Remove AUTO_VAR macro and _toString function (#592)

This commit is contained in:
void_17
2026-03-06 02:11:18 +07:00
committed by GitHub
parent 7d6658fe5b
commit 55231bb8d3
294 changed files with 5067 additions and 5773 deletions

View File

@@ -105,7 +105,7 @@ void Chunk::setPos(int x, int y, int z)
{
bb = shared_ptr<AABB>(AABB::newPermanent(-g, -g, -g, XZSIZE+g, SIZE+g, XZSIZE+g));
}
else
else
{
// 4J MGH - bounds are relative to the position now, so the AABB will be setup already, either above, or from the tesselator bounds.
// bb->set(-g, -g, -g, SIZE+g, SIZE+g, SIZE+g);
@@ -143,7 +143,7 @@ void Chunk::setPos(int x, int y, int z)
LeaveCriticalSection(&levelRenderer->m_csDirtyChunks);
}
void Chunk::translateToPos()
@@ -176,7 +176,7 @@ void Chunk::makeCopyForRebuild(Chunk *source)
this->clipChunk = NULL;
this->id = source->id;
this->globalRenderableTileEntities = source->globalRenderableTileEntities;
this->globalRenderableTileEntities_cs = source->globalRenderableTileEntities_cs;
this->globalRenderableTileEntities_cs = source->globalRenderableTileEntities_cs;
}
void Chunk::rebuild()
@@ -189,7 +189,7 @@ void Chunk::rebuild()
// if (!dirty) return;
PIXBeginNamedEvent(0,"Rebuild section A");
#ifdef _LARGE_WORLDS
Tesselator *t = Tesselator::getInstance();
#else
@@ -226,7 +226,7 @@ void Chunk::rebuild()
// Get the data for the level chunk that this render chunk is it (level chunk is 16 x 16 x 128,
// render chunk is 16 x 16 x 16. We wouldn't have to actually get all of it if the data was ordered differently, but currently
// it is ordered by x then z then y so just getting a small range of y out of it would involve getting the whole thing into
// the cache anyway.
// the cache anyway.
#ifdef _LARGE_WORLDS
unsigned char *tileIds = GetTileIdsStorage();
@@ -240,9 +240,9 @@ void Chunk::rebuild()
TileRenderer *tileRenderer = new TileRenderer(region, this->x, this->y, this->z, tileIds);
// AP - added a caching system for Chunk::rebuild to take advantage of
// Basically we're storing of copy of the tileIDs array inside the region so that calls to Region::getTile can grab data
// more quickly from this array rather than calling CompressedTileStorage. On the Vita the total thread time spent in
// Region::getTile went from 20% to 4%.
// Basically we're storing of copy of the tileIDs array inside the region so that calls to Region::getTile can grab data
// more quickly from this array rather than calling CompressedTileStorage. On the Vita the total thread time spent in
// Region::getTile went from 20% to 4%.
#ifdef __PSVITA__
int xc = x >> 4;
int zc = z >> 4;
@@ -278,7 +278,7 @@ void Chunk::rebuild()
if( yy == (Level::maxBuildHeight - 1) ) continue;
if(( xx == 0 ) || ( xx == 15 )) continue;
if(( zz == 0 ) || ( zz == 15 )) continue;
// Establish whether this tile and its neighbours are all made of rock, dirt, unbreakable tiles, or have already
// been determined to meet this criteria themselves and have a tile of 255 set.
if( !( ( tileId == Tile::stone_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue;
@@ -340,7 +340,7 @@ void Chunk::rebuild()
PIXBeginNamedEvent(0,"Rebuild section C");
Tesselator::Bounds bounds; // 4J MGH - added
{
// this was the old default clip bounds for the chunk, set in Chunk::setPos.
