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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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@ -31,16 +31,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "voxelalgorithms.h"
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#include "settings.h"
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#include <algorithm>
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#include "client/renderingengine.h"
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/*
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ClientEnvironment
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*/
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ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
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ClientEnvironment::ClientEnvironment(ClientMap *map,
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ITextureSource *texturesource, Client *client):
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Environment(client),
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m_map(map),
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m_smgr(smgr),
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m_texturesource(texturesource),
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m_client(client)
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{
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@ -456,7 +456,7 @@ u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
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infostream<<"ClientEnvironment::addActiveObject(): "
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<<"added (id="<<object->getId()<<")"<<std::endl;
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m_active_objects[object->getId()] = object;
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object->addToScene(m_smgr, m_texturesource);
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object->addToScene(RenderingEngine::get_scene_manager(), m_texturesource);
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{ // Update lighting immediately
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u8 light = 0;
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bool pos_ok;
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