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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
This commit is contained in:
Loïc Blot 2017-06-26 20:11:17 +02:00 committed by GitHub
parent a8650e785d
commit b3a36f7378
50 changed files with 1568 additions and 1567 deletions

View file

@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "client.h"
#include "collision.h"
#include <stdlib.h>
#include "client/renderingengine.h"
#include "util/numeric.h"
#include "light.h"
#include "environment.h"
@ -42,7 +43,6 @@ v3f random_v3f(v3f min, v3f max)
Particle::Particle(
IGameDef *gamedef,
scene::ISceneManager* smgr,
LocalPlayer *player,
ClientEnvironment *env,
v3f pos,
@ -60,7 +60,8 @@ Particle::Particle(
u8 glow,
video::SColor color
):
scene::ISceneNode(smgr->getRootSceneNode(), smgr)
scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
RenderingEngine::get_scene_manager())
{
// Misc
m_gamedef = gamedef;
@ -244,7 +245,7 @@ void Particle::updateVertices()
ParticleSpawner
*/
ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr, LocalPlayer *player,
ParticleSpawner::ParticleSpawner(IGameDef *gamedef, LocalPlayer *player,
u16 amount, float time,
v3f minpos, v3f maxpos, v3f minvel, v3f maxvel, v3f minacc, v3f maxacc,
float minexptime, float maxexptime, float minsize, float maxsize,
@ -255,7 +256,6 @@ ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr,
m_particlemanager(p_manager)
{
m_gamedef = gamedef;
m_smgr = smgr;
m_player = player;
m_amount = amount;
m_spawntime = time;
@ -344,7 +344,6 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
Particle* toadd = new Particle(
m_gamedef,
m_smgr,
m_player,
env,
pos,
@ -405,7 +404,6 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
Particle* toadd = new Particle(
m_gamedef,
m_smgr,
m_player,
env,
pos,
@ -507,7 +505,7 @@ void ParticleManager::clearAll ()
}
void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
scene::ISceneManager* smgr, LocalPlayer *player)
LocalPlayer *player)
{
switch (event->type) {
case CE_DELETE_PARTICLESPAWNER: {
@ -533,7 +531,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
video::ITexture *texture =
client->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
ParticleSpawner* toadd = new ParticleSpawner(client, smgr, player,
ParticleSpawner *toadd = new ParticleSpawner(client, player,
event->add_particlespawner.amount,
event->add_particlespawner.spawntime,
*event->add_particlespawner.minpos,
@ -578,7 +576,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
video::ITexture *texture =
client->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
Particle* toadd = new Particle(client, smgr, player, m_env,
Particle *toadd = new Particle(client, player, m_env,
*event->spawn_particle.pos,
*event->spawn_particle.vel,
*event->spawn_particle.acc,
@ -607,25 +605,22 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
}
void ParticleManager::addDiggingParticles(IGameDef* gamedef,
scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f)
LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
{
for (u16 j = 0; j < 32; j++) // set the amount of particles here
{
addNodeParticle(gamedef, smgr, player, pos, n, f);
// set the amount of particles here
for (u16 j = 0; j < 32; j++) {
addNodeParticle(gamedef, player, pos, n, f);
}
}
void ParticleManager::addPunchingParticles(IGameDef* gamedef,
scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f)
LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
{
addNodeParticle(gamedef, smgr, player, pos, n, f);
addNodeParticle(gamedef, player, pos, n, f);
}
void ParticleManager::addNodeParticle(IGameDef* gamedef,
scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f)
LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
{
// Texture
u8 texid = myrand_range(0, 5);
@ -667,7 +662,6 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef,
Particle* toadd = new Particle(
gamedef,
smgr,
player,
m_env,
particlepos,