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author | Loïc Blot <nerzhul@users.noreply.github.com> | 2017-06-26 20:11:17 +0200 |
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committer | GitHub <noreply@github.com> | 2017-06-26 20:11:17 +0200 |
commit | b3a36f7378ea0f299cfa36c81de42e00adb7292d (patch) | |
tree | 23d056b575ff0dba8cc759cc00f732099a1f3bce /src/shader.h | |
parent | a8650e785df3f12efa5f8cd3c6a695fb9e22a598 (diff) | |
download | minetest-b3a36f7378ea0f299cfa36c81de42e00adb7292d.tar.gz minetest-b3a36f7378ea0f299cfa36c81de42e00adb7292d.tar.bz2 minetest-b3a36f7378ea0f299cfa36c81de42e00adb7292d.zip |
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
Diffstat (limited to 'src/shader.h')
-rw-r--r-- | src/shader.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/shader.h b/src/shader.h index 979318c95..1db4cba83 100644 --- a/src/shader.h +++ b/src/shader.h @@ -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); |