CUVElement: Use const where applicable

While we're at it, we can also make conversions to float explicit.
This commit is contained in:
Lioncash 2019-10-11 16:57:07 -04:00
parent c4ecf972f5
commit 35fb0e4911
1 changed files with 26 additions and 16 deletions

View File

@ -14,21 +14,29 @@ CUVEAnimTexture::CUVEAnimTexture(TToken<CTexture>&& tex, std::unique_ptr<CIntEle
strideW->GetValue(0, x18_strideW);
strideH->GetValue(0, x1c_strideH);
int width = x4_tex.GetObj()->GetWidth();
int height = x4_tex.GetObj()->GetHeight();
float widthF = width;
float heightF = height;
int xTiles = std::max(1, width / x18_strideW);
int yTiles = std::max(1, height / x1c_strideH);
const int width = int(x4_tex.GetObj()->GetWidth());
const int height = int(x4_tex.GetObj()->GetHeight());
const float widthF = float(width);
const float heightF = float(height);
const int xTiles = std::max(1, width / x18_strideW);
const int yTiles = std::max(1, height / x1c_strideH);
x20_tiles = xTiles * yTiles;
x2c_uvElems.reserve(x20_tiles);
for (int y = yTiles - 1; y >= 0; --y) {
for (int x = 0; x < xTiles; ++x) {
int px = x18_strideW * x;
int px2 = px + x10_tileW;
int py = x1c_strideH * y;
int py2 = py + x14_tileH;
x2c_uvElems.push_back({px / widthF, py / heightF, px2 / widthF, py2 / heightF});
const int px = x18_strideW * x;
const int px2 = px + x10_tileW;
const int py = x1c_strideH * y;
const int py2 = py + x14_tileH;
x2c_uvElems.push_back({
float(px) / widthF,
float(py) / heightF,
float(px2) / widthF,
float(py2) / heightF,
});
}
}
}
@ -36,16 +44,18 @@ CUVEAnimTexture::CUVEAnimTexture(TToken<CTexture>&& tex, std::unique_ptr<CIntEle
void CUVEAnimTexture::GetValueUV(int frame, SUVElementSet& valOut) const {
int cv;
x28_cycleFrames->GetValue(frame, cv);
float cvf = cv / float(x20_tiles);
cvf = frame / cvf;
float cvf = float(cv) / float(x20_tiles);
cvf = float(frame) / cvf;
int tile = cvf;
int tile = int(cvf);
if (x24_loop) {
if (cvf >= x20_tiles)
if (cvf >= float(x20_tiles)) {
tile = int(cvf) % x20_tiles;
}
} else {
if (cvf >= x20_tiles)
if (cvf >= float(x20_tiles)) {
tile = x20_tiles - 1;
}
}
valOut = x2c_uvElems[tile];