daynightratio.h: Improve codestyle, minor optimisations (#8453)

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Paramat 2019-04-08 00:37:52 +01:00 committed by GitHub
parent a222ff4c02
commit 0cc85a7dc6
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@ -22,47 +22,51 @@ with this program; if not, write to the Free Software Foundation, Inc.,
inline u32 time_to_daynight_ratio(float time_of_day, bool smooth) inline u32 time_to_daynight_ratio(float time_of_day, bool smooth)
{ {
float t = time_of_day; float t = time_of_day;
if(t < 0) if (t < 0.0f)
t += ((int)(-t)/24000)*24000; t += ((int)(-t) / 24000) * 24000.0f;
if(t >= 24000) if (t >= 24000.0f)
t -= ((int)(t)/24000)*24000; t -= ((int)(t) / 24000) * 24000.0f;
if(t > 12000) if (t > 12000.0f)
t = 24000 - t; t = 24000.0f - t;
float values[][2] = {
{4250+125, 150}, const float values[9][2] = {
{4500+125, 150}, {4250.0f + 125.0f, 150.0f},
{4750+125, 250}, {4500.0f + 125.0f, 150.0f},
{5000+125, 350}, {4750.0f + 125.0f, 250.0f},
{5250+125, 500}, {5000.0f + 125.0f, 350.0f},
{5500+125, 675}, {5250.0f + 125.0f, 500.0f},
{5750+125, 875}, {5500.0f + 125.0f, 675.0f},
{6000+125, 1000}, {5750.0f + 125.0f, 875.0f},
{6250+125, 1000}, {6000.0f + 125.0f, 1000.0f},
{6250.0f + 125.0f, 1000.0f},
}; };
if(!smooth){
if (!smooth) {
float lastt = values[0][0]; float lastt = values[0][0];
for(u32 i=1; i<sizeof(values)/sizeof(*values); i++){ for (u32 i = 1; i < 9; i++) {
float t0 = values[i][0]; float t0 = values[i][0];
float switch_t = (t0 + lastt) / 2; float switch_t = (t0 + lastt) / 2.0f;
lastt = t0; lastt = t0;
if(switch_t <= t) if (switch_t <= t)
continue; continue;
return values[i][1]; return values[i][1];
} }
return 1000; return 1000;
} }
if (t <= 4625) // 4500 + 125 if (t <= 4625.0f) // 4500 + 125
return values[0][1]; return values[0][1];
else if (t >= 6125) // 6000 + 125 else if (t >= 6125.0f) // 6000 + 125
return 1000; return 1000;
for (u32 i=0; i < sizeof(values) / sizeof(*values); i++) {
if (values[i][0] <= t)
continue;
float td0 = values[i][0] - values[i-1][0]; for (u32 i = 0; i < 9; i++) {
float f = (t - values[i-1][0]) / td0; if (values[i][0] <= t)
return f * values[i][1] + (1.0 - f) * values[i-1][1]; continue;
}
return 1000; float td0 = values[i][0] - values[i - 1][0];
float f = (t - values[i - 1][0]) / td0;
return f * values[i][1] + (1.0f - f) * values[i - 1][1];
}
return 1000;
} }