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author | Loic Blot <loic.blot@unix-experience.fr> | 2017-08-19 09:12:54 +0200 |
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committer | Loic Blot <loic.blot@unix-experience.fr> | 2017-08-19 09:12:54 +0200 |
commit | b5f7249a7edc25077d84b27b38552228b92ff763 (patch) | |
tree | 26770c25680cc0aebb9d252f8b9d91f5e07ba78a /src/mapblock_mesh.cpp | |
parent | e53d8a75360944a494a56269fc328871cb0a60cc (diff) | |
download | minetest-b5f7249a7edc25077d84b27b38552228b92ff763.tar.gz minetest-b5f7249a7edc25077d84b27b38552228b92ff763.tar.bz2 minetest-b5f7249a7edc25077d84b27b38552228b92ff763.zip |
Code modernization: src/m* (part 2)
* empty function
* default constructor/destructor
* remove unused Map::emergeSector(a,b)
* for range-based loops
* migrate a dirs[7] table to direction tables
* remove various old unused function
Diffstat (limited to 'src/mapblock_mesh.cpp')
-rw-r--r-- | src/mapblock_mesh.cpp | 136 |
1 files changed, 60 insertions, 76 deletions
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index f1eb2c5b2..2e408ba4b 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -71,8 +71,7 @@ void MeshMakeData::fill(MapBlock *block) // Get map for reading neigbhor blocks Map *map = block->getParent(); - for (u16 i=0; i<26; i++) { - const v3s16 &dir = g_26dirs[i]; + for (const v3s16 &dir : g_26dirs) { v3s16 bp = m_blockpos + dir; MapBlock *b = map->getBlockNoCreateNoEx(bp); if(b) @@ -220,9 +219,8 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data) u16 light_day = 0; u16 light_night = 0; - for (u32 i = 0; i < 8; i++) - { - MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p - dirs8[i]); + for (const v3s16 &dir : dirs8) { + MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p - dir); // if it's CONTENT_IGNORE we can't do any light calculations if (n.getContent() == CONTENT_IGNORE) { @@ -426,7 +424,7 @@ struct FastFace }; static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3, - v3f p, v3s16 dir, v3f scale, std::vector<FastFace> &dest) + const v3f &p, v3s16 dir, v3f scale, std::vector<FastFace> &dest) { // Position is at the center of the cube. v3f pos = p * BS; @@ -561,12 +559,11 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li ); } - for(u16 i=0; i<4; i++) - { - vertex_pos[i].X *= scale.X; - vertex_pos[i].Y *= scale.Y; - vertex_pos[i].Z *= scale.Z; - vertex_pos[i] += pos; + for (v3f &vpos : vertex_pos) { + vpos.X *= scale.X; + vpos.Y *= scale.Y; + vpos.Z *= scale.Z; + vpos += pos; } f32 abs_scale = 1.0; @@ -656,7 +653,7 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent, bool solidness_differs = (c1 != c2); bool makes_face = contents_differ && solidness_differs; - if(makes_face == false) + if (!makes_face) return 0; if(c1 == 0) @@ -673,10 +670,10 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent, return 2; } - if(c1 > c2) + if (c1 > c2) return 1; - else - return 2; + + return 2; } /* @@ -688,13 +685,12 @@ void getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data, TileSpe const ContentFeatures &f = ndef->get(mn); tile = f.tiles[tileindex]; TileLayer *top_layer = NULL; - for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) { - TileLayer *layer = &tile.layers[layernum]; - if (layer->texture_id == 0) + for (TileLayer &layer : tile.layers) { + if (layer.texture_id == 0) continue; - top_layer = layer; - if (!layer->has_color) - mn.getColor(f, &(layer->color)); + top_layer = &layer; + if (!layer.has_color) + mn.getColor(f, &(layer.color)); } // Apply temporary crack if (p == data->m_crack_pos_relative) @@ -826,9 +822,8 @@ static void getTileInfo( // eg. water and glass if (equivalent) { - for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) - tile.layers[layernum].material_flags |= - MATERIAL_FLAG_BACKFACE_CULLING; + for (TileLayer &layer : tile.layers) + layer.