Rename VoxelRenderer to ModelRenderer.
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@@ -17,14 +17,14 @@ using OpenRA.Primitives;
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namespace OpenRA.Graphics
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{
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public class VoxelRenderProxy
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public class ModelRenderProxy
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{
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public readonly Sprite Sprite;
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public readonly Sprite ShadowSprite;
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public readonly float ShadowDirection;
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public readonly float3[] ProjectedShadowBounds;
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public VoxelRenderProxy(Sprite sprite, Sprite shadowSprite, float3[] projectedShadowBounds, float shadowDirection)
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public ModelRenderProxy(Sprite sprite, Sprite shadowSprite, float3[] projectedShadowBounds, float shadowDirection)
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{
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Sprite = sprite;
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ShadowSprite = shadowSprite;
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@@ -33,7 +33,7 @@ namespace OpenRA.Graphics
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}
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}
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public sealed class VoxelRenderer : IDisposable
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public sealed class ModelRenderer : IDisposable
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{
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// Static constants
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static readonly float[] ShadowDiffuse = new float[] { 0, 0, 0 };
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@@ -53,7 +53,7 @@ namespace OpenRA.Graphics
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SheetBuilder sheetBuilder;
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public VoxelRenderer(Renderer renderer, IShader shader)
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public ModelRenderer(Renderer renderer, IShader shader)
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{
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this.renderer = renderer;
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this.shader = shader;
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@@ -78,7 +78,7 @@ namespace OpenRA.Graphics
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shader.SetMatrix("View", view);
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}
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public VoxelRenderProxy RenderAsync(
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public ModelRenderProxy RenderAsync(
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WorldRenderer wr, IEnumerable<ModelAnimation> voxels, 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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@@ -221,7 +221,7 @@ namespace OpenRA.Graphics
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var screenLightVector = Util.MatrixVectorMultiply(invShadowTransform, ZVector);
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screenLightVector = Util.MatrixVectorMultiply(cameraTransform, screenLightVector);
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return new VoxelRenderProxy(sprite, shadowSprite, screenCorners, -screenLightVector[2] / screenLightVector[1]);
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return new ModelRenderProxy(sprite, shadowSprite, screenCorners, -screenLightVector[2] / screenLightVector[1]);
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}
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static void CalculateSpriteGeometry(float2 tl, float2 br, float scale, out Size size, out int2 offset)
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@@ -113,9 +113,9 @@ namespace OpenRA.Graphics
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worldRenderables = worldRenderables.Concat(World.Effects.SelectMany(e => e.Render(this)));
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worldRenderables = worldRenderables.OrderBy(RenderableScreenZPositionComparisonKey);
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Game.Renderer.WorldVoxelRenderer.BeginFrame();
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Game.Renderer.WorldModelRenderer.BeginFrame();
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var renderables = worldRenderables.Select(r => r.PrepareRender(this)).ToList();
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Game.Renderer.WorldVoxelRenderer.EndFrame();
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Game.Renderer.WorldModelRenderer.EndFrame();
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return renderables;
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}
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@@ -182,14 +182,14 @@ namespace OpenRA.Graphics
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if (World.OrderGenerator != null)
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aboveShroudOrderGenerator = World.OrderGenerator.RenderAboveShroud(this, World);
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Game.Renderer.WorldVoxelRenderer.BeginFrame();
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Game.Renderer.WorldModelRenderer.BeginFrame();
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var finalOverlayRenderables = aboveShroud
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.Concat(aboveShroudSelected)
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.Concat(aboveShroudEffects)
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.Concat(aboveShroudOrderGenerator)
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.Select(r => r.PrepareRender(this))
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.ToList();
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Game.Renderer.WorldVoxelRenderer.EndFrame();
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Game.Renderer.WorldModelRenderer.EndFrame();
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// HACK: Keep old grouping behaviour
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foreach (var g in finalOverlayRenderables.GroupBy(prs => prs.GetType()))
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