fix: optimization: PVS-Studio warning V813

Passing large objects by const reference avoids unnecessary copying and enhances efficiency.

Reported by: PVS-Studio
Signed-off-by: Vyacheslav Ivanov <islavaivanov76@gmail.com>
This commit is contained in:
Vyacheslav Ivanov
2024-08-02 05:35:55 +03:00
committed by Pugemon
parent 5b325ac2bc
commit 2c1103307f
42 changed files with 173 additions and 144 deletions
+8 -5
View File
@@ -35,7 +35,7 @@ struct DecomposedMat4 {
glm::vec4 perspective;
};
static glm::mat4 extract_rotation(glm::mat4 matrix) {
static glm::mat4 extract_rotation(const glm::mat4& matrix) {
DecomposedMat4 decomposed = {};
glm::quat rotation;
glm::decompose(
@@ -66,8 +66,10 @@ ModelBatch::ModelBatch(size_t capacity, Assets* assets, Chunks* chunks)
ModelBatch::~ModelBatch() = default;
void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
const glm::mat3& rotation, glm::vec3 tint,
void ModelBatch::draw(const model::Mesh& mesh,
const glm::mat4& matrix,
const glm::mat3& rotation,
const glm::vec3& tint,
const texture_names_map* varTextures) {
glm::vec3 gpos = matrix * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
light_t light = chunks->getLight(floor(gpos.x), floor(gpos.y), floor(gpos.z));
@@ -94,8 +96,9 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
}
}
void ModelBatch::draw(glm::mat4 matrix,
glm::vec3 tint,
void ModelBatch::draw(
const glm::mat4& matrix,
const glm::vec3& tint,
const model::Model* model,
const texture_names_map* varTextures) {
for (const auto& mesh : model->meshes) {