light: few optimizations to bounce code

This commit is contained in:
Eric Wasylishen 2016-05-13 23:16:36 -06:00
parent f73b9de0b3
commit 199cba7349
1 changed files with 4 additions and 4 deletions

View File

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