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ref: optimize R_LightLambert function

* Quick exit if no local lights
* Try to minimize Q_min() checks by apply it on temp variables
* Cap final light values only once, after all local lights are calculated
pull/2/head
Alibek Omarov 2 years ago
parent
commit
f55ef63e26
  1. 41
      ref/gl/gl_studio.c
  2. 41
      ref/soft/r_studio.c

41
ref/gl/gl_studio.c

@ -1677,47 +1677,56 @@ R_LightLambert @@ -1677,47 +1677,56 @@ R_LightLambert
====================
*/
void R_LightLambert( vec4_t light[MAX_LOCALLIGHTS], vec3_t normal, vec3_t color, byte *out )
static void R_LightLambert( vec4_t light[MAX_LOCALLIGHTS], const vec3_t normal, const vec3_t color, byte *out )
{
vec3_t finalLight;
vec3_t localLight;
int i;
if( !g_studio.numlocallights )
{
VectorScale( color, 255.0f, out );
return;
}
VectorCopy( color, finalLight );
for( i = 0; i < g_studio.numlocallights; i++ )
{
float r, r2;
float r;
if( tr.fFlipViewModel )
r = DotProduct( normal, light[i] );
else r = -DotProduct( normal, light[i] );
if( likely( !tr.fFlipViewModel ))
r = -r;
if( r > 0.0f )
{
vec3_t localLight;
float temp;
if( light[i][3] == 0.0f )
{
r2 = DotProduct( light[i], light[i] );
float r2 = DotProduct( light[i], light[i] );
if( r2 > 0.0f )
light[i][3] = g_studio.locallightR2[i] / ( r2 * sqrt( r2 ));
else light[i][3] = 0.0001f;
}
localLight[0] = Q_min( g_studio.locallightcolor[i].r * r * light[i][3], 255.0f );
localLight[1] = Q_min( g_studio.locallightcolor[i].g * r * light[i][3], 255.0f );
localLight[2] = Q_min( g_studio.locallightcolor[i].b * r * light[i][3], 255.0f );
VectorScale( localLight, ( 1.0f / 255.0f ), localLight );
temp = Q_min( r * light[i][3] / 255.0f, 1.0f );
finalLight[0] = Q_min( finalLight[0] + localLight[0], 1.0f );
finalLight[1] = Q_min( finalLight[1] + localLight[1], 1.0f );
finalLight[2] = Q_min( finalLight[2] + localLight[2], 1.0f );
localLight[0] = (float)g_studio.locallightcolor[i].r * temp;
localLight[1] = (float)g_studio.locallightcolor[i].g * temp;
localLight[2] = (float)g_studio.locallightcolor[i].b * temp;
VectorAdd( finalLight, localLight, finalLight );
}
}
out[0] = finalLight[0] * 255;
out[1] = finalLight[1] * 255;
out[2] = finalLight[2] * 255;
VectorScale( finalLight, 255.0f, finalLight );
out[0] = Q_min( (int)( finalLight[0] ), 255 );
out[1] = Q_min( (int)( finalLight[1] ), 255 );
out[2] = Q_min( (int)( finalLight[2] ), 255 );
}
static void R_StudioSetColorArray(short *ptricmds, vec3_t *pstudionorms, byte *color )

41
ref/soft/r_studio.c

@ -1675,47 +1675,56 @@ R_LightLambert @@ -1675,47 +1675,56 @@ R_LightLambert
====================
*/
void R_LightLambert( vec4_t light[MAX_LOCALLIGHTS], vec3_t normal, vec3_t color, byte *out )
static void R_LightLambert( vec4_t light[MAX_LOCALLIGHTS], const vec3_t normal, const vec3_t color, byte *out )
{
vec3_t finalLight;
vec3_t localLight;
int i;
if( !g_studio.numlocallights )
{
VectorScale( color, 255.0f, out );
return;
}
VectorCopy( color, finalLight );
for( i = 0; i < g_studio.numlocallights; i++ )
{
float r, r2;
float r;
if( tr.fFlipViewModel )
r = DotProduct( normal, light[i] );
else r = -DotProduct( normal, light[i] );
if( likely( !tr.fFlipViewModel ))
r = -r;
if( r > 0.0f )
{
vec3_t localLight;
float temp;
if( light[i][3] == 0.0f )
{
r2 = DotProduct( light[i], light[i] );
float r2 = DotProduct( light[i], light[i] );
if( r2 > 0.0f )
light[i][3] = g_studio.locallightR2[i] / ( r2 * sqrt( r2 ));
else light[i][3] = 0.0001f;
}
localLight[0] = Q_min( g_studio.locallightcolor[i].r * r * light[i][3], 255.0f );
localLight[1] = Q_min( g_studio.locallightcolor[i].g * r * light[i][3], 255.0f );
localLight[2] = Q_min( g_studio.locallightcolor[i].b * r * light[i][3], 255.0f );
VectorScale( localLight, ( 1.0f / 255.0f ), localLight );
temp = Q_min( r * light[i][3] / 255.0f, 1.0f );
finalLight[0] = Q_min( finalLight[0] + localLight[0], 1.0f );
finalLight[1] = Q_min( finalLight[1] + localLight[1], 1.0f );
finalLight[2] = Q_min( finalLight[2] + localLight[2], 1.0f );
localLight[0] = (float)g_studio.locallightcolor[i].r * temp;
localLight[1] = (float)g_studio.locallightcolor[i].g * temp;
localLight[2] = (float)g_studio.locallightcolor[i].b * temp;
VectorAdd( finalLight, localLight, finalLight );
}
}
out[0] = finalLight[0] * 255;
out[1] = finalLight[1] * 255;
out[2] = finalLight[2] * 255;
VectorScale( finalLight, 255.0f, finalLight );
out[0] = Q_min( (int)( finalLight[0] ), 255 );
out[1] = Q_min( (int)( finalLight[1] ), 255 );
out[2] = Q_min( (int)( finalLight[2] ), 255 );
}
static void R_StudioSetColorBegin(short *ptricmds, vec3_t *pstudionorms )

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