slight speed improvement; these weren't inlining properly, they do now though

This commit is contained in:
Jonathan 2022-06-25 04:20:24 -04:00
parent 8b1472dfd1
commit b4583908af
1 changed files with 4 additions and 4 deletions

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@ -1858,8 +1858,8 @@ inline qvec3f BounceLight_ColorAtDist(
}
// mxd. Surface light falloff. Returns color in [0,255]
static qvec3f SurfaceLight_ColorAtDist(
const settings::worldspawn_keys &cfg, const float intensity, const qvec3f color, const float dist)
inline qvec3f SurfaceLight_ColorAtDist(
const settings::worldspawn_keys &cfg, const float &intensity, const qvec3d &color, const float &dist)
{
// Exponential falloff
const float d = max(dist, 16.0f); // Clamp away hotspots, also avoid division by 0...
@ -1898,7 +1898,7 @@ inline qvec3f GetIndirectLighting(const settings::worldspawn_keys &cfg, const bo
// dir: vpl -> sample point direction
// mxd. returns color in [0,255]
static qvec3f GetSurfaceLighting(const settings::worldspawn_keys &cfg, const surfacelight_t *vpl, const qvec3f &dir,
inline qvec3f GetSurfaceLighting(const settings::worldspawn_keys &cfg, const surfacelight_t *vpl, const qvec3f &dir,
const float dist, const qvec3f &normal)
{
qvec3f result;
@ -1962,7 +1962,7 @@ SurfaceLight_SphereCull(const surfacelight_t *vpl, const lightsurf_t *lightsurf)
const float dist = qv::length(dir) + lightsurf->radius;
// Get light contribution
const qvec3f color = SurfaceLight_ColorAtDist(cfg, vpl->totalintensity, qvec3f(vpl->color), dist);
const qvec3f color = SurfaceLight_ColorAtDist(cfg, vpl->totalintensity, vpl->color, dist);
return LightSample_Brightness(color) < 0.25f;
}