diff Render.cpp @ 1982:2647e2f820a6

Слияние
author Ritor1
date Fri, 01 Nov 2013 14:44:06 +0600
parents d9ea00250e2e c1c74df0a33e
children 5cd26f2c6904
line wrap: on
line diff
--- a/Render.cpp	Fri Nov 01 14:43:54 2013 +0600
+++ b/Render.cpp	Fri Nov 01 14:44:06 2013 +0600
@@ -147,7 +147,7 @@
   pODMRenderParams->uNumBillboards = ::uNumBillboardsToDraw;
   for (uint i = 0; i < ::uNumBillboardsToDraw; ++i)
   {
-    auto p = pBillboardRenderList + i;
+    RenderBillboard* p = &pBillboardRenderList[i];
 
       soft_billboard.uScreenSpaceX = p->uScreenSpaceX;
       soft_billboard.uParentBillboardID = i;
@@ -299,7 +299,7 @@
       uint norm_idx = pTerrainNormalIndices[2 * (x * 128 + z) + 2];
       assert(norm_idx < uNumTerrainNormals);
 
-      auto norm = pTerrainNormals + norm_idx;
+      Vec3_float_* norm = &pTerrainNormals[norm_idx];
       float _f = ((norm->x * (float)pOutdoor->vSunlight.x / 65536.0) -
                   (norm->y * (float)pOutdoor->vSunlight.y / 65536.0) -
                   (norm->z * (float)pOutdoor->vSunlight.z / 65536.0));
@@ -390,7 +390,7 @@
 
   for (int i = 0; i < ::uNumBillboardsToDraw; ++i)
   {
-    auto pBillboard = pBillboardRenderList + i;
+    RenderBillboard* pBillboard = &pBillboardRenderList[i];
 
     billboard.uScreenSpaceX = pBillboard->uScreenSpaceX;
     billboard.uScreenSpaceY = pBillboard->uScreenSpaceY;
@@ -489,7 +489,7 @@
   //v41 = 0;
   for (int i = 0; i < uNumSpriteObjects; ++i)
   {
-    auto object = &pSpriteObjects[i];
+    SpriteObject* object = &pSpriteObjects[i];
     //auto v0 = (char *)&pSpriteObjects[i].uSectorID;
     //v0 = (char *)&pSpriteObjects[0].uSectorID;
     //do
@@ -498,7 +498,7 @@
       continue;
 
     assert(object->uObjectDescID < pObjectList->uNumObjects);
-    auto object_desc = pObjectList->pObjects + object->uObjectDescID;
+    ObjectDesc* object_desc = &pObjectList->pObjects[object->uObjectDescID];
     if (object_desc->NoSprite())
       continue;
 
@@ -908,13 +908,13 @@
     //do
   for (int i = 0; i < uNumLevelDecorations; ++i)
   {
-    auto decor = &pLevelDecorations[i];
-    auto v0 = (char *)&pLevelDecorations[i].vPosition.y;
+    LevelDecoration* decor = &pLevelDecorations[i];
+    char* v0 = (char *)&pLevelDecorations[i].vPosition.y;
 
     if ((!(decor->uFlags & LEVEL_DECORATION_OBELISK_CHEST) || decor->IsObeliskChestActive()) && !(decor->uFlags & LEVEL_DECORATION_INVISIBLE))
     {
       //v1 = &pDecorationList->pDecorations[decor->uDecorationDescID];
-      auto decor_desc = pDecorationList->pDecorations + decor->uDecorationDescID;
+      DecorationDesc* decor_desc = pDecorationList->pDecorations + decor->uDecorationDescID;
       v2 = decor_desc->uFlags;
       if ( (char)v2 >= 0 )
       {
@@ -2113,8 +2113,8 @@
 
   this->bTinting = bTinting;
 
-  auto r1 = pD3DBitmaps.Load(L"data\\d3dbitmap.hwl");
-  auto r2 = pD3DSprites.Load(L"data\\d3dsprite.hwl");
+  bool r1 = pD3DBitmaps.Load(L"data\\d3dbitmap.hwl");
+  bool r2 = pD3DSprites.Load(L"data\\d3dsprite.hwl");
 
   return r1 && r2;
 }
@@ -2949,7 +2949,7 @@
   IDirectDrawSurface4 *v4; // ST0C_4@6
   RECT v5; // [sp+8h] [bp-10h]@6
 
-  auto a1 = this;
+  Render* a1 = this;
   v2 = a1;
   if ( a1->pRenderD3D )
   {
@@ -4302,7 +4302,7 @@
   signed int v3; // [sp-8h] [bp-Ch]@3
   int v4; // [sp-4h] [bp-8h]@3
 
