big pile of Render refactoring
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@@ -23,13 +23,11 @@ namespace OpenRA.Graphics
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Sheet terrainSheet;
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World world;
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Renderer renderer;
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Map map;
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public TerrainRenderer(World world, Renderer renderer, WorldRenderer wr)
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public TerrainRenderer(World world, WorldRenderer wr)
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{
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this.world = world;
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this.renderer = renderer;
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this.map = world.Map;
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Size tileSize = new Size( Game.CellSize, Game.CellSize );
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@@ -58,10 +56,10 @@ namespace OpenRA.Graphics
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throw new InvalidOperationException("Terrain sprites span multiple sheets");
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}
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vertexBuffer = renderer.Device.CreateVertexBuffer( vertices.Length );
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vertexBuffer = Game.Renderer.Device.CreateVertexBuffer( vertices.Length );
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vertexBuffer.SetData( vertices );
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indexBuffer = renderer.Device.CreateIndexBuffer( indices.Length );
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indexBuffer = Game.Renderer.Device.CreateIndexBuffer( indices.Length );
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indexBuffer.SetData( indices );
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}
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@@ -93,12 +91,12 @@ namespace OpenRA.Graphics
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if( lastRow < firstRow ) lastRow = firstRow;
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renderer.SpriteShader.SetValue( "DiffuseTexture", terrainSheet.Texture );
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renderer.SpriteShader.Render(() =>
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renderer.DrawBatch(vertexBuffer, indexBuffer,
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Game.Renderer.SpriteShader.SetValue( "DiffuseTexture", terrainSheet.Texture );
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Game.Renderer.SpriteShader.Render(() =>
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Game.Renderer.DrawBatch(vertexBuffer, indexBuffer,
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new Range<int>(verticesPerRow * firstRow, verticesPerRow * lastRow),
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new Range<int>(indicesPerRow * firstRow, indicesPerRow * lastRow),
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PrimitiveType.TriangleList, renderer.SpriteShader));
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PrimitiveType.TriangleList, Game.Renderer.SpriteShader));
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foreach (var r in world.WorldActor.traits.WithInterface<IRenderOverlay>())
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r.Render();
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