light: few optimizations to bounce code
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@ -1544,7 +1544,7 @@ LightFace_PhongDebug(const lightsurf_t *lightsurf, lightmap_t *lightmaps)
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}
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// returns color in [0,255]
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static void
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static inline void
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BounceLight_ColorAtDist(const bouncelight_t *vpl, vec_t dist, vec3_t color)
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{
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// get light contribution
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@ -1562,7 +1562,7 @@ BounceLight_ColorAtDist(const bouncelight_t *vpl, vec_t dist, vec3_t color)
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}
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// returns color in [0,255]
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void
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static inline void
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GetIndirectLighting (const bouncelight_t *vpl, const vec3_t origin, const vec3_t normal, vec3_t color)
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{
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VectorSet(color, 0, 0, 0);
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@ -1589,7 +1589,7 @@ GetIndirectLighting (const bouncelight_t *vpl, const vec3_t origin, const vec3_t
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VectorScale(color, dp1 * dp2, color);
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}
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bool
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static inline bool
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BounceLight_SphereCull(const bsp2_t *bsp, const bouncelight_t *vpl, const lightsurf_t *lightsurf)
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{
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vec3_t color = {0};
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@ -1597,7 +1597,7 @@ BounceLight_SphereCull(const bsp2_t *bsp, const bouncelight_t *vpl, const lights
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vec3_t dir;
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VectorSubtract(lightsurf->origin, vpl->pos, dir); // vpl -> sample point
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vec_t dist = VectorNormalize(dir) + lightsurf->radius;
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vec_t dist = VectorLength(dir) + lightsurf->radius;
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// get light contribution
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BounceLight_ColorAtDist(vpl, dist, color);
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