From 55231bb8d3e1a4e2752ac3d444c4287eb0ca4e8b Mon Sep 17 00:00:00 2001 From: void_17 <61356189+void2012@users.noreply.github.com> Date: Fri, 6 Mar 2026 02:11:18 +0700 Subject: Remove AUTO_VAR macro and _toString function (#592) --- Minecraft.Client/GameRenderer.cpp | 42 +++++++++++++++++++-------------------- 1 file changed, 20 insertions(+), 22 deletions(-) (limited to 'Minecraft.Client/GameRenderer.cpp') diff --git a/Minecraft.Client/GameRenderer.cpp b/Minecraft.Client/GameRenderer.cpp index d3c5e8d3..5a936c82 100644 --- a/Minecraft.Client/GameRenderer.cpp +++ b/Minecraft.Client/GameRenderer.cpp @@ -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 > *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 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<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); -- cgit v1.2.3