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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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@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "client/tile.h"
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#include "mesh.h"
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#include <IMeshManipulator.h>
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#include "client/renderingengine.h"
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#include "client.h"
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#include "log.h"
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#include "noise.h"
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@ -64,8 +65,7 @@ MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector
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collector = output;
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nodedef = data->m_client->ndef();
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smgr = data->m_client->getSceneManager();
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meshmanip = smgr->getMeshManipulator();
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meshmanip = RenderingEngine::get_scene_manager()->getMeshManipulator();
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enable_mesh_cache = g_settings->getBool("enable_mesh_cache") &&
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!data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting
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