Rename VoxelRenderer to ModelRenderer.

This commit is contained in:
Paul Chote
2017-06-09 00:35:38 +01:00
committed by reaperrr
parent 4f42778d26
commit dc4c3fd546
8 changed files with 20 additions and 20 deletions

View File

@@ -17,14 +17,14 @@ using OpenRA.Primitives;
namespace OpenRA.Graphics
{
public class VoxelRenderProxy
public class ModelRenderProxy
{
public readonly Sprite Sprite;
public readonly Sprite ShadowSprite;
public readonly float ShadowDirection;
public readonly float3[] ProjectedShadowBounds;
public VoxelRenderProxy(Sprite sprite, Sprite shadowSprite, float3[] projectedShadowBounds, float shadowDirection)
public ModelRenderProxy(Sprite sprite, Sprite shadowSprite, float3[] projectedShadowBounds, float shadowDirection)
{
Sprite = sprite;
ShadowSprite = shadowSprite;
@@ -33,7 +33,7 @@ namespace OpenRA.Graphics
}
}
public sealed class VoxelRenderer : IDisposable
public sealed class ModelRenderer : IDisposable
{
// Static constants
static readonly float[] ShadowDiffuse = new float[] { 0, 0, 0 };
@@ -53,7 +53,7 @@ namespace OpenRA.Graphics
SheetBuilder sheetBuilder;
public VoxelRenderer(Renderer renderer, IShader shader)
public ModelRenderer(Renderer renderer, IShader shader)
{
this.renderer = renderer;
this.shader = shader;
@@ -78,7 +78,7 @@ namespace OpenRA.Graphics
shader.SetMatrix("View", view);
}
public VoxelRenderProxy RenderAsync(
public ModelRenderProxy RenderAsync(
WorldRenderer wr, IEnumerable<ModelAnimation> voxels, WRot camera, float scale,
float[] groundNormal, WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
PaletteReference color, PaletteReference normals, PaletteReference shadowPalette)
@@ -221,7 +221,7 @@ namespace OpenRA.Graphics
var screenLightVector = Util.MatrixVectorMultiply(invShadowTransform, ZVector);
screenLightVector = Util.MatrixVectorMultiply(cameraTransform, screenLightVector);
return new VoxelRenderProxy(sprite, shadowSprite, screenCorners, -screenLightVector[2] / screenLightVector[1]);
return new ModelRenderProxy(sprite, shadowSprite, screenCorners, -screenLightVector[2] / screenLightVector[1]);
}
static void CalculateSpriteGeometry(float2 tl, float2 br, float scale, out Size size, out int2 offset)

View File

@@ -113,9 +113,9 @@ namespace OpenRA.Graphics
worldRenderables = worldRenderables.Concat(World.Effects.SelectMany(e => e.Render(this)));
worldRenderables = worldRenderables.OrderBy(RenderableScreenZPositionComparisonKey);
Game.Renderer.WorldVoxelRenderer.BeginFrame();
Game.Renderer.WorldModelRenderer.BeginFrame();
var renderables = worldRenderables.Select(r => r.PrepareRender(this)).ToList();
Game.Renderer.WorldVoxelRenderer.EndFrame();
Game.Renderer.WorldModelRenderer.EndFrame();
return renderables;
}
@@ -182,14 +182,14 @@ namespace OpenRA.Graphics
if (World.OrderGenerator != null)
aboveShroudOrderGenerator = World.OrderGenerator.RenderAboveShroud(this, World);
Game.Renderer.WorldVoxelRenderer.BeginFrame();
Game.Renderer.WorldModelRenderer.BeginFrame();
var finalOverlayRenderables = aboveShroud
.Concat(aboveShroudSelected)
.Concat(aboveShroudEffects)
.Concat(aboveShroudOrderGenerator)
.Select(r => r.PrepareRender(this))
.ToList();
Game.Renderer.WorldVoxelRenderer.EndFrame();
Game.Renderer.WorldModelRenderer.EndFrame();
// HACK: Keep old grouping behaviour
foreach (var g in finalOverlayRenderables.GroupBy(prs => prs.GetType()))