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Debloat IVideoDriver and IrrlichtDevice includes (#15080)
As the project grows, compile time will not go down unless the header mess is cleaned up one by one to only include exactly what's needed.
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commit
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35 changed files with 139 additions and 79 deletions
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@ -38,6 +38,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "script/scripting_client.h"
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#include "gettext.h"
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#include <SViewFrustum.h>
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#include <IVideoDriver.h>
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#define CAMERA_OFFSET_STEP 200
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#define WIELDMESH_OFFSET_X 55.0f
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@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "client/mesh.h"
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#include "mapblock_mesh.h"
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#include <IMaterialRenderer.h>
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#include <IVideoDriver.h>
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#include <matrix4.h>
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#include "mapsector.h"
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#include "mapblock.h"
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@ -192,6 +193,13 @@ void ClientMap::OnRegisterSceneNode()
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// we have other way to find it
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}
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void ClientMap::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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renderMap(driver, SceneManager->getSceneNodeRenderPass());
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}
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void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
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v3s16 *p_blocks_min, v3s16 *p_blocks_max, float range)
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{
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@ -75,12 +75,7 @@ public:
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virtual void OnRegisterSceneNode() override;
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virtual void render() override
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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renderMap(driver, SceneManager->getSceneNodeRenderPass());
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}
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virtual void render() override;
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virtual const aabb3f &getBoundingBox() const override
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{
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@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <cassert>
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#include <vector>
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#include <algorithm>
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#include <IVideoDriver.h>
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// Simple 2D bitmap class with just the functionality needed here
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class Bitmap {
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@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "anaglyph.h"
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#include "client/camera.h"
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#include <IrrlichtDevice.h>
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/// SetColorMaskStep step
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@ -21,6 +21,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#pragma once
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#include "irrlichttypes_extrabloated.h"
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namespace irr
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{
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class IrrlichtDevice;
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}
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class ShadowRenderer;
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class Camera;
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class Client;
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@ -19,6 +19,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#pragma once
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#include "irrlichttypes_extrabloated.h"
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#include <IrrlichtDevice.h> // used in all render/*.cpp
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#include <IVideoDriver.h> // used in all render/*.cpp
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#include <vector>
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#include <memory>
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@ -31,6 +33,11 @@ class Client;
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class Hud;
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class ShadowRenderer;
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namespace irr::video
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{
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class IRenderTarget;
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}
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struct PipelineContext
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{
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PipelineContext(IrrlichtDevice *_device, Client *_client, Hud *_hud, ShadowRenderer *_shadow_renderer, video::SColor _color, v2u32 _target_size)
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@ -29,6 +29,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "client/render/core.h"
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// include the shadow mapper classes too
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#include "client/shadows/dynamicshadowsrender.h"
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#include <IVideoDriver.h>
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#ifdef SERVER
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#error Do not include in server builds
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@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "client/clientenvironment.h"
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#include "client/clientmap.h"
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#include "client/camera.h"
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#include <IVideoDriver.h>
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using m4f = core::matrix4;
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@ -32,6 +32,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "EShaderTypes.h"
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#include "IGPUProgrammingServices.h"
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#include "IMaterialRenderer.h"
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#include <IVideoDriver.h>
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ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
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m_smgr(device->getSceneManager()), m_driver(device->getVideoDriver()),
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@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <string>
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#include <vector>
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#include <IrrlichtDevice.h>
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#include "irrlichttypes_extrabloated.h"
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#include "client/shadows/dynamicshadows.h"
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@ -18,6 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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*/
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#include "shadowsScreenQuad.h"
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#include <IVideoDriver.h>
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shadowScreenQuad::shadowScreenQuad()
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{
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