Rename and tweak post-render interfaces.

This commit is contained in:
Paul Chote
2016-08-22 16:50:49 +01:00
parent f1990853df
commit 11805bb567
24 changed files with 129 additions and 143 deletions

View File

@@ -152,9 +152,9 @@ namespace OpenRA.Graphics
if (enableDepthBuffer)
Game.Renderer.ClearDepthBuffer();
foreach (var a in World.ActorsWithTrait<IPostRender>())
foreach (var a in World.ActorsWithTrait<IRenderAboveWorld>())
if (a.Actor.IsInWorld && !a.Actor.Disposed)
a.Trait.RenderAfterWorld(this, a.Actor);
a.Trait.RenderAboveWorld(a.Actor, this);
var renderShroud = World.RenderPlayer != null ? World.RenderPlayer.Shroud : null;
@@ -162,7 +162,7 @@ namespace OpenRA.Graphics
Game.Renderer.ClearDepthBuffer();
foreach (var a in World.ActorsWithTrait<IRenderShroud>())
a.Trait.RenderShroud(this, renderShroud);
a.Trait.RenderShroud(renderShroud, this);
if (devTrait.Value != null && devTrait.Value.ShowDebugGeometry)
for (var i = 0; i < renderables.Count; i++)
@@ -174,8 +174,8 @@ namespace OpenRA.Graphics
Game.Renderer.DisableScissor();
var overlayRenderables = World.Selection.Actors.Where(a => !a.Disposed)
.SelectMany(a => a.TraitsImplementing<IPostRenderSelection>())
.SelectMany(t => t.RenderAfterWorld(this));
.SelectMany(a => a.TraitsImplementing<IRenderAboveShroudWhenSelected>()
.SelectMany(t => t.RenderAboveShroud(a, this)));
Game.Renderer.WorldVoxelRenderer.BeginFrame();
var finalOverlayRenderables = overlayRenderables.Select(r => r.PrepareRender(this));