From b3a36f7378ea0f299cfa36c81de42e00adb7292d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lo=C3=AFc=20Blot?= Date: Mon, 26 Jun 2017 20:11:17 +0200 Subject: 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 --- src/shader.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/shader.h') 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 -#include "irrlichttypes_extrabloated.h" +#include "irrlichttypes_bloated.h" #include 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); -- cgit v1.2.3