// this was the old default clip bounds for the chunk, set in Chunk::setPos.
float g = 6.0f;
bounds.boundingBox[0] = -g;
bounds.boundingBox[1] = -g;
@@ -401,7 +401,7 @@ void Chunk::rebuild()
t->begin();
t->offset((float)(-this->x), (float)(-this->y), (float)(-this->z));
}
Tile *tile = Tile::tiles[tileId];
if (currentLayer == 0 && tile->isEntityTile())
{
@@ -468,7 +468,7 @@ void Chunk::rebuild()
{
levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY1);
RenderManager.CBuffClear(lists + 1);
break;
break;
}
}
@@ -484,7 +484,6 @@ void Chunk::rebuild()
PIXEndNamedEvent();
PIXBeginNamedEvent(0,"Rebuild section D");
// 4J - have rewritten the way that tile entities are stored globally to make it work more easily with split screen. Chunks are now
// stored globally in the levelrenderer, in a hashmap with a special key made up from the dimension and chunk position (using same index
// as is used for global flags)
@@ -493,25 +492,25 @@ void Chunk::rebuild()
EnterCriticalSection(globalRenderableTileEntities_cs);
if( renderableTileEntities.size() )
{
AUTO_VAR(it, globalRenderableTileEntities->find(key));
if( it != globalRenderableTileEntities->end() )
auto it = globalRenderableTileEntities->find(key);
if( it != globalRenderableTileEntities->end() )
{
// We've got some renderable tile entities that we want associated with this chunk, and an existing list of things that used to be.
// We need to flag any that we don't need any more to be removed, keep those that we do, and add any new ones
// First pass - flag everything already existing to be removed
for( AUTO_VAR(it2, it->second.begin()); it2 != it->second.end(); it2++ )
for(auto& it2 : it->second)
{
(*it2)->setRenderRemoveStage(TileEntity::e_RenderRemoveStageFlaggedAtChunk);
it2->setRenderRemoveStage(TileEntity::e_RenderRemoveStageFlaggedAtChunk);
}
// Now go through the current list. If these are already in the list, then unflag the remove flag. If they aren't, then add
for( int i = 0; i < renderableTileEntities.size(); i++ )
for(const auto& it3 : renderableTileEntities)
{
AUTO_VAR(it2, find( it->second.begin(), it->second.end(), renderableTileEntities[i] ));
if( it2 == it->second.end() )
auto it2 = find(it->second.begin(), it->second.end(), it3);
if( it2 == it->second.end() )
{
(*globalRenderableTileEntities)[key].push_back(renderableTileEntities[i]);
(*globalRenderableTileEntities)[key].push_back(it3);
}
else
{
@@ -531,12 +530,12 @@ void Chunk::rebuild()
else
{
// Another easy case - we don't want any renderable tile entities associated with this chunk. Flag all to be removed.
AUTO_VAR(it, globalRenderableTileEntities->find(key));
if( it != globalRenderableTileEntities->end() )
auto it = globalRenderableTileEntities->find(key);
if( it != globalRenderableTileEntities->end() )
{
for( AUTO_VAR(it2, it->second.begin()); it2 != it->second.end(); it2++ )
for(auto& it2 : it->second)
{
(*it2)->setRenderRemoveStage(TileEntity::e_RenderRemoveStageFlaggedAtChunk);
it2->setRenderRemoveStage(TileEntity::e_RenderRemoveStageFlaggedAtChunk);
}
}
}
@@ -555,11 +554,11 @@ void Chunk::rebuild()
oldTileEntities.removeAll(renderableTileEntities);
globalRenderableTileEntities.removeAll(oldTileEntities);
*/
unordered_set<shared_ptr<TileEntity> > newTileEntities(renderableTileEntities.begin(),renderableTileEntities.end());
AUTO_VAR(endIt, oldTileEntities.end());
auto endIt = oldTileEntities.end();
for( unordered_set<shared_ptr<TileEntity> >::iterator it = oldTileEntities.begin(); it != endIt; it++ )
{
newTileEntities.erase(*it);
@@ -576,7 +575,7 @@ void Chunk::rebuild()
// 4J - All these new things added to globalRenderableTileEntities
AUTO_VAR(endItRTE, renderableTileEntities.end());
auto endItRTE = renderableTileEntities.end();
for( vector<shared_ptr<TileEntity> >::iterator it = renderableTileEntities.begin(); it != endItRTE; it++ )
{
oldTileEntities.erase(*it);
@@ -680,13 +679,13 @@ void Chunk::rebuild_SPU()
// Get the data for the level chunk that this render chunk is it (level chunk is 16 x 16 x 128,
// render chunk is 16 x 16 x 16. We wouldn't have to actually get all of it if the data was ordered differently, but currently
// it is ordered by x then z then y so just getting a small range of y out of it would involve getting the whole thing into
// the cache anyway.
