// 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 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 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 */