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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
This commit is contained in:
Loic Blot 2017-08-19 09:12:54 +02:00
parent e53d8a7536
commit b5f7249a7e
No known key found for this signature in database
GPG key ID: EFAA458E8C153987
13 changed files with 161 additions and 246 deletions

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@ -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;