refactor: removed parameters on triangle batch calls on TriangleBatcher for multi window support

This commit is contained in:
2026-01-28 22:19:04 +03:00
parent c68de39c83
commit b9f3227f73
2 changed files with 6 additions and 7 deletions

View File

@@ -19,8 +19,11 @@ public class MonoGameTriangleBatch : Behaviour, ITriangleBatch, IFirstFrameUpdat
private BasicEffect basicEffect = null!; private BasicEffect basicEffect = null!;
private readonly RasterizerState rasterizerState = new() { CullMode = CullMode.None }; private readonly RasterizerState rasterizerState = new() { CullMode = CullMode.None };
private ICamera camera = null!;
public void FirstActiveFrame() public void FirstActiveFrame()
{ {
camera = Universe.FindRequiredBehaviour<ICamera>();
GraphicsDevice graphicsDevice = Universe.FindRequiredBehaviour<MonoGameWindowContainer>().Window.GraphicsDevice; GraphicsDevice graphicsDevice = Universe.FindRequiredBehaviour<MonoGameWindowContainer>().Window.GraphicsDevice;
this.graphicsDevice = graphicsDevice; this.graphicsDevice = graphicsDevice;
basicEffect = new(graphicsDevice); basicEffect = new(graphicsDevice);
@@ -47,8 +50,8 @@ public class MonoGameTriangleBatch : Behaviour, ITriangleBatch, IFirstFrameUpdat
{ {
Viewport viewport = graphicsDevice.Viewport; Viewport viewport = graphicsDevice.Viewport;
this.view = (view ?? Matrix4x4.Identity).Transposed.ToXnaMatrix(); this.view = (view ?? camera.ViewMatrix).Transposed.ToXnaMatrix();
this.projection = (projection ?? Matrix4x4.CreateOrthographicViewCentered(viewport.Width, viewport.Height)).Transposed.ToXnaMatrix(); this.projection = (projection ?? camera.ProjectionMatrix).Transposed.ToXnaMatrix();
} }
public void End() => Flush(); public void End() => Flush();

View File

@@ -10,14 +10,10 @@ public class TriangleBatcher : Behaviour, IFirstFrameUpdate, ILastFrameUpdate, I
private static System.Func<IBehaviour, int> GetPriority() => (b) => b.Priority; private static System.Func<IBehaviour, int> GetPriority() => (b) => b.Priority;
private readonly BehaviourCollector<ITriangleBatch> triangleBatches = new(); private readonly BehaviourCollector<ITriangleBatch> triangleBatches = new();
private ICamera camera = null!;
private readonly ActiveBehaviourCollectorOrdered<int, IDrawableTriangle> drawableShapes = new(GetPriority(), SortByAscendingPriority()); private readonly ActiveBehaviourCollectorOrdered<int, IDrawableTriangle> drawableShapes = new(GetPriority(), SortByAscendingPriority());
public void FirstActiveFrame() public void FirstActiveFrame()
{ {
camera = Universe.FindRequiredBehaviour<ICamera>();
drawableShapes.Assign(Universe); drawableShapes.Assign(Universe);
triangleBatches.Assign(Universe); triangleBatches.Assign(Universe);
} }
@@ -27,7 +23,7 @@ public class TriangleBatcher : Behaviour, IFirstFrameUpdate, ILastFrameUpdate, I
for (int i = 0; i < triangleBatches.Count; i++) for (int i = 0; i < triangleBatches.Count; i++)
{ {
ITriangleBatch triangleBatch = triangleBatches[i]; ITriangleBatch triangleBatch = triangleBatches[i];
triangleBatch.Begin(camera.ViewMatrix, camera.ProjectionMatrix); triangleBatch.Begin();
for (int j = 0; j < drawableShapes.Count; j++) for (int j = 0; j < drawableShapes.Count; j++)
drawableShapes[j].Draw(triangleBatch); drawableShapes[j].Draw(triangleBatch);
triangleBatch.End(); triangleBatch.End();