127 lines
3.8 KiB
C++
127 lines
3.8 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef CL_GLOBAL_H
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#define CL_GLOBAL_H
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#include "nel/misc/types_nl.h"
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#include "3d_notes.h"
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#include "progress.h"
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// tmp
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#define USE_WATER_ENV_MAP
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// ***************************************************************************
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namespace NL3D
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{
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class UDriver;
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class USCene;
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class UInstanceGroup;
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class ULandscape;
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class UCloudScape;
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class UCamera;
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class UVisualCollisionManager;
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class UMaterial;
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class UTextContext;
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class UWaterEnvMap;
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}
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class CEntityAnimationManager;
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class CSoundManager;
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class CContinent;
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class CWaterEnvMapRdr;
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// ***************************************************************************
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enum TBackground
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{
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StartBackground = 0,
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ElevatorBackground,
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TeleportKamiBackground,
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TeleportKaravanBackground,
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ResurectKamiBackground,
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ResurectKaravanBackground,
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EndBackground,
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IntroNevrax,
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IntroNVidia,
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LoadBackground,
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};
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// Camera Setup
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const float SceneRootCameraZNear = 20.0f;
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const float SceneRootCameraZFar = 20000.0f;
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const float SkyCameraZFar = 500.0f;
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const float CameraSetupZNear = 0.15f;
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// Misc
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const float ExtraZoneLoadingVision = 100.f;
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// ***************************************************************************
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// Main System
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extern NL3D::UDriver *Driver; // The main 3D Driver
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extern CSoundManager *SoundMngr; // the sound manager
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extern NL3D::UMaterial GenericMat; // Generic Material
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extern NL3D::UTextContext *TextContext; // Context for all the text in the client.
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// Main 3D Objects
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extern NL3D::UScene *Scene;
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extern NL3D::UScene *SceneRoot;
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extern NL3D::UInstanceGroup *BackgroundIG;
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extern NL3D::ULandscape *Landscape;
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extern NL3D::UCloudScape *CloudScape;
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extern NL3D::UCamera MainCam;
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extern NL3D::UVisualCollisionManager *CollisionManager;
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#ifdef USE_WATER_ENV_MAP
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extern CWaterEnvMapRdr WaterEnvMapRdr;
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extern NL3D::UWaterEnvMap *WaterEnvMap;
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extern uint WaterEnvMapRefCount;
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extern NL3D::UCamera WaterEnvMapSkyCam;
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extern NL3D::UCamera WaterEnvMapCanopyCam;
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#endif
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// Network Walls
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extern bool UserCharPosReceived;
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extern bool SabrinaPhraseBookLoaded;
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// Main scene matrices.
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extern NLMISC::CMatrix MainSceneViewMatrix; // Matrix to transform from world space to camera space
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extern NLMISC::CMatrix InvMainSceneViewMatrix; // Matrix to transform from camera space to world space
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// Misc
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extern bool InitCloudScape; // tells that the cloud scape must be reinitialized
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extern CEntityAnimationManager *EAM;
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extern CProgress ProgressBar;
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extern TBackground LoadingBackground;
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extern std::string LoadingMusic;
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extern CContinent *LoadingContinent;
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extern bool ConnectionReadySent;
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extern bool PermanentlyBanned;
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extern bool IgnoreEntityDbUpdates;
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extern std::string Cookie, FSAddr;
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extern std::string RingMainURL;
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extern bool FreeTrial;
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void resetTextContext (const char *font, bool resetInterfaceManager);
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#endif // CL_GLOBAL_H
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/* End of global.h */
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