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https://github.com/minetest/minetest.git
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Irrlicht cleanup: cleanup various object to use RenderingEngine (#6088)
* Irrlicht cleanup: cleanup various object to use RenderingEngine * CAO doesn't need scenemanager in addToScene * Camera doesn't need VideoDriver pointer or SceneManager in constructor * Hud doesn't need driver & scene manager in constructor * Hud doesn't need scenemanager pointer * Tile.h doesn't need IrrlichtDevice header (just SMaterial) * WieldMeshSceneNode: only take scene, we always use scene root node as parent
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51104d9cd4
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@ -38,16 +38,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define CAMERA_OFFSET_STEP 200
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#include "nodedef.h"
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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Client *client):
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Camera::Camera(MapDrawControl &draw_control, Client *client):
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m_draw_control(draw_control),
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m_client(client)
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{
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//dstream<<FUNCTION_NAME<<std::endl;
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m_driver = smgr->getVideoDriver();
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scene::ISceneManager *smgr = RenderingEngine::get_scene_manager();
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// note: making the camera node a child of the player node
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// would lead to unexpected behaviour, so we don't do that.
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m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
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@ -59,7 +54,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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// all other 3D scene nodes and before the GUI.
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m_wieldmgr = smgr->createNewSceneManager();
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m_wieldmgr->addCameraSceneNode();
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m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
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m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
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m_wieldnode->setItem(ItemStack(), m_client);
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m_wieldnode->drop(); // m_wieldmgr grabbed it
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@ -643,7 +638,7 @@ void Camera::drawNametags()
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utf8_to_wide(nametag_colorless).c_str());
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f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
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core::reciprocal(transformed_pos[3]);
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v2u32 screensize = m_driver->getScreenSize();
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v2u32 screensize = RenderingEngine::get_video_driver()->getScreenSize();
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v2s32 screen_pos;
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screen_pos.X = screensize.X *
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(0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
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@ -60,8 +60,7 @@ enum CameraMode {CAMERA_MODE_FIRST, CAMERA_MODE_THIRD, CAMERA_MODE_THIRD_FRONT};
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class Camera
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{
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public:
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Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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Client *client);
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Camera(MapDrawControl &draw_control, Client *client);
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~Camera();
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// Get camera scene node.
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@ -181,7 +180,6 @@ private:
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MapDrawControl& m_draw_control;
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Client *m_client;
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video::IVideoDriver *m_driver;
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// Absolute camera position
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v3f m_camera_position;
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@ -23,9 +23,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "irrlichttypes.h"
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#include "irr_v3d.h"
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#include <ITexture.h>
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#include <IrrlichtDevice.h>
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#include <string>
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#include <vector>
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#include <SMaterial.h>
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#include "util/numeric.h"
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class IGameDef;
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@ -456,7 +456,7 @@ u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
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infostream<<"ClientEnvironment::addActiveObject(): "
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<<"added (id="<<object->getId()<<")"<<std::endl;
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m_active_objects[object->getId()] = object;
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object->addToScene(RenderingEngine::get_scene_manager(), m_texturesource);
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object->addToScene(m_texturesource);
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{ // Update lighting immediately
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u8 light = 0;
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bool pos_ok;
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@ -22,7 +22,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "irrlichttypes_extrabloated.h"
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#include "activeobject.h"
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#include <map>
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#include <unordered_map>
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class ClientEnvironment;
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@ -39,7 +38,7 @@ public:
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ClientActiveObject(u16 id, Client *client, ClientEnvironment *env);
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virtual ~ClientActiveObject();
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virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc) {};
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virtual void addToScene(ITextureSource *tsrc) {};
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virtual void removeFromScene(bool permanent) {}
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// 0 <= light_at_pos <= LIGHT_SUN
