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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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#include "profiler.h"
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#include "util/numeric.h"
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#include <cmath>
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#include "client/renderingengine.h"
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#include "settings.h"
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#include "camera.h" // CameraModes
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Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id,
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ITextureSource *tsrc):
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scene::ISceneNode(parent, mgr, id)
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Sky::Sky(s32 id, ITextureSource *tsrc):
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scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
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RenderingEngine::get_scene_manager(), id)
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{
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setAutomaticCulling(scene::EAC_OFF);
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m_box.MaxEdge.set(0, 0, 0);
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