Split IFinalizedRenderable from Renderable to remove mutable structs.

This commit is contained in:
Paul Chote
2015-02-03 08:30:33 +00:00
parent 1eb6c984f5
commit a495a2f528
12 changed files with 134 additions and 127 deletions

View File

@@ -15,7 +15,7 @@ using OpenRA.Graphics;
namespace OpenRA.Mods.RA.Graphics
{
struct TeslaZapRenderable : IRenderable
struct TeslaZapRenderable : IRenderable, IFinalizedRenderable
{
static int[][] steps = new[]
{
@@ -38,7 +38,7 @@ namespace OpenRA.Mods.RA.Graphics
WPos cachedPos;
WVec cachedLength;
IEnumerable<IRenderable> cache;
IEnumerable<IFinalizedRenderable> cache;
public TeslaZapRenderable(WPos pos, int zOffset, WVec length, string image, int brightZaps, int dimZaps, string palette)
{
@@ -52,7 +52,7 @@ namespace OpenRA.Mods.RA.Graphics
cachedPos = WPos.Zero;
cachedLength = WVec.Zero;
cache = new IRenderable[] { };
cache = new IFinalizedRenderable[] { };
}
public WPos Pos { get { return pos; } }
@@ -67,7 +67,7 @@ namespace OpenRA.Mods.RA.Graphics
public IRenderable OffsetBy(WVec vec) { return new TeslaZapRenderable(pos + vec, zOffset, length, image, brightZaps, dimZaps, palette); }
public IRenderable AsDecoration() { return this; }
public void BeforeRender(WorldRenderer wr) { }
public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; }
public void RenderDebugGeometry(WorldRenderer wr) { }
public void Render(WorldRenderer wr)
{
@@ -77,7 +77,7 @@ namespace OpenRA.Mods.RA.Graphics
cache.Do(c => c.Render(wr));
}
public IEnumerable<IRenderable> GenerateRenderables(WorldRenderer wr)
public IEnumerable<IFinalizedRenderable> GenerateRenderables(WorldRenderer wr)
{
var bright = wr.World.Map.SequenceProvider.GetSequence(image, "bright");
var dim = wr.World.Map.SequenceProvider.GetSequence(image, "dim");
@@ -93,13 +93,13 @@ namespace OpenRA.Mods.RA.Graphics
yield return z;
}
static IEnumerable<IRenderable> DrawZapWandering(WorldRenderer wr, float2 from, float2 to, Sequence s, string pal)
static IEnumerable<IFinalizedRenderable> DrawZapWandering(WorldRenderer wr, float2 from, float2 to, Sequence s, string pal)
{
var z = float2.Zero; /* hack */
var dist = to - from;
var norm = (1f / dist.Length) * new float2(-dist.Y, dist.X);
var renderables = new List<IRenderable>();
var renderables = new List<IFinalizedRenderable>();
if (Game.CosmeticRandom.Next(2) != 0)
{
var p1 = from + (1 / 3f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
@@ -120,12 +120,12 @@ namespace OpenRA.Mods.RA.Graphics
return renderables;
}
static IEnumerable<IRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, Sequence s, out float2 p, string palette)
static IEnumerable<IFinalizedRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, Sequence s, out float2 p, string palette)
{
var dist = to - from;
var q = new float2(-dist.Y, dist.X);
var c = -float2.Dot(from, q);
var rs = new List<IRenderable>();
var rs = new List<IFinalizedRenderable>();
var z = from;
var pal = wr.Palette(palette);
@@ -135,7 +135,7 @@ namespace OpenRA.Mods.RA.Graphics
.MinBy(t => Math.Abs(float2.Dot(z + new float2(t[0], t[1]), q) + c));
var pos = wr.Position((z + new float2(step[2], step[3])).ToInt2());
rs.Add(new SpriteRenderable(s.GetSprite(step[4]), pos, WVec.Zero, 0, pal, 1f, true));
rs.Add(new SpriteRenderable(s.GetSprite(step[4]), pos, WVec.Zero, 0, pal, 1f, true).PrepareRender(wr));
z += new float2(step[0], step[1]);
if (rs.Count >= 1000)