From 89b8ffa013c10db57be14fbdd59757c08c243e18 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 23 Feb 2026 17:35:48 +0000 Subject: Tidy the preFrame logic into a single function in SceneRenderer Clients now just call that one helper and SceneProvider passes in all the renderables. --- test/test-assetFactory.cpp | 15 ++++++++++----- 1 file changed, 10 insertions(+), 5 deletions(-) (limited to 'test/test-assetFactory.cpp') diff --git a/test/test-assetFactory.cpp b/test/test-assetFactory.cpp index ff38369..8dbe53d 100644 --- a/test/test-assetFactory.cpp +++ b/test/test-assetFactory.cpp @@ -69,16 +69,21 @@ namespace { } void - render(float dist) + forEachRenderable(const RenderableProcessor & func) const override { - sceneRenderer.camera.setView({-dist, dist * 1.2F, dist * 1.2F}, south + east + down); - const auto & [camFrust, lightFrust] = sceneRenderer.preFrame({{0.9, 0.5}}); for (const auto & [assetId, asset] : gameState.assets) { if (const auto renderable = asset.getAs()) { - renderable->preFrame(camFrust, lightFrust); + func(renderable); } } - gameState.world.apply(&Renderable::preFrame, camFrust, lightFrust); + gameState.world.apply(func); + } + + void + render(float dist) + { + sceneRenderer.camera.setView({-dist, dist * 1.2F, dist * 1.2F}, south + east + down); + sceneRenderer.preFrame(*this, {{0.9, 0.5}}); sceneRenderer.render(*this); } -- cgit v1.3