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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-18 00:49:19 +02:00
Use the sq function to force constexpr expressions for numeric literals and enhance readability
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@@ -26,8 +26,8 @@ http://mozilla.org/MPL/2.0/.
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//#define EU07_DEBUG_OPENGL
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int const EU07_PICKBUFFERSIZE{ 1024 }; // size of (square) textures bound with the pick framebuffer
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int const EU07_REFLECTIONFIDELITYOFFSET { 250 }; // artificial increase of range for reflection pass detail reduction
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int constexpr EU07_PICKBUFFERSIZE{ 1024 }; // size of (square) textures bound with the pick framebuffer
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int constexpr EU07_REFLECTIONFIDELITYOFFSET { 250 }; // artificial increase of range for reflection pass detail reduction
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void GLAPIENTRY
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ErrorCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam ) {
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@@ -1293,7 +1293,7 @@ bool opengl33_renderer::Render_reflections(viewport_config &vp)
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auto const timestamp{ Timer::GetRenderTime() };
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if( ( timestamp - m_environmentupdatetime < Global.reflectiontune.update_interval )
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&& ( glm::length2( m_renderpass.pass_camera.position() - m_environmentupdatelocation ) < 1000.0 * 1000.0 ) ) // length2 is better than length for comparing because it does not require sqrt function
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&& ( glm::length2( m_renderpass.pass_camera.position() - m_environmentupdatelocation ) < sq(1000.0)) ) // length2 is better than length for comparing because it does not require sqrt function
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{
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// run update every 5+ mins of simulation time, or at least 1km from the last location
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return false;
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@@ -2690,7 +2690,7 @@ void opengl33_renderer::Render(scene::shape_node const &Shape, bool const Ignore
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// reflection mode draws simplified version of the shapes, by artificially increasing view range
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distancesquared =
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// TBD, TODO: bind offset value with setting variable?
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( EU07_REFLECTIONFIDELITYOFFSET * EU07_REFLECTIONFIDELITYOFFSET )
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sq(EU07_REFLECTIONFIDELITYOFFSET)
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+ glm::length2( ( data.area.center - m_renderpass.pass_camera.position() ) );
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/*
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// TBD: take into account distance multipliers?
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@@ -2764,7 +2764,7 @@ void opengl33_renderer::Render(TAnimModel *Instance)
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return;
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}
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// TBD, TODO: bind offset value with setting variable?
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distancesquared += ( EU07_REFLECTIONFIDELITYOFFSET * EU07_REFLECTIONFIDELITYOFFSET );
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distancesquared += sq(EU07_REFLECTIONFIDELITYOFFSET);
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break;
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}
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default:
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@@ -2779,7 +2779,7 @@ void opengl33_renderer::Render(TAnimModel *Instance)
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}
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// crude way to reject early items too far to affect the output (mostly relevant for shadow passes)
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auto const drawdistancethreshold{ m_renderpass.draw_range + 250 };
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if( distancesquared > drawdistancethreshold * drawdistancethreshold ) {
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if( distancesquared > sq(drawdistancethreshold) ) {
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return;
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}
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// second stage visibility cull, reject modelstoo far away to be noticeable
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@@ -2857,7 +2857,7 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic)
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}
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// TBD, TODO: bind offset value with setting variable?
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// NOTE: combined 'squared' distance doesn't equal actual squared (distance + offset) but, eh
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squaredistance += ( EU07_REFLECTIONFIDELITYOFFSET * EU07_REFLECTIONFIDELITYOFFSET );
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squaredistance += sq(EU07_REFLECTIONFIDELITYOFFSET);
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break;
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}
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default:
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@@ -2869,7 +2869,7 @@ bool opengl33_renderer::Render(TDynamicObject *Dynamic)
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}
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// crude way to reject early items too far to affect the output (mostly relevant for shadow and reflection passes)
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auto const drawdistancethreshold{ m_renderpass.draw_range + 250 };
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if( squaredistance > drawdistancethreshold * drawdistancethreshold ) {
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if( squaredistance > sq(drawdistancethreshold) ) {
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return false;
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}
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// second stage visibility cull, reject vehicles too far away to be noticeable
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@@ -3779,7 +3779,7 @@ void opengl33_renderer::Render_Alpha(TAnimModel *Instance)
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}
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// crude way to reject early items too far to affect the output (mostly relevant for shadow passes)
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auto const drawdistancethreshold{ m_renderpass.draw_range + 250 };
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if( distancesquared > drawdistancethreshold * drawdistancethreshold ) {
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if( distancesquared > sq(drawdistancethreshold) ) {
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return;
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}
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// second stage visibility cull, reject modelstoo far away to be noticeable
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@@ -4619,7 +4619,7 @@ void opengl33_renderer::Update_Lights(light_array &Lights)
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break;
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}
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auto const lightoffset = glm::vec3{scenelight.position - camera};
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if (glm::length2(lightoffset) > 1000.f * 1000.f) {
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if (glm::length2(lightoffset) > sq(1000.f)) {
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// we don't care about lights past arbitrary limit of 1 km.
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// but there could still be weaker lights which are closer, so keep looking
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continue;
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