when it's not dev build, title bar shows less info

they take some processing time
This commit is contained in:
Minjae Song
2018-12-25 01:58:18 +09:00
parent 46284be77d
commit 934b252314
9 changed files with 110 additions and 92 deletions

View File

@@ -2,15 +2,15 @@ package net.torvald.terrarum.worlddrawer
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.blockproperties.BlockCodex
import com.jme3.math.FastMath
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.fillRect
import net.torvald.terrarum.gameactors.*
import net.torvald.terrarum.gameactors.ActorWBMovable
import net.torvald.terrarum.floorInt
import net.torvald.terrarum.gameactors.ActorWBMovable
import net.torvald.terrarum.gameactors.Luminous
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.modulebasegame.IngameRenderer
import java.util.*
@@ -580,17 +580,17 @@ object LightmapRendererOld {
}
}
inline infix fun Float.powerOf(f: Float) = FastMath.pow(this, f)
private inline fun Float.sqr() = this * this
private inline fun Float.sqrt() = FastMath.sqrt(this)
private inline fun Float.inv() = 1f / this
inline fun Float.floor() = FastMath.floor(this)
inline fun Double.floorInt() = Math.floor(this).toInt()
inline fun Float.round(): Int = Math.round(this)
inline fun Double.round(): Int = Math.round(this).toInt()
inline fun Float.ceil() = FastMath.ceil(this)
inline fun Int.even(): Boolean = this and 1 == 0
inline fun Int.odd(): Boolean = this and 1 == 1
infix fun Float.powerOf(f: Float) = FastMath.pow(this, f)
private fun Float.sqr() = this * this
private fun Float.sqrt() = FastMath.sqrt(this)
private fun Float.inv() = 1f / this
fun Float.floor() = FastMath.floor(this)
fun Double.floorInt() = Math.floor(this).toInt()
fun Float.round(): Int = Math.round(this)
fun Double.round(): Int = Math.round(this).toInt()
fun Float.ceil() = FastMath.ceil(this)
fun Int.even(): Boolean = this and 1 == 0
fun Int.odd(): Boolean = this and 1 == 1
// TODO: float LUT lookup using linear interpolation
@@ -677,14 +677,14 @@ object LightmapRendererOld {
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f // isn't it beautiful?
)
/** To eliminated visible edge on the gradient when 255/1023 is exceeded */
inline fun Color.normaliseToColourHDR() = Color(
fun Color.normaliseToColourHDR() = Color(
hdr(this.r),
hdr(this.g),
hdr(this.b),
1f
)
inline fun Color.normaliseToAlphaHDR() = Color(
fun Color.normaliseToAlphaHDR() = Color(
hdr(this.a),
hdr(this.a),
hdr(this.a),

View File

@@ -6,21 +6,20 @@ import com.badlogic.gdx.graphics.GL20
import com.badlogic.gdx.graphics.Pixmap
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.blockproperties.BlockCodex
import com.jme3.math.FastMath
import net.torvald.terrarum.AppLoader
import net.torvald.terrarum.AppLoader.printdbg
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.gameactors.*
import net.torvald.terrarum.gameactors.ActorWBMovable
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.ceilInt
import net.torvald.terrarum.concurrent.ParallelUtils.sliceEvenly
import net.torvald.terrarum.concurrent.ThreadParallel
import net.torvald.terrarum.floorInt
import net.torvald.terrarum.gameactors.ActorWBMovable
import net.torvald.terrarum.gameactors.Luminous
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.modulebasegame.IngameRenderer
import net.torvald.terrarum.concurrent.ParallelUtils.sliceEvenly
import kotlin.collections.ArrayList
import kotlin.system.measureNanoTime
/**
@@ -708,17 +707,17 @@ object LightmapRenderer {
}
*/
inline infix fun Float.powerOf(f: Float) = FastMath.pow(this, f)
private inline fun Float.sqr() = this * this
private inline fun Float.sqrt() = FastMath.sqrt(this)
private inline fun Float.inv() = 1f / this
inline fun Float.floor() = FastMath.floor(this)
inline fun Double.floorInt() = Math.floor(this).toInt()
inline fun Float.round(): Int = Math.round(this)
inline fun Double.round(): Int = Math.round(this).toInt()
inline fun Float.ceil() = FastMath.ceil(this)
inline fun Int.even(): Boolean = this and 1 == 0
inline fun Int.odd(): Boolean = this and 1 == 1
infix fun Float.powerOf(f: Float) = FastMath.pow(this, f)
private fun Float.sqr() = this * this
private fun Float.sqrt() = FastMath.sqrt(this)
private fun Float.inv() = 1f / this
fun Float.floor() = FastMath.floor(this)
fun Double.floorInt() = Math.floor(this).toInt()
fun Float.round(): Int = Math.round(this)
fun Double.round(): Int = Math.round(this).toInt()
fun Float.ceil() = FastMath.ceil(this)
fun Int.even(): Boolean = this and 1 == 0
fun Int.odd(): Boolean = this and 1 == 1
// TODO: float LUT lookup using linear interpolation
@@ -830,7 +829,7 @@ object LightmapRenderer {
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f // isn't it beautiful?
)
/** To eliminated visible edge on the gradient when 255/1023 is exceeded */
internal inline fun Color.normaliseToHDR() = Color(
internal fun Color.normaliseToHDR() = Color(
hdr(this.r),
hdr(this.g),
hdr(this.b),