Introduce Renderable.BeforeRender().
WorldRenderer.Draw() has been slightly reorganized to ensure that BeforeRender is called before any drawing render state (e.g. scissor) has been set.
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@@ -68,7 +68,7 @@ namespace OpenRA.Graphics
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public PaletteReference Palette(string name) { return palettes[name]; }
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public void AddPalette(string name, Palette pal, bool allowModifiers) { palette.AddPalette(name, pal, allowModifiers); }
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void DrawRenderables()
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List<IRenderable> GenerateRenderables()
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{
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var bounds = Game.viewport.WorldBounds(world);
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var comparer = new RenderableComparer(this);
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@@ -81,17 +81,16 @@ namespace OpenRA.Graphics
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.OrderBy(r => r, comparer);
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// Effects are drawn on top of all actors
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var effectRenderables = world.Effects.SelectMany(e => e.Render(this));
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// TODO: Allow effects to be interleaved with actors
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worldRenderables.Do(rr => rr.Render(this));
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effectRenderables.Do(rr => rr.Render(this));
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var effectRenderables = world.Effects
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.SelectMany(e => e.Render(this));
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if (devTrait.Value != null && devTrait.Value.ShowDebugGeometry)
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{
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worldRenderables.Do(rr => rr.RenderDebugGeometry(this));
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effectRenderables.Do(rr => rr.RenderDebugGeometry(this));
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}
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// Iterating via foreach() copies the structs, so enumerate by index
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var renderables = worldRenderables.Concat(effectRenderables).ToList();
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for (var i = 0; i < renderables.Count; i++)
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renderables[i].BeforeRender(this);
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return renderables;
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}
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public void Draw()
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@@ -101,6 +100,7 @@ namespace OpenRA.Graphics
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if (world.IsShellmap && !Game.Settings.Game.ShowShellmap)
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return;
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var renderables = GenerateRenderables();
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var bounds = Game.viewport.ViewBounds(world);
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Game.Renderer.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height);
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@@ -119,7 +119,8 @@ namespace OpenRA.Graphics
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if (world.OrderGenerator != null)
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world.OrderGenerator.RenderBeforeWorld(this, world);
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DrawRenderables();
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for (var i = 0; i < renderables.Count; i++)
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renderables[i].Render(this);
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// added for contrails
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foreach (var a in world.ActorsWithTrait<IPostRender>())
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@@ -131,6 +132,11 @@ namespace OpenRA.Graphics
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var renderShroud = world.RenderPlayer != null ? world.RenderPlayer.Shroud : null;
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shroudRenderer.Draw(this, renderShroud);
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if (devTrait.Value != null && devTrait.Value.ShowDebugGeometry)
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for (var i = 0; i < renderables.Count; i++)
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renderables[i].RenderDebugGeometry(this);
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Game.Renderer.DisableScissor();
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foreach (var g in world.Selection.Actors.Where(a => !a.Destroyed)
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