Cleanup: remode redundant ops in tiles.rs
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@ -107,7 +107,7 @@ impl<'a, 'b> Tiler<'a, 'b> {
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self.process_old_active_edges(strip_origin_y);
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// Add new active edges.
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let strip_max_y = ((i32::from(strip_origin_y) + 1) * TILE_HEIGHT as i32) as f32;
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let strip_max_y = ((strip_origin_y + 1) * TILE_HEIGHT as i32) as f32;
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while let Some(queued_endpoint) = self.point_queue.pop() {
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// Note that this test must be `>`, not `>=`, in order to make sure we don't miss
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// active edges that lie precisely on the tile strip boundary.
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@ -186,7 +186,7 @@ impl<'a, 'b> Tiler<'a, 'b> {
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// FIXME(pcwalton): Yuck.
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let mut last_segment_x = -9999.0;
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let tile_top = (i32::from(tile_y) * TILE_HEIGHT as i32) as f32;
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let tile_top = (tile_y * TILE_HEIGHT as i32) as f32;
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debug!("---------- tile y {}({}) ----------", tile_y, tile_top);
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debug!("old active edges: {:#?}", self.old_active_edges);
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@ -226,8 +226,8 @@ impl<'a, 'b> Tiler<'a, 'b> {
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let segment_tile_x = f32::floor(segment_x) as i32 / TILE_WIDTH as i32;
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if current_tile_x < segment_tile_x && current_subtile_x > 0.0 {
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let current_x =
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(i32::from(current_tile_x) * TILE_WIDTH as i32) as f32 + current_subtile_x;
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let tile_right_x = ((i32::from(current_tile_x) + 1) * TILE_WIDTH as i32) as f32;
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(current_tile_x * TILE_WIDTH as i32) as f32 + current_subtile_x;
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let tile_right_x = ((current_tile_x + 1) * TILE_WIDTH as i32) as f32;
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let current_tile_coords = vec2i(current_tile_x, tile_y);
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self.object_builder.add_active_fill(
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self.scene_builder,
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@ -261,10 +261,10 @@ impl<'a, 'b> Tiler<'a, 'b> {
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// Do final subtile fill, if necessary.
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debug_assert_eq!(current_tile_x, segment_tile_x);
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let segment_subtile_x =
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segment_x - (i32::from(current_tile_x) * TILE_WIDTH as i32) as f32;
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segment_x - (current_tile_x * TILE_WIDTH as i32) as f32;
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if segment_subtile_x > current_subtile_x {
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let current_x =
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(i32::from(current_tile_x) * TILE_WIDTH as i32) as f32 + current_subtile_x;
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(current_tile_x * TILE_WIDTH as i32) as f32 + current_subtile_x;
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let current_tile_coords = vec2i(current_tile_x, tile_y);
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self.object_builder.add_active_fill(
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self.scene_builder,
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@ -573,7 +573,8 @@ impl ActiveEdge {
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builder: &SceneBuilder,
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object_builder: &mut ObjectBuilder,
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tile_y: i32) {
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let tile_bottom = ((i32::from(tile_y) + 1) * TILE_HEIGHT as i32) as f32;
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let tile_bottom = ((tile_y + 1) * TILE_HEIGHT as i32) as f32;
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debug!(
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"process_active_edge({:#?}, tile_y={}({}))",
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self, tile_y, tile_bottom
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@ -617,11 +618,10 @@ impl ActiveEdge {
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.as_cubic_segment()
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.is_flat(FLATTENING_TOLERANCE)
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{
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let next_t = 0.5 * split_t;
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let (before, after) = oriented_segment.as_cubic_segment().split(next_t);
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split_t *= 0.5;
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let (before, after) = oriented_segment.as_cubic_segment().split(split_t);
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before_segment = before;
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after_segment = Some(after);
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split_t = next_t;
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}
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debug!(
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@ -656,7 +656,7 @@ impl ActiveEdge {
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object_builder: &mut ObjectBuilder,
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tile_y: i32,
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) -> Option<LineSegment2F> {
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let tile_bottom = ((i32::from(tile_y) + 1) * TILE_HEIGHT as i32) as f32;
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let tile_bottom = ((tile_y + 1) * TILE_HEIGHT as i32) as f32;
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debug!(
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"process_line_segment({:?}, tile_y={}) tile_bottom={}",
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line_segment, tile_y, tile_bottom
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