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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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@ -21,9 +21,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "itemdef.h"
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#ifndef SERVER
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#include "client/tile.h"
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#include "mesh.h"
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#include "client.h"
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#include "client/renderingengine.h"
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#include "client/tile.h"
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#include <IMeshManipulator.h>
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#endif
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#include "log.h"
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@ -1427,8 +1428,8 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
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Client *client = (Client *)gamedef;
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ITextureSource *tsrc = client->tsrc();
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IShaderSource *shdsrc = client->getShaderSource();
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scene::ISceneManager* smgr = client->getSceneManager();
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scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
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scene::IMeshManipulator *meshmanip =
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RenderingEngine::get_scene_manager()->getMeshManipulator();
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TextureSettings tsettings;
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tsettings.readSettings();
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