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING; } if (!data->m_smooth_lighting) { @@ -1008,8 +1003,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): m_last_crack(-1), m_last_daynight_ratio((u32) -1) { - for (int m = 0; m < MAX_TILE_LAYERS; m++) - m_mesh[m] = new scene::SMesh(); + for (auto &m : m_mesh) + m = new scene::SMesh(); m_enable_shaders = data->m_use_shaders; m_use_tangent_vertices = data->m_use_tangent_vertices; m_enable_vbo = g_settings->getBool("enable_vbo"); @@ -1052,9 +1047,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): // (NOTE: probably outdated) //TimeTaker timer2("MeshCollector building"); - for (u32 i = 0; i < fastfaces_new.size(); i++) { - FastFace &f = fastfaces_new[i]; - + for (const FastFace &f : fastfaces_new) { const u16 indices[] = {0,1,2,2,3,0}; const u16 indices_alternate[] = {0,1,3,2,3,1}; @@ -1240,14 +1233,14 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): MapBlockMesh::~MapBlockMesh() { - for (int m = 0; m < MAX_TILE_LAYERS; m++) { - if (m_enable_vbo && m_mesh[m]) - for (u32 i = 0; i < m_mesh[m]->getMeshBufferCount(); i++) { - scene::IMeshBuffer *buf = m_mesh[m]->getMeshBuffer(i); + for (scene::IMesh *m : m_mesh) { + if (m_enable_vbo && m) + for (u32 i = 0; i < m->getMeshBufferCount(); i++) { + scene::IMeshBuffer *buf = m->getMeshBuffer(i); RenderingEngine::get_video_driver()->removeHardwareBuffer(buf); } - m_mesh[m]->drop(); - m_mesh[m] = NULL; + m->drop(); + m = NULL; } delete m_minimap_mapblock; } @@ -1263,13 +1256,11 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat m_animation_force_timer = myrand_range(5, 100); // Cracks - if(crack != m_last_crack) - { - for (std::map<std::pair<u8, u32>, std::string>::iterator i = - m_crack_materials.begin(); i != m_crack_materials.end(); ++i) { - scene::IMeshBuffer *buf = m_mesh[i->first.first]-> - getMeshBuffer(i->first.second); - std::string basename = i->second; + if (crack != m_last_crack) { + for (auto &crack_material : m_crack_materials) { + scene::IMeshBuffer *buf = m_mesh[crack_material.first.first]-> + getMeshBuffer(crack_material.first.second); + std::string basename = crack_material.second; // Create new texture name from original std::ostringstream os; @@ -1281,14 +1272,13 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat // If the current material is also animated, // update animation info - std::map<std::pair<u8, u32>, TileLayer>::iterator anim_iter = - m_animation_tiles.find(i->first); + auto anim_iter = m_animation_tiles.find(crack_material.first); if (anim_iter != m_animation_tiles.end()){ TileLayer &tile = anim_iter->second; tile.texture = new_texture; tile.texture_id = new_texture_id; // force animation update - m_animation_frames[i->first] = -1; + m_animation_frames[crack_material.first] = -1; } } @@ -1296,21 +1286,20 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat } // Texture animation - for (std::map<std::pair<u8, u32>, TileLayer>::iterator i = - m_animation_tiles.begin(); i != m_animation_tiles.end(); ++i) { - const TileLayer &tile = i->second; + for (auto &animation_tile : m_animation_tiles) { + const TileLayer &tile = animation_tile.second; // Figure out current frame - int frameoffset = m_animation_frame_offsets[i->first]; + int frameoffset = m_animation_frame_offsets[animation_tile.first]; int frame = (int)(time * 1000 / tile.animation_frame_length_ms + frameoffset) % tile.animation_frame_count; // If frame doesn't change, skip - if(frame == m_animation_frames[i->first]) + if(frame == m_animation_frames[animation_tile.first]) continue; - m_animation_frames[i->first] = frame; + m_animation_frames[animation_tile.first] = frame; - scene::IMeshBuffer *buf = m_mesh[i->first.first]-> - getMeshBuffer(i->first.second); + scene::IMeshBuffer *buf = m_mesh[animation_tile.first.first]-> + getMeshBuffer(animation_tile.first.second); const FrameSpec &animation_frame = (*tile.frames)[frame]; buf->getMaterial().setTexture(0, animation_frame.texture); @@ -1327,20 +1316,17 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat { // Force reload mesh to VBO if (m_enable_vbo) - for (int m = 0; m < MAX_TILE_LAYERS; m++) - m_mesh[m]->setDirty(); + for (scene::IMesh *m : m_mesh) + m->setDirty(); video::SColorf day_color; get_sunlight_color(&day_color, daynight_ratio); - for(std::map<std::pair<u8, u32>, std::map<u32, video::SColor > >::iterator - i = m_daynight_diffs.begin(); - i != m_daynight_diffs.end(); ++i) - { - scene::IMeshBuffer *buf = m_mesh[i->first.first]-> - getMeshBuffer(i->first.second); + + for (auto &daynight_diff : m_daynight_diffs) { + scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]-> + getMeshBuffer(daynight_diff.first.second); video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices(); - for(std::map<u32, video::SColor >::iterator - j = i->second.begin(); - j != i->second.end(); ++j) + for (auto j = daynight_diff.second.begin(); + j != daynight_diff.second.end(); ++j) { final_color_blend(&(vertices[j->first].Color), j->second, day_color); @@ -1355,11 +1341,11 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat void MapBlockMesh::updateCameraOffset(v3s16 camera_offset) { if (camera_offset != m_camera_offset) { - for (u8 layer = 0; layer < 2; layer++) { - translateMesh(m_mesh[layer], + for (scene::IMesh *layer : m_mesh) { + translateMesh(layer, intToFloat(m_camera_offset - camera_offset, BS)); if (m_enable_vbo) { - m_mesh[layer]->setDirty(); + layer->setDirty(); } } m_camera_offset = camera_offset; @@ -1394,8 +1380,7 @@ void MeshCollector::append(const TileLayer &layer, std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum]; PreMeshBuffer *p = NULL; - for (u32 i = 0; i < buffers->size(); i++) { - PreMeshBuffer &pp = (*buffers)[i]; + for (PreMeshBuffer &pp : *buffers) { if (pp.layer != layer) continue; if (pp.indices.size() + numIndices > 65535) @@ -1465,8 +1450,7 @@ void MeshCollector::append(const TileLayer &layer, std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum]; PreMeshBuffer *p = NULL; - for (u32 i = 0; i < buffers->size(); i++) { - PreMeshBuffer &pp = (*buffers)[i]; + for (PreMeshBuffer &pp : *buffers) { if(pp.layer != layer) continue; if(pp.indices.size() + numIndices > 65535) @@ -1518,8 +1502,8 @@ void MeshCollector::append(const TileLayer &layer, void MeshCollector::applyTileColors() { if (m_use_tangent_vertices) - for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) { - for (auto &pmb : prebuffers[layer]) { + for (auto &prebuffer : prebuffers) { + for (PreMeshBuffer &pmb : prebuffer) { video::SColor tc = pmb.layer.color; if (tc == video::SColor(0xFFFFFFFF)) continue; @@ -1532,8 +1516,8 @@ void MeshCollector::applyTileColors() } } else - for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) { - for (auto &pmb : prebuffers[layer]) { + for (auto &prebuffer : prebuffers) { + for (PreMeshBuffer &pmb : prebuffer) { video::SColor tc = pmb.layer.color; if (tc == video::SColor(0xFFFFFFFF)) continue; |