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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

@@ -22,7 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define SHADER_HEADER
#include <IMaterialRendererServices.h>
#include "irrlichttypes_extrabloated.h"
#include "irrlichttypes_bloated.h"
#include <string>
class IGameDef;
@@ -149,7 +149,7 @@ public:
virtual void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter) = 0;
};
IWritableShaderSource* createShaderSource(IrrlichtDevice *device);
IWritableShaderSource *createShaderSource();
void dumpShaderProgram(std::ostream &output_stream,
const std::string &program_type, const std::string &program);