Fix remaining voxel references in Game.
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@@ -79,7 +79,7 @@ namespace OpenRA.Graphics
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}
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public ModelRenderProxy RenderAsync(
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WorldRenderer wr, IEnumerable<ModelAnimation> voxels, WRot camera, float scale,
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WorldRenderer wr, IEnumerable<ModelAnimation> models, WRot camera, float scale,
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float[] groundNormal, WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
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PaletteReference color, PaletteReference normals, PaletteReference shadowPalette)
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{
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@@ -105,18 +105,18 @@ namespace OpenRA.Graphics
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var stl = new float2(float.MaxValue, float.MaxValue);
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var sbr = new float2(float.MinValue, float.MinValue);
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foreach (var v in voxels)
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foreach (var m in models)
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{
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// Convert screen offset back to world coords
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var offsetVec = Util.MatrixVectorMultiply(invCameraTransform, wr.ScreenVector(v.OffsetFunc()));
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var offsetVec = Util.MatrixVectorMultiply(invCameraTransform, wr.ScreenVector(m.OffsetFunc()));
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var offsetTransform = Util.TranslationMatrix(offsetVec[0], offsetVec[1], offsetVec[2]);
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var worldTransform = v.RotationFunc().Aggregate(Util.IdentityMatrix(),
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var worldTransform = m.RotationFunc().Aggregate(Util.IdentityMatrix(),
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(x, y) => Util.MatrixMultiply(Util.MakeFloatMatrix(y.AsMatrix()), x));
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worldTransform = Util.MatrixMultiply(scaleTransform, worldTransform);
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worldTransform = Util.MatrixMultiply(offsetTransform, worldTransform);
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var bounds = v.Model.Bounds(v.FrameFunc());
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var bounds = m.Model.Bounds(m.FrameFunc());
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var worldBounds = Util.MatrixAABBMultiply(worldTransform, bounds);
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var screenBounds = Util.MatrixAABBMultiply(cameraTransform, worldBounds);
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var shadowBounds = Util.MatrixAABBMultiply(shadowTransform, worldBounds);
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@@ -177,13 +177,13 @@ namespace OpenRA.Graphics
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doRender.Add(Pair.New<Sheet, Action>(sprite.Sheet, () =>
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{
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foreach (var v in voxels)
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foreach (var m in models)
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{
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// Convert screen offset to world offset
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var offsetVec = Util.MatrixVectorMultiply(invCameraTransform, wr.ScreenVector(v.OffsetFunc()));
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var offsetVec = Util.MatrixVectorMultiply(invCameraTransform, wr.ScreenVector(m.OffsetFunc()));
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var offsetTransform = Util.TranslationMatrix(offsetVec[0], offsetVec[1], offsetVec[2]);
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var rotations = v.RotationFunc().Aggregate(Util.IdentityMatrix(),
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var rotations = m.RotationFunc().Aggregate(Util.IdentityMatrix(),
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(x, y) => Util.MatrixMultiply(Util.MakeFloatMatrix(y.AsMatrix()), x));
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var worldTransform = Util.MatrixMultiply(scaleTransform, rotations);
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worldTransform = Util.MatrixMultiply(offsetTransform, worldTransform);
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@@ -196,11 +196,11 @@ namespace OpenRA.Graphics
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var lightTransform = Util.MatrixMultiply(Util.MatrixInverse(rotations), invShadowTransform);
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var frame = v.FrameFunc();
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for (uint i = 0; i < v.Model.Sections; i++)
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var frame = m.FrameFunc();
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for (uint i = 0; i < m.Model.Sections; i++)
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{
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var rd = v.Model.RenderData(i);
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var t = v.Model.TransformationMatrix(i, frame);
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var rd = m.Model.RenderData(i);
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var t = m.Model.TransformationMatrix(i, frame);
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var it = Util.MatrixInverse(t);
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if (it == null)
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throw new InvalidOperationException("Failed to invert the transformed matrix of frame {0} during RenderAsync.".F(i));
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@@ -212,7 +212,7 @@ namespace OpenRA.Graphics
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lightAmbientColor, lightDiffuseColor, color.TextureMidIndex, normals.TextureMidIndex);
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// Disable shadow normals by forcing zero diffuse and identity ambient light
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if (v.ShowShadow)
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if (m.ShowShadow)
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Render(rd, wr.World.ModelCache, Util.MatrixMultiply(shadow, t), lightDirection,
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ShadowAmbient, ShadowDiffuse, shadowPalette.TextureMidIndex, normals.TextureMidIndex);
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}
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