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refacto: RenderingEngine::get_scene_manager() is now not callable from singleton
This permits to make evidence that we have some bad object passing on various code parts. I fixed majority of them to reduce the scope of passed objects Unfortunately, for some edge cases i should have to expose ISceneManager from client, this should be fixed in the future when our POO will be cleaner client side (we have a mix of rendering and processing in majority of the client objects, it works but it's not clean)
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@ -1475,6 +1475,11 @@ bool Client::updateWieldedItem()
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return true;
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}
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irr::scene::ISceneManager* Client::getSceneManager()
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{
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return m_rendering_engine->get_scene_manager();
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}
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Inventory* Client::getInventory(const InventoryLocation &loc)
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{
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switch(loc.type){
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@ -355,6 +355,7 @@ public:
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void setCamera(Camera* camera) { m_camera = camera; }
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Camera* getCamera () { return m_camera; }
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irr::scene::ISceneManager *getSceneManager();
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bool shouldShowMinimap() const;
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@ -352,7 +352,7 @@ u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
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if (!m_ao_manager.registerObject(object))
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return 0;
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object->addToScene(m_texturesource, RenderingEngine::get_scene_manager());
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object->addToScene(m_texturesource, m_client->getSceneManager());
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// Update lighting immediately
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object->updateLight(getDayNightRatio());
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@ -60,18 +60,16 @@ static constexpr u16 quad_indices[] = {0, 1, 2, 2, 3, 0};
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const std::string MapblockMeshGenerator::raillike_groupname = "connect_to_raillike";
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MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output)
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MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output,
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irr::scene::IMeshManipulator *mm):
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data(input),
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collector(output),
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nodedef(data->m_client->ndef()),
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meshmanip(mm),
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blockpos_nodes(data->m_blockpos * MAP_BLOCKSIZE)
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{
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data = input;
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collector = output;
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nodedef = data->m_client->ndef();
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meshmanip = RenderingEngine::get_scene_manager()->getMeshManipulator();
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enable_mesh_cache = g_settings->getBool("enable_mesh_cache") &&
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!data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting
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blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
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}
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void MapblockMeshGenerator::useTile(int index, u8 set_flags, u8 reset_flags, bool special)
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@ -172,7 +172,8 @@ public:
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void drawNode();
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public:
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MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output);
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MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output,
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irr::scene::IMeshManipulator *mm);
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void generate();
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void renderSingle(content_t node, u8 param2 = 0x00);
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};
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@ -1072,8 +1072,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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*/
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{
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MapblockMeshGenerator generator(data, &collector);
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generator.generate();
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MapblockMeshGenerator(data, &collector,
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data->m_client->getSceneManager()->getMeshManipulator()).generate();
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}
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/*
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@ -64,8 +64,8 @@ Particle::Particle(
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v2f texsize,
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video::SColor color
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):
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scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
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RenderingEngine::get_scene_manager())
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scene::ISceneNode(((Client *)gamedef)->getSceneManager()->getRootSceneNode(),
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((Client *)gamedef)->getSceneManager())
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{
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// Misc
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m_gamedef = gamedef;
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@ -79,10 +79,9 @@ public:
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return s_singleton->m_device->getVideoDriver();
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}
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static scene::ISceneManager *get_scene_manager()
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scene::ISceneManager *get_scene_manager()
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{
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sanity_check(s_singleton && s_singleton->m_device);
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return s_singleton->m_device->getSceneManager();
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return m_device->getSceneManager();
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}
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static irr::IrrlichtDevice *get_raw_device()
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@ -307,7 +307,8 @@ static scene::SMesh *createSpecialNodeMesh(Client *client, MapNode n,
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MeshMakeData mesh_make_data(client, false);
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MeshCollector collector;
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mesh_make_data.setSmoothLighting(false);
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MapblockMeshGenerator gen(&mesh_make_data, &collector);
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MapblockMeshGenerator gen(&mesh_make_data, &collector,
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client->getSceneManager()->getMeshManipulator());
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if (n.getParam2()) {
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// keep it
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@ -2794,7 +2794,7 @@ void GUIFormSpecMenu::parseModel(parserData *data, const std::string &element)
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core::rect<s32> rect(pos, pos + geom);
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GUIScene *e = new GUIScene(Environment, RenderingEngine::get_scene_manager(),
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GUIScene *e = new GUIScene(Environment, m_client->getSceneManager(),
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data->current_parent, rect, spec.fid);
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auto meshnode = e->setMesh(mesh);
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@ -1446,8 +1446,8 @@ void NodeDefManager::updateTextures(IGameDef *gamedef,
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Client *client = (Client *)gamedef;
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ITextureSource *tsrc = client->tsrc();
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IShaderSource *shdsrc = client->getShaderSource();
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scene::IMeshManipulator *meshmanip =
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RenderingEngine::get_scene_manager()->getMeshManipulator();
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auto smgr = client->getSceneManager();
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scene::IMeshManipulator *meshmanip = smgr->getMeshManipulator();
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TextureSettings tsettings;
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tsettings.readSettings();
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