-  auto a5 = this;
+  Render* a5 = this;
   if ( pVersion->pVersionInfo.dwPlatformId != VER_PLATFORM_WIN32_NT || pVersion->pVersionInfo.dwMajorVersion != 4 )
   {
     pFront = (IDirectDrawSurface *)a5->pFrontBuffer4;
@@ -5438,7 +5438,7 @@
     //v59 = pGame->pLightmapBuilder;
     //v9 = v59->std__vector_000004_size;
 
-  auto uCorrectedColor = uColor;
+  uint uCorrectedColor = uColor;
   if (pGame->pLightmapBuilder->std__vector_000004_size)
     uCorrectedColor = 0xFFFFFFFF;
   pGame->AlterGamma_BLV(pFace, &uCorrectedColor);
@@ -6394,7 +6394,7 @@
   HRESULT v16; // eax@23
   stru350 Dst; // [sp+Ch] [bp-F8h]@12
 
-  auto pHWLTexture = pD3DBitmaps.LoadTexture(pName, bMipMaps);
+  HWLTexture* pHWLTexture = pD3DBitmaps.LoadTexture(pName, bMipMaps);
   if ( pHWLTexture )
   {
     bMipMaps = !strncmp(pName, "HDWTR", 5);
@@ -6655,7 +6655,7 @@
 
   __debugbreak();
 
-  auto ecx0 = this;
+  Render* ecx0 = this;
   v3 = 0;
 
   if (!this->pRenderD3D)
@@ -7172,7 +7172,7 @@
   unsigned __int32 twoColors = (uColor16 << 16) | uColor16;
   for (uint y = 0; y < uHeight; ++y)
   {
-    auto pDst = &pTargetSurface[uX + (y + uY) * uTargetSurfacePitch];
+    ushort* pDst = &pTargetSurface[uX + (y + uY) * uTargetSurfacePitch];
 
     memset32(pDst, twoColors, uWidth / 2);
     if (uWidth & 1)
@@ -7317,9 +7317,9 @@
   unsigned int v29; // [sp+24h] [bp+14h]@22
   unsigned int v30; // [sp+24h] [bp+14h]@31
 
-  auto a2 = x;
-  auto a3 = y;
-  auto a6 = uFontHeight;
+  int a2 = x;
+  int a3 = y;
+  uint a6 = uFontHeight;
   if ( this->uNumSceneBegins )
   {
     v8 = a5;
@@ -8434,9 +8434,9 @@
        idx2 = uNumItems;
   while (true)
   {
-    auto i = idx1 + (idx2 - idx1) / 2;
-
-    auto res = _stricmp(pName, pSpriteNames[i]);
+    uint i = idx1 + (idx2 - idx1) / 2;
+
+    int res = _stricmp(pName, pSpriteNames[i]);
     if (!res)
     {
       fseek(pFile, pSpriteOffsets[i], SEEK_SET);
@@ -8455,7 +8455,7 @@
   uint uCompressedSize = 0;
   fread(&uCompressedSize, 4, 1, pFile);
 
-    auto pTex = new HWLTexture;
+    HWLTexture* pTex = new HWLTexture;
     fread(&pTex->uBufferWidth, 4, 1, pFile);
     fread(&pTex->uBufferHeight, 4, 1, pFile);
     fread(&pTex->uAreaWidth, 4, 1, pFile);
@@ -8468,10 +8468,10 @@
     pTex->pPixels = new unsigned __int16[pTex->uWidth * pTex->uHeight];
     if (uCompressedSize)
     {
-      auto pCompressedData = new char[uCompressedSize];
+      char* pCompressedData = new char[uCompressedSize];
       {
         fread(pCompressedData, 1, uCompressedSize, pFile);
-        auto uDecompressedSize = pTex->uWidth * pTex->uHeight * sizeof(short);
+        uint uDecompressedSize = pTex->uWidth * pTex->uHeight * sizeof(short);
         zlib::MemUnzip(pTex->pPixels, &uDecompressedSize, pCompressedData, uCompressedSize);
       }
       delete [] pCompressedData;
@@ -8644,7 +8644,7 @@
 
   for (uint i = pRenderer->uNumBillboardsToDraw - 1; i != (uint)-1; --i)
   {
-    auto p = &pRenderer->pBillboardRenderListD3D[i];
+    RenderBillboardD3D* p = &pRenderer->pBillboardRenderListD3D[i];
 
     if (p->uOpacity != RenderBillboardD3D::NoBlend)
       SetBillboardBlendOptions(p->uOpacity);