Turn ModelRenderer and VoxelCache into traits
This commit is contained in:
committed by
Matthias Mailänder
parent
d427072cc9
commit
686040a316
@@ -44,6 +44,7 @@ namespace OpenRA.Graphics
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readonly List<IFinalizedRenderable> preparedAnnotationRenderables = new();
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readonly List<IRenderable> renderablesBuffer = new();
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readonly IRenderer[] renderers;
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internal WorldRenderer(ModData modData, World world)
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{
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@@ -66,11 +67,24 @@ namespace OpenRA.Graphics
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palette.Initialize();
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TerrainLighting = world.WorldActor.TraitOrDefault<ITerrainLighting>();
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renderers = world.WorldActor.TraitsImplementing<IRenderer>().ToArray();
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terrainRenderer = world.WorldActor.TraitOrDefault<IRenderTerrain>();
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debugVis = Exts.Lazy(() => world.WorldActor.TraitOrDefault<DebugVisualizations>());
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}
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public void BeginFrame()
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{
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foreach (var r in renderers)
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r.BeginFrame();
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}
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public void EndFrame()
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{
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foreach (var r in renderers)
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r.EndFrame();
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}
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public void UpdatePalettesForPlayer(string internalName, Color color, bool replaceExisting)
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{
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foreach (var pal in World.WorldActor.TraitsImplementing<ILoadsPlayerPalettes>())
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