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virtual void updateLight(u8 light_at_pos){}
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@ -22,7 +22,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <IBillboardSceneNode.h>
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#include <IMeshManipulator.h>
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#include <IAnimatedMeshSceneNode.h>
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#include <IBoneSceneNode.h>
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#include "content_cao.h"
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#include "util/numeric.h" // For IntervalLimiter
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#include "util/serialize.h"
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@ -43,8 +42,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "map.h"
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#include "camera.h" // CameraModes
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#include "wieldmesh.h"
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#include "log.h"
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#include <algorithm>
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#include "client/renderingengine.h"
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class Settings;
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struct ToolCapabilities;
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@ -128,7 +127,7 @@ public:
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static ClientActiveObject* create(Client *client, ClientEnvironment *env);
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
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void addToScene(ITextureSource *tsrc);
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void removeFromScene(bool permanent);
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void updateLight(u8 light_at_pos);
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v3s16 getLightPosition();
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@ -164,7 +163,7 @@ ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env)
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return new TestCAO(client, env);
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}
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void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc)
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void TestCAO::addToScene(ITextureSource *tsrc)
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{
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if(m_node != NULL)
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return;
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@ -193,7 +192,7 @@ void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc)
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// Add to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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m_node = smgr->addMeshSceneNode(mesh, NULL);
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m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
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mesh->drop();
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updateNodePos();
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}
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@ -270,7 +269,7 @@ public:
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static ClientActiveObject* create(Client *client, ClientEnvironment *env);
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
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void addToScene(ITextureSource *tsrc);
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void removeFromScene(bool permanent);
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void updateLight(u8 light_at_pos);
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v3s16 getLightPosition();
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@ -326,7 +325,7 @@ ClientActiveObject* ItemCAO::create(Client *client, ClientEnvironment *env)
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return new ItemCAO(client, env);
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}
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void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc)
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void ItemCAO::addToScene(ITextureSource *tsrc)
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{
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if(m_node != NULL)
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return;
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@ -360,7 +359,7 @@ void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc)
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// Add to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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m_node = smgr->addMeshSceneNode(mesh, NULL);
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m_node = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
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mesh->drop();
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updateNodePos();
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@ -717,9 +716,9 @@ void GenericCAO::removeFromScene(bool permanent)
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}
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}
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void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc)
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void GenericCAO::addToScene(ITextureSource *tsrc)
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{
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m_smgr = smgr;
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m_smgr = RenderingEngine::get_scene_manager();
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if (getSceneNode() != NULL) {
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return;
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@ -733,7 +732,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc)
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if (m_prop.visual == "sprite") {
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infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
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m_spritenode = smgr->addBillboardSceneNode(
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m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
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NULL, v2f(1, 1), v3f(0,0,0), -1);
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m_spritenode->grab();
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m_spritenode->setMaterialTexture(0,
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@ -796,7 +795,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc)
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mesh->addMeshBuffer(buf);
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buf->drop();
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}
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m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
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m_meshnode = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
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m_meshnode->grab();
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mesh->drop();
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// Set it to use the materials of the meshbuffers directly.
