forked from Mirrorlandia_minetest/minetest
daynightratio.h: Improve codestyle, minor optimisations (#8453)
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@ -22,47 +22,51 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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inline u32 time_to_daynight_ratio(float time_of_day, bool smooth)
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inline u32 time_to_daynight_ratio(float time_of_day, bool smooth)
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{
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{
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float t = time_of_day;
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float t = time_of_day;
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if(t < 0)
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if (t < 0.0f)
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t += ((int)(-t)/24000)*24000;
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t += ((int)(-t) / 24000) * 24000.0f;
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if(t >= 24000)
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if (t >= 24000.0f)
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t -= ((int)(t)/24000)*24000;
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t -= ((int)(t) / 24000) * 24000.0f;
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if(t > 12000)
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if (t > 12000.0f)
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t = 24000 - t;
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t = 24000.0f - t;
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float values[][2] = {
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{4250+125, 150},
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const float values[9][2] = {
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{4500+125, 150},
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{4250.0f + 125.0f, 150.0f},
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{4750+125, 250},
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{4500.0f + 125.0f, 150.0f},
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{5000+125, 350},
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{4750.0f + 125.0f, 250.0f},
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{5250+125, 500},
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{5000.0f + 125.0f, 350.0f},
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{5500+125, 675},
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{5250.0f + 125.0f, 500.0f},
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{5750+125, 875},
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{5500.0f + 125.0f, 675.0f},
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{6000+125, 1000},
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{5750.0f + 125.0f, 875.0f},
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{6250+125, 1000},
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{6000.0f + 125.0f, 1000.0f},
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{6250.0f + 125.0f, 1000.0f},
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};
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};
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if(!smooth){
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if (!smooth) {
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float lastt = values[0][0];
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float lastt = values[0][0];
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for(u32 i=1; i<sizeof(values)/sizeof(*values); i++){
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for (u32 i = 1; i < 9; i++) {
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float t0 = values[i][0];
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float t0 = values[i][0];
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float switch_t = (t0 + lastt) / 2;
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float switch_t = (t0 + lastt) / 2.0f;
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lastt = t0;
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lastt = t0;
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if(switch_t <= t)
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if (switch_t <= t)
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continue;
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continue;
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return values[i][1];
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return values[i][1];
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}
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}
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return 1000;
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return 1000;
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}
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}
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if (t <= 4625) // 4500 + 125
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if (t <= 4625.0f) // 4500 + 125
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return values[0][1];
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return values[0][1];
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else if (t >= 6125) // 6000 + 125
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else if (t >= 6125.0f) // 6000 + 125
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return 1000;
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return 1000;
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for (u32 i=0; i < sizeof(values) / sizeof(*values); i++) {
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if (values[i][0] <= t)
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continue;
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float td0 = values[i][0] - values[i-1][0];
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for (u32 i = 0; i < 9; i++) {
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float f = (t - values[i-1][0]) / td0;
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if (values[i][0] <= t)
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return f * values[i][1] + (1.0 - f) * values[i-1][1];
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continue;
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}
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return 1000;
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float td0 = values[i][0] - values[i - 1][0];
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float f = (t - values[i - 1][0]) / td0;
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return f * values[i][1] + (1.0f - f) * values[i - 1][1];
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}
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return 1000;
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}
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}
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