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Isolate irrlicht references and use a singleton (#6041)
* Add Device3D class which will contain IrrlichtDevice interface move getSupportedVideoDrivers to Device3D Add Device3D singleton & use it in various places Rename Device3D to Rendering engine & add helper functions to various device pointers More singleton work RenderingEngine owns draw_load_screen move draw functions to RenderingEngine Reduce IrrlichtDevice exposure and guienvironment RenderingEngine: Expose get_timer_time() to remove device from guiEngine Make irrlichtdevice & scene manager less exposed * Code style fixes * Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly * enum paralax => enum parallax
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50 changed files with 1568 additions and 1567 deletions
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src/client/renderingengine.h
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185
src/client/renderingengine.h
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/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2017 nerzhul, Loic Blot <loic.blot@unix-experience.fr>
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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 Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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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 Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include <vector>
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#include <string>
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#include "irrlichttypes_extrabloated.h"
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#include "debug.h"
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class ITextureSource;
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class Camera;
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class Client;
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class LocalPlayer;
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class Hud;
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class Minimap;
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class RenderingEngine
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{
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public:
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RenderingEngine(IEventReceiver *eventReceiver);
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~RenderingEngine();
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v2u32 getWindowSize() const;
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void setResizable(bool resize);
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video::IVideoDriver *getVideoDriver();
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static const char *getVideoDriverName(irr::video::E_DRIVER_TYPE type);
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static const char *getVideoDriverFriendlyName(irr::video::E_DRIVER_TYPE type);
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static float getDisplayDensity();
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static v2u32 getDisplaySize();
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static void setXorgClassHint(const video::SExposedVideoData &video_data,
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const std::string &name);
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bool setWindowIcon();
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bool setXorgWindowIconFromPath(const std::string &icon_file);
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static bool print_video_modes();
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static RenderingEngine *get_instance() { return s_singleton; }
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static io::IFileSystem *get_filesystem()
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{
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sanity_check(s_singleton && s_singleton->m_device);
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return s_singleton->m_device->getFileSystem();
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}
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static video::IVideoDriver *get_video_driver()
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{
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sanity_check(s_singleton && s_singleton->m_device);
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return s_singleton->m_device->getVideoDriver();
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}
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static scene::IMeshCache *get_mesh_cache()
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{
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sanity_check(s_singleton && s_singleton->m_device);
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return s_singleton->m_device->getSceneManager()->getMeshCache();
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}
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static scene::ISceneManager *get_scene_manager()
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{
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sanity_check(s_singleton && s_singleton->m_device);
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return s_singleton->m_device->getSceneManager();
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}
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static irr::IrrlichtDevice *get_raw_device()
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{
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sanity_check(s_singleton && s_singleton->m_device);
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return s_singleton->m_device;
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}
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static u32 get_timer_time()
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{
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sanity_check(s_singleton && s_singleton->m_device &&
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s_singleton->m_device->getTimer());
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return s_singleton->m_device->getTimer()->getTime();
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}
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static gui::IGUIEnvironment *get_gui_env()
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{
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sanity_check(s_singleton && s_singleton->m_device);
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return s_singleton->m_device->getGUIEnvironment();
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}
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inline static void draw_load_screen(const std::wstring &text,
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gui::IGUIEnvironment *guienv, ITextureSource *tsrc,
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float dtime = 0, int percent = 0, bool clouds = true)
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{
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s_singleton->_draw_load_screen(
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text, guienv, tsrc, dtime, percent, clouds);
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}
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inline static void draw_scene(Camera *camera, Client *client, LocalPlayer *player,
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Hud *hud, Minimap *mapper, gui::IGUIEnvironment *guienv,
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const v2u32 &screensize, const video::SColor &skycolor,
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bool show_hud, bool show_minimap)
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{
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s_singleton->_draw_scene(camera, client, player, hud, mapper, guienv,
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screensize, skycolor, show_hud, show_minimap);
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}
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static bool run()
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{
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sanity_check(s_singleton && s_singleton->m_device);
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return s_singleton->m_device->run();
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}
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static std::vector<core::vector3d<u32>> getSupportedVideoModes();
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static std::vector<irr::video::E_DRIVER_TYPE> getSupportedVideoDrivers();
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private:
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enum parallax_sign
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{
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LEFT = -1,
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RIGHT = 1,
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EYECOUNT = 2
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};
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void _draw_load_screen(const std::wstring &text, gui::IGUIEnvironment *guienv,
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ITextureSource *tsrc, float dtime = 0, int percent = 0,
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bool clouds = true);
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void _draw_scene(Camera *camera, Client *client, LocalPlayer *player, Hud *hud,
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Minimap *mapper, gui::IGUIEnvironment *guienv,
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const v2u32 &screensize, const video::SColor &skycolor,
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bool show_hud, bool show_minimap);
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void draw_anaglyph_3d_mode(Camera *camera, bool show_hud, Hud *hud,
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bool draw_wield_tool, Client *client,
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gui::IGUIEnvironment *guienv);
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void draw_interlaced_3d_mode(Camera *camera, bool show_hud, Hud *hud,
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const v2u32 &screensize, bool draw_wield_tool, Client *client,
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gui::IGUIEnvironment *guienv, const video::SColor &skycolor);
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void draw_sidebyside_3d_mode(Camera *camera, bool show_hud, Hud *hud,
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const v2u32 &screensize, bool draw_wield_tool, Client *client,
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gui::IGUIEnvironment *guienv, const video::SColor &skycolor);
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void draw_top_bottom_3d_mode(Camera *camera, bool show_hud, Hud *hud,
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const v2u32 &screensize, bool draw_wield_tool, Client *client,
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gui::IGUIEnvironment *guienv, const video::SColor &skycolor);
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void draw_pageflip_3d_mode(Camera *camera, bool show_hud, Hud *hud,
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const v2u32 &screensize, bool draw_wield_tool, Client *client,
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gui::IGUIEnvironment *guienv, const video::SColor &skycolor);
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void draw_plain(Camera *camera, bool show_hud, Hud *hud, const v2u32 &screensize,
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bool draw_wield_tool, Client *client,
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gui::IGUIEnvironment *guienv, const video::SColor &skycolor);
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void init_texture(const v2u32 &screensize, video::ITexture **texture,
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const char *name);
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video::ITexture *draw_image(const v2u32 &screensize, parallax_sign psign,
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const irr::core::matrix4 &startMatrix,
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const irr::core::vector3df &focusPoint, bool show_hud,
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Camera *camera, Hud *hud, bool draw_wield_tool, Client *client,
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gui::IGUIEnvironment *guienv, const video::SColor &skycolor);
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video::ITexture *draw_hud(const v2u32 &screensize, bool show_hud, Hud *hud,
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Client *client, bool draw_crosshair,
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const video::SColor &skycolor, gui::IGUIEnvironment *guienv,
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Camera *camera);
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irr::IrrlichtDevice *m_device = nullptr;
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static RenderingEngine *s_singleton;
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};
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