Splits PrepareScene and remove intermediates

We don't need to have intermediate functions as they don't add something
useful.
This commit is contained in:
Vladislav Belov
2026-07-13 00:40:36 +02:00
parent 43dd988ee7
commit d2375de187
6 changed files with 67 additions and 63 deletions
+23 -15
View File
@@ -196,9 +196,16 @@ const CCamera& CGameView::GetCamera() const
return m->ViewCamera;
}
const CCamera& CGameView::GetCullCamera() const
{
return m->CullCamera;
}
void CGameView::SetCamera(const CCamera& camera)
{
m->ViewCamera = camera;
UpdateCullCamera();
}
CCinemaManager* CGameView::GetCinema()
@@ -236,22 +243,9 @@ void CGameView::RegisterInit()
}, L"TerrainTextures", 61);
}
void CGameView::BeginFrame()
void CGameView::EnumerateSceneObjects()
{
if (m->LockCullCamera == false)
{
// Set up cull camera
m->CullCamera = m->ViewCamera;
}
g_Renderer.GetSceneRenderer().SetSceneCamera(m->ViewCamera, m->CullCamera);
m->Game->CachePlayerColors();
}
void CGameView::Prepare(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
g_Renderer.GetSceneRenderer().PrepareScene(deviceCommandContext, *this);
g_Renderer.GetSceneRenderer().EnumerateSceneObjects(*this);
}
///////////////////////////////////////////////////////////
@@ -297,6 +291,12 @@ void CGameView::Update(const float deltaRealTime)
{
m->MiniMapTexture.Update(deltaRealTime);
UpdateCamera(deltaRealTime);
UpdateCullCamera();
}
void CGameView::UpdateCamera(const float deltaRealTime)
{
m->CinemaManager.Update(deltaRealTime, m->ViewCamera);
if (m->CinemaManager.IsPlaying())
return;
@@ -311,6 +311,12 @@ void CGameView::Update(const float deltaRealTime)
m->CameraController->Update(deltaRealTime);
}
void CGameView::UpdateCullCamera()
{
if (!m->LockCullCamera)
m->CullCamera = m->ViewCamera;
}
CVector3D CGameView::GetCameraPivot() const
{
return m->CameraController->GetCameraPivot();
@@ -334,6 +340,8 @@ float CGameView::GetCameraZoom() const
void CGameView::SetCamera(const CVector3D& pos, float rotX, float rotY, float zoom)
{
m->CameraController->SetCamera(pos, rotX, rotY, zoom);
UpdateCullCamera();
}
void CGameView::MoveCameraTarget(const CVector3D& target)