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

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