViewMatrix; // Matrix to transform from camera space to world space
// Misc
extern bool InitCloudScape; // tells that the cloud scape must be reinitialized
extern CEntityAnimationManager *EAM;
extern CProgress ProgressBar;
extern TBackground LoadingBackground;
extern std::string LoadingMusic;
extern CContinent *LoadingContinent;
extern bool ConnectionReadySent;
extern bool PermanentlyBanned;
extern bool IgnoreEntityDbUpdates;
extern std::string Cookie, FSAddr;
extern std::string RingMainURL;
extern bool FreeTrial;
void resetTextContext (const char *font, bool resetInterfaceManager);
#endif // CL_GLOBAL_H
/* End of global.h */