From 8e7449e09253e138716d8dbad6a2ab5c6e089e28 Mon Sep 17 00:00:00 2001 From: Ner'zhul Date: Mon, 9 Jan 2017 20:39:22 +0100 Subject: Environment & IGameDef code refactoring (#4985) * Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused --- src/wieldmesh.cpp | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) (limited to 'src/wieldmesh.cpp') diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp index 9c4d5b642..c305238fe 100644 --- a/src/wieldmesh.cpp +++ b/src/wieldmesh.cpp @@ -20,7 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "settings.h" #include "wieldmesh.h" #include "inventory.h" -#include "gamedef.h" +#include "client.h" #include "itemdef.h" #include "nodedef.h" #include "mesh.h" @@ -283,7 +283,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename, video::SMaterial &material = m_meshnode->getMaterial(0); material.setTexture(0, tsrc->getTextureForMesh(imagename)); material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE; - material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE; + material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE; material.MaterialType = m_material_type; material.setFlag(video::EMF_BACK_FACE_CULLING, true); // Enable bi/trilinear filtering only for high resolution textures @@ -304,12 +304,12 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename, } } -void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef) +void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client) { - ITextureSource *tsrc = gamedef->getTextureSource(); - IItemDefManager *idef = gamedef->getItemDefManager(); - IShaderSource *shdrsrc = gamedef->getShaderSource(); - INodeDefManager *ndef = gamedef->getNodeDefManager(); + ITextureSource *tsrc = client->getTextureSource(); + IItemDefManager *idef = client->getItemDefManager(); + IShaderSource *shdrsrc = client->getShaderSource(); + INodeDefManager *ndef = client->getNodeDefManager(); const ItemDefinition &def = item.getDefinition(idef); const ContentFeatures &f = ndef->get(def.name); content_t id = ndef->getId(def.name); @@ -341,7 +341,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef) } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) { setCube(f.tiles, def.wield_scale, tsrc); } else { - MeshMakeData mesh_make_data(gamedef, false); + MeshMakeData mesh_make_data(client, false); MapNode mesh_make_node(id, 255, 0); mesh_make_data.fillSingleNode(&mesh_make_node); MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0)); @@ -435,11 +435,11 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh) m_meshnode->setVisible(true); } -scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item) +scene::IMesh *getItemMesh(Client *client, const ItemStack &item) { - ITextureSource *tsrc = gamedef->getTextureSource(); - IItemDefManager *idef = gamedef->getItemDefManager(); - INodeDefManager *ndef = gamedef->getNodeDefManager(); + ITextureSource *tsrc = client->getTextureSource(); + IItemDefManager *idef = client->getItemDefManager(); + INodeDefManager *ndef = client->getNodeDefManager(); const ItemDefinition &def = item.getDefinition(idef); const ContentFeatures &f = ndef->get(def.name); content_t id = ndef->getId(def.name); @@ -470,7 +470,7 @@ scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item) mesh = cloneMesh(g_extrusion_mesh_cache->createCube()); scaleMesh(mesh, v3f(1.2, 1.2, 1.2)); } else { - MeshMakeData mesh_make_data(gamedef, false); + MeshMakeData mesh_make_data(client, false); MapNode mesh_make_node(id, 255, 0); mesh_make_data.fillSingleNode(&mesh_make_node); MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0)); -- cgit v1.2.3