Remove AUTO_VAR macro and _toString function (#592)
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@@ -186,7 +186,7 @@ GameRenderer::~GameRenderer()
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}
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void GameRenderer::tick(bool first) // 4J - add bFirst
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{
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{
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tickFov();
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tickLightTexture(); // 4J - change brought forward from 1.8.2
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fogBrO = fogBr;
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@@ -308,11 +308,9 @@ void GameRenderer::pick(float a)
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vector<shared_ptr<Entity> > *objects = mc->level->getEntities(mc->cameraTargetPlayer, mc->cameraTargetPlayer->bb->expand(b->x * (range), b->y * (range), b->z * (range))->grow(overlap, overlap, overlap));
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double nearest = dist;
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AUTO_VAR(itEnd, objects->end());
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for (AUTO_VAR(it, objects->begin()); it != itEnd; it++)
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{
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shared_ptr<Entity> e = *it; //objects->at(i);
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if (!e->isPickable()) continue;
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for (auto& e : *objects )
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{
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if ( e == nullptr || !e->isPickable() ) continue;
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float rr = e->getPickRadius();
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AABB *bb = e->bb->grow(rr, rr, rr);
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@@ -325,7 +323,7 @@ void GameRenderer::pick(float a)
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nearest = 0;
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}
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}
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else if (p != NULL)
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else if (p != nullptr)
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{
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double dd = from->distanceTo(p->pos);
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if (e == mc->cameraTargetPlayer->riding != NULL)
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@@ -335,7 +333,7 @@ void GameRenderer::pick(float a)
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hovered = e;
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}
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}
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else
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else
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{
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hovered = e;
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nearest = dd;
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@@ -595,7 +593,7 @@ void GameRenderer::unZoomRegion()
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void GameRenderer::getFovAndAspect(float& fov, float& aspect, float a, bool applyEffects)
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{
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// 4J - split out aspect ratio and fov here so we can adjust for viewports - we might need to revisit these as
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// they are maybe be too generous for performance.
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// they are maybe be too generous for performance.
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aspect = mc->width / (float) mc->height;
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fov = getFov(a, applyEffects);
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@@ -735,14 +733,14 @@ void GameRenderer::renderItemInHand(float a, int eye)
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bool bNoLegAnim =(localplayer->getAnimOverrideBitmask()&( (1<<HumanoidModel::eAnim_NoLegAnim) | (1<<HumanoidModel::eAnim_NoBobbing) ))!=0;
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if(app.GetGameSettings(localplayer->GetXboxPad(),eGameSetting_ViewBob) && !localplayer->abilities.flying && !bNoLegAnim) bobView(a);
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// 4J: Skip hand rendering if render hand is off
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// 4J: Skip hand rendering if render hand is off
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if (renderHand)
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{
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// 4J-PB - changing this to be per player
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//if (!mc->options->thirdPersonView && !mc->cameraTargetPlayer->isSleeping())
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if (!localplayer->ThirdPersonView() && !mc->cameraTargetPlayer->isSleeping())
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{
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if (!mc->options->hideGui && !mc->gameMode->isCutScene())
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if (!mc->options->hideGui && !mc->gameMode->isCutScene())
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{
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turnOnLightLayer(a);
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PIXBeginNamedEvent(0,"Item in hand render");
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@@ -770,7 +768,7 @@ void GameRenderer::renderItemInHand(float a, int eye)
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// 4J - change brought forward from 1.8.2
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void GameRenderer::turnOffLightLayer(double alpha)
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{ // 4J - TODO