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@ -806,7 +805,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc)
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else if(m_prop.visual == "cube") {
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infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
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scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
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m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
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m_meshnode = RenderingEngine::get_scene_manager()->addMeshSceneNode(mesh, NULL);
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m_meshnode->grab();
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mesh->drop();
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@ -826,7 +825,8 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc)
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scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh);
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if(mesh)
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{
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m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
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m_animated_meshnode = RenderingEngine::get_scene_manager()->
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addAnimatedMeshSceneNode(mesh, NULL);
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m_animated_meshnode->grab();
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mesh->drop(); // The scene node took hold of it
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m_animated_meshnode->animateJoints(); // Needed for some animations
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@ -865,8 +865,8 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc)
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infostream << "serialized form: " << m_prop.wield_item << std::endl;
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item.deSerialize(m_prop.wield_item, m_client->idef());
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}
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m_wield_meshnode = new WieldMeshSceneNode(smgr->getRootSceneNode(),
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smgr, -1);
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m_wield_meshnode = new WieldMeshSceneNode(
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RenderingEngine::get_scene_manager(), -1);
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m_wield_meshnode->setItem(item, m_client);
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m_wield_meshnode->setScale(
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@ -1050,7 +1050,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
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}
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removeFromScene(false);
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addToScene(m_smgr, m_client->tsrc());
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addToScene(m_client->tsrc());
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// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
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for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
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@ -168,7 +168,7 @@ public:
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void removeFromScene(bool permanent);
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void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc);
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void addToScene(ITextureSource *tsrc);
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inline void expireVisuals()
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{
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@ -1914,7 +1914,7 @@ bool Game::createClient(const std::string &playername,
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/* Camera
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*/
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camera = new Camera(smgr, *draw_control, client);
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camera = new Camera(*draw_control, client);
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if (!camera || !camera->successfullyCreated(*error_message))
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return false;
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client->setCamera(camera);
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@ -1971,7 +1971,7 @@ bool Game::createClient(const std::string &playername,
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player->hurt_tilt_timer = 0;
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player->hurt_tilt_strength = 0;
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hud = new Hud(driver, smgr, guienv, client, player, local_inventory);
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hud = new Hud(guienv, client, player, local_inventory);
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if (!hud) {
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*error_message = "Memory error: could not create HUD";
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@ -40,12 +40,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "touchscreengui.h"
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#endif
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Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
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gui::IGUIEnvironment* guienv, Client *client, LocalPlayer *player,
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Hud::Hud(gui::IGUIEnvironment *guienv, Client *client, LocalPlayer *player,
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Inventory *inventory)
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{
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this->driver = driver;
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this->smgr = smgr;
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driver = RenderingEngine::get_video_driver();
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this->guienv = guienv;
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this->client = client;
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this->player = player;
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@ -339,7 +337,8 @@ void Hud::drawLuaElements(const v3s16 &camera_offset)
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v3f p_pos = player->getPosition() / BS;
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v3f w_pos = e->world_pos * BS;
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float distance = floor(10 * p_pos.getDistanceFrom(e->world_pos)) / 10;
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scene::ICameraSceneNode* camera = smgr->getActiveCamera();
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scene::ICameraSceneNode* camera =
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RenderingEngine::get_scene_manager()->getActiveCamera();
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w_pos -= intToFloat(camera_offset, BS);
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core::matrix4 trans = camera->getProjectionMatrix();
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trans *= camera->getViewMatrix();
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@ -120,8 +120,7 @@ public:
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std::string hotbar_selected_image = "";
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bool use_hotbar_selected_image = false;
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Hud(video::IVideoDriver *driver,scene::ISceneManager* smgr,
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gui::IGUIEnvironment* guienv, Client *client, LocalPlayer *player,
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Hud(gui::IGUIEnvironment *guienv, Client *client, LocalPlayer *player,
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Inventory *inventory);
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~Hud();
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@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#ifndef SERVER
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#include "client/tile.h"
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#include "shader.h"
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#include <IMeshManipulator.h>
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class Client;
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#endif
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#include "itemgroup.h"
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@ -192,13 +192,8 @@ private:
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ExtrusionMeshCache *g_extrusion_mesh_cache = NULL;
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WieldMeshSceneNode::WieldMeshSceneNode(
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scene::ISceneNode *parent,
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scene::ISceneManager *mgr,
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s32 id,
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bool lighting
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):
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scene::ISceneNode(parent, mgr, id),
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WieldMeshSceneNode::WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id, bool lighting):
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scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
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m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
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m_lighting(lighting)
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{
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@ -74,8 +74,7 @@ struct ItemMesh
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class WieldMeshSceneNode : public scene::ISceneNode
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{
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public:
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WieldMeshSceneNode(scene::ISceneNode *parent, scene::ISceneManager *mgr,
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s32 id = -1, bool lighting = false);
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WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id = -1, bool lighting = false);
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virtual ~WieldMeshSceneNode();
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void setCube(const ContentFeatures &f, v3f wield_scale);
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