more inlining and minor performance tweaks on LightmapRenderer

This commit is contained in:
minjaesong
2017-06-12 04:04:54 +09:00
parent 980c92f213
commit 12c6f6fd04
15 changed files with 171 additions and 220 deletions

View File

@@ -577,8 +577,7 @@ object BlocksDrawer_NEW {
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT)
//inGLMatrixStack { // disabled for debugging: won't hotswap
GL11.glPushMatrix()
inGLMatrixStack { // disabled for debugging: won't hotswap TEST: what if we inline?
GL11.glTranslatef(WorldCamera.x.clampTileSize().toFloat() - TILE_SIZEF, WorldCamera.y.clampTileSize().toFloat(), 0f)
@@ -594,8 +593,7 @@ object BlocksDrawer_NEW {
GL11.glDrawArrays(GL11.GL_QUADS, 0, 4 * VBO_WIDTH * VBO_HEIGHT)
GL11.glPopMatrix()
//}
}
}
private fun Int.clampTileSize() = this.div(TILE_SIZE).times(TILE_SIZE)
@@ -778,7 +776,7 @@ object BlocksDrawer_NEW {
fun Float.floor() = FastMath.floor(this)
fun Float.ceil() = FastMath.ceil(this)
fun inGLMatrixStack(action: () -> Unit) {
inline fun inGLMatrixStack(action: () -> Unit) {
GL11.glPushMatrix()
action()
GL11.glPopMatrix()