// the cache anyway.
ChunkRebuildData* pOutData = NULL;
g_rebuildDataIn.buildForChunk(&region, level, x0, y0, z0);
Tesselator::Bounds bounds;
{
// this was the old default clip bounds for the chunk, set in Chunk::setPos.
// this was the old default clip bounds for the chunk, set in Chunk::setPos.
float g = 6.0f;
bounds.boundingBox[0] = -g;
bounds.boundingBox[1] = -g;
@@ -814,14 +813,14 @@ void Chunk::rebuild_SPU()
EnterCriticalSection(globalRenderableTileEntities_cs);
if( renderableTileEntities.size() )
{
AUTO_VAR(it, globalRenderableTileEntities->find(key));
auto it = globalRenderableTileEntities->find(key);
if( it != globalRenderableTileEntities->end() )
{
// We've got some renderable tile entities that we want associated with this chunk, and an existing list of things that used to be.
// We need to flag any that we don't need any more to be removed, keep those that we do, and add any new ones
// First pass - flag everything already existing to be removed
for( AUTO_VAR(it2, it->second.begin()); it2 != it->second.end(); it2++ )
for( auto it2 = it->second.begin(); it2 != it->second.end(); it2++ )
{
(*it2)->setRenderRemoveStage(TileEntity::e_RenderRemoveStageFlaggedAtChunk);
}
@@ -829,7 +828,7 @@ void Chunk::rebuild_SPU()
// Now go through the current list. If these are already in the list, then unflag the remove flag. If they aren't, then add
for( int i = 0; i < renderableTileEntities.size(); i++ )
{
AUTO_VAR(it2, find( it->second.begin(), it->second.end(), renderableTileEntities[i] ));
auto it2 = find( it->second.begin(), it->second.end(), renderableTileEntities[i] );
if( it2 == it->second.end() )
{
(*globalRenderableTileEntities)[key].push_back(renderableTileEntities[i]);
@@ -852,10 +851,10 @@ void Chunk::rebuild_SPU()
else
{
// Another easy case - we don't want any renderable tile entities associated with this chunk. Flag all to be removed.
AUTO_VAR(it, globalRenderableTileEntities->find(key));
auto it = globalRenderableTileEntities->find(key);
if( it != globalRenderableTileEntities->end() )
{
for( AUTO_VAR(it2, it->second.begin()); it2 != it->second.end(); it2++ )
for( auto it2 = it->second.begin(); it2 != it->second.end(); it2++ )
{
(*it2)->setRenderRemoveStage(TileEntity::e_RenderRemoveStageFlaggedAtChunk);
}
@@ -875,11 +874,11 @@ void Chunk::rebuild_SPU()
oldTileEntities.removeAll(renderableTileEntities);
globalRenderableTileEntities.removeAll(oldTileEntities);
*/
unordered_set<shared_ptr<TileEntity> > newTileEntities(renderableTileEntities.begin(),renderableTileEntities.end());
AUTO_VAR(endIt, oldTileEntities.end());
auto endIt = oldTileEntities.end();
for( unordered_set<shared_ptr<TileEntity> >::iterator it = oldTileEntities.begin(); it != endIt; it++ )
{
newTileEntities.erase(*it);
@@ -896,7 +895,7 @@ void Chunk::rebuild_SPU()
// 4J - All these new things added to globalRenderableTileEntities
AUTO_VAR(endItRTE, renderableTileEntities.end());
auto endItRTE = renderableTileEntities.end();
for( vector<shared_ptr<TileEntity> >::iterator it = renderableTileEntities.begin(); it != endItRTE; it++ )
{
oldTileEntities.erase(*it);