Refactor SceneRendering to simplify actors impl of drawing flow at high level
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@@ -131,11 +131,6 @@ void SpriteRender::Draw(RenderContext& renderContext)
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model->LODs[0].Draw(renderContext, _materialInstance, world, GetStaticFlags(), false, DrawModes, GetPerInstanceRandom());
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}
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void SpriteRender::DrawGeneric(RenderContext& renderContext)
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{
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Draw(renderContext);
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}
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void SpriteRender::Serialize(SerializeStream& stream, const void* otherObj)
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{
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// Base
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@@ -173,7 +168,7 @@ void SpriteRender::Deserialize(DeserializeStream& stream, ISerializeModifier* mo
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void SpriteRender::OnLayerChanged()
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{
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if (_sceneRenderingKey != -1)
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GetSceneRendering()->UpdateGeometry(this, _sceneRenderingKey);
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GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
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}
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void SpriteRender::OnEndPlay()
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@@ -193,7 +188,7 @@ void SpriteRender::OnEndPlay()
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void SpriteRender::OnEnable()
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{
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_sceneRenderingKey = GetSceneRendering()->AddGeometry(this);
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_sceneRenderingKey = GetSceneRendering()->AddActor(this);
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// Base
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Actor::OnEnable();
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@@ -201,7 +196,7 @@ void SpriteRender::OnEnable()
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void SpriteRender::OnDisable()
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{
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GetSceneRendering()->RemoveGeometry(this, _sceneRenderingKey);
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GetSceneRendering()->RemoveActor(this, _sceneRenderingKey);
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// Base
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Actor::OnDisable();
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@@ -218,5 +213,5 @@ void SpriteRender::OnTransformChanged()
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BoundingSphere::Transform(localSphere, world, _sphere);
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BoundingBox::FromSphere(_sphere, _box);
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if (_sceneRenderingKey != -1)
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GetSceneRendering()->UpdateGeometry(this, _sceneRenderingKey);
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GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
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}
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