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renderingengine.h
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renderingengine.h
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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2017 nerzhul, Loic Blot <loic.blot@unix-experience.fr>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include <vector>
#include <memory>
#include <string>
#include "irrlichttypes_extrabloated.h"
#include "debug.h"
#include "client/render/core.h"
// include the shadow mapper classes too
#include "client/shadows/dynamicshadowsrender.h"
struct VideoDriverInfo {
std::string name;
std::string friendly_name;
};
class ITextureSource;
class Camera;
class Client;
class LocalPlayer;
class Hud;
class Minimap;
class RenderingCore;
class RenderingEngine
{
public:
static const video::SColor MENU_SKY_COLOR;
static const float BASE_BLOOM_STRENGTH;
RenderingEngine(IEventReceiver *eventReceiver);
~RenderingEngine();
void setResizable(bool resize);
video::IVideoDriver *getVideoDriver() { return driver; }
static const VideoDriverInfo &getVideoDriverInfo(irr::video::E_DRIVER_TYPE type);
static float getDisplayDensity();
bool setupTopLevelWindow();
bool setWindowIcon();
static bool print_video_modes();
void cleanupMeshCache();
void removeMesh(const scene::IMesh* mesh);
/**
* This takes 3d_mode into account - side-by-side will return a
* halved horizontal size.
*
* @return "window" size
*/
static v2u32 getWindowSize()
{
sanity_check(s_singleton);
return s_singleton->_getWindowSize();
}
io::IFileSystem *get_filesystem()
{
return m_device->getFileSystem();
}
static video::IVideoDriver *get_video_driver()
{
sanity_check(s_singleton && s_singleton->m_device);
return s_singleton->m_device->getVideoDriver();
}
scene::ISceneManager *get_scene_manager()
{
return m_device->getSceneManager();
}
static irr::IrrlichtDevice *get_raw_device()
{
sanity_check(s_singleton && s_singleton->m_device);
return s_singleton->m_device;
}
u32 get_timer_time()
{
return m_device->getTimer()->getTime();
}
gui::IGUIEnvironment *get_gui_env()
{
return m_device->getGUIEnvironment();
}
void draw_load_screen(const std::wstring &text,
gui::IGUIEnvironment *guienv, ITextureSource *tsrc,
float dtime = 0, int percent = 0, bool sky = true);
void draw_scene(video::SColor skycolor, bool show_hud,
bool show_minimap, bool draw_wield_tool, bool draw_crosshair);
void initialize(Client *client, Hud *hud);
void finalize();
bool run()
{
return m_device->run();
}
// FIXME: this is still global when it shouldn't be
static ShadowRenderer *get_shadow_renderer()
{
if (s_singleton && s_singleton->core)
return s_singleton->core->get_shadow_renderer();
return nullptr;
}
static std::vector<irr::video::E_DRIVER_TYPE> getSupportedVideoDrivers();
static void autosaveScreensizeAndCo(
const irr::core::dimension2d<u32> initial_screen_size,
const bool initial_window_maximized);
static bool shouldRender()
{
// On Android, pause rendering while the app is in background (generally not visible).
// Don't do this on desktop because windows can be partially visible.
#ifdef __ANDROID__
return get_raw_device()->isWindowActive();
#else
return true;
#endif
};
private:
v2u32 _getWindowSize() const;
std::unique_ptr<RenderingCore> core;
irr::IrrlichtDevice *m_device = nullptr;
irr::video::IVideoDriver *driver;
static RenderingEngine *s_singleton;
};