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#if 0
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#if 0
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if (SharedConstants::TEXTURE_LIGHTING)
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{
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glClientActiveTexture(GL_TEXTURE1);
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@@ -1111,7 +1109,7 @@ int GameRenderer::runUpdate(LPVOID lpParam)
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Vec3::CreateNewThreadStorage();
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AABB::CreateNewThreadStorage();
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IntCache::CreateNewThreadStorage();
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Tesselator::CreateNewThreadStorage(1024*1024);
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Tesselator::CreateNewThreadStorage(1024*1024);
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Compression::UseDefaultThreadStorage();
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RenderManager.InitialiseContext();
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#ifdef _LARGE_WORLDS
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@@ -1185,7 +1183,7 @@ int GameRenderer::runUpdate(LPVOID lpParam)
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AABB::resetPool();
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Vec3::resetPool();
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IntCache::Reset();
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IntCache::Reset();
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m_updateEvents->Set(eUpdateEventIsFinished);
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}
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@@ -1217,7 +1215,7 @@ void GameRenderer::DisableUpdateThread()
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if( !updateRunning) return;
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app.DebugPrintf("------------------DisableUpdateThread--------------------\n");
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updateRunning = false;
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m_updateEvents->Clear(eUpdateCanRun);
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m_updateEvents->Clear(eUpdateCanRun);
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m_updateEvents->WaitForSingle(eUpdateEventIsFinished,INFINITE);
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#endif
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}
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@@ -1588,7 +1586,7 @@ void GameRenderer::renderSnowAndRain(float a)
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turnOnLightLayer(a);
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if (rainXa == NULL)
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if (rainXa == NULL)
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{
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rainXa = new float[32 * 32];
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rainZa = new float[32 * 32];
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@@ -1709,9 +1707,9 @@ void GameRenderer::renderSnowAndRain(float a)
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float Alpha = ((1 - dd * dd) * 0.5f + 0.5f) * rainLevel;
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int tex2 = (level->getLightColor(x, yl, z, 0) * 3 + 0xf000f0) / 4;
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t->tileRainQuad(x - xa + 0.5, yy0, z - za + 0.5, 0 * s, yy0 * s / 4.0f + ra * s,
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x + xa + 0.5, yy0, z + za + 0.5, 1 * s, yy0 * s / 4.0f + ra * s,
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x + xa + 0.5, yy1, z + za + 0.5, 1 * s, yy1 * s / 4.0f + ra * s,
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x - xa + 0.5, yy1, z - za + 0.5, 0 * s, yy1 * s / 4.0f + ra * s,
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x + xa + 0.5, yy0, z + za + 0.5, 1 * s, yy0 * s / 4.0f + ra * s,
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x + xa + 0.5, yy1, z + za + 0.5, 1 * s, yy1 * s / 4.0f + ra * s,
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x - xa + 0.5, yy1, z - za + 0.5, 0 * s, yy1 * s / 4.0f + ra * s,
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br, br, br, Alpha, br, br, br, 0, tex2);
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#else
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t->tex2(level->getLightColor(x, yl, z, 0));
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@@ -1747,9 +1745,9 @@ void GameRenderer::renderSnowAndRain(float a)
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float Alpha = ((1 - dd * dd) * 0.3f + 0.5f) * rainLevel;
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int tex2 = (level->getLightColor(x, yl, z, 0) * 3 + 0xf000f0) / 4;
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t->tileRainQuad(x - xa + 0.5, yy0, z - za + 0.5, 0 * s + uo, yy0 * s / 4.0f + ra * s + vo,
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x + xa + 0.5, yy0, z + za + 0.5, 1 * s + uo, yy0 * s / 4.0f + ra * s + vo,
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x + xa + 0.5, yy1, z + za + 0.5, 1 * s + uo, yy1 * s / 4.0f + ra * s + vo,
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x - xa + 0.5, yy1, z - za + 0.5, 0 * s + uo, yy1 * s / 4.0f + ra * s + vo,
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x + xa + 0.5, yy0, z + za + 0.5, 1 * s + uo, yy0 * s / 4.0f + ra * s + vo,
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x + xa + 0.5, yy1, z + za + 0.5, 1 * s + uo, yy1 * s / 4.0f + ra * s + vo,
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x - xa + 0.5, yy1, z - za + 0.5, 0 * s + uo, yy1 * s / 4.0f + ra * s + vo,
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br, br, br, Alpha, br, br, br, Alpha, tex2);
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#else
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t->tex2((level->getLightColor(x, yl, z, 0) * 3 + 0xf000f0) / 4);
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