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