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42 lines
1.3 KiB
C++
42 lines
1.3 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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// Copyright (C) 2017 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
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#include "core.h"
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#include "plain.h"
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#include "client/shadows/dynamicshadowsrender.h"
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#include "settings.h"
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RenderingCore::RenderingCore(IrrlichtDevice *_device, Client *_client, Hud *_hud,
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ShadowRenderer *_shadow_renderer, RenderPipeline *_pipeline, v2f _virtual_size_scale)
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: device(_device), client(_client), hud(_hud), shadow_renderer(_shadow_renderer),
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pipeline(_pipeline), virtual_size_scale(_virtual_size_scale)
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{
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}
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RenderingCore::~RenderingCore()
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{
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delete pipeline;
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delete shadow_renderer;
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}
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void RenderingCore::draw(video::SColor _skycolor, bool _show_hud,
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bool _draw_wield_tool, bool _draw_crosshair)
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{
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v2u32 screensize = device->getVideoDriver()->getScreenSize();
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virtual_size = v2u32(screensize.X * virtual_size_scale.X, screensize.Y * virtual_size_scale.Y);
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PipelineContext context(device, client, hud, shadow_renderer, _skycolor, screensize);
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context.draw_crosshair = _draw_crosshair;
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context.draw_wield_tool = _draw_wield_tool;
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context.show_hud = _show_hud;
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pipeline->reset(context);
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pipeline->run(context);
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}
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v2u32 RenderingCore::getVirtualSize() const
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{
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return virtual_size;
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}
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