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https://github.com/FWGS/xash3d-fwgs
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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
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@ -1677,47 +1677,56 @@ R_LightLambert
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====================
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*/
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void R_LightLambert( vec4_t light[MAX_LOCALLIGHTS], vec3_t normal, vec3_t color, byte *out )
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static void R_LightLambert( vec4_t light[MAX_LOCALLIGHTS], const vec3_t normal, const vec3_t color, byte *out )
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{
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vec3_t finalLight;
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vec3_t localLight;
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int i;
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if( !g_studio.numlocallights )
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{
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VectorScale( color, 255.0f, out );
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return;
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}
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VectorCopy( color, finalLight );
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for( i = 0; i < g_studio.numlocallights; i++ )
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{
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float r, r2;
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float r;
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if( tr.fFlipViewModel )
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r = DotProduct( normal, light[i] );
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else r = -DotProduct( normal, light[i] );
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r = DotProduct( normal, light[i] );
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if( likely( !tr.fFlipViewModel ))
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r = -r;
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if( r > 0.0f )
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{
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vec3_t localLight;
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float temp;
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if( light[i][3] == 0.0f )
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{
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r2 = DotProduct( light[i], light[i] );
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float r2 = DotProduct( light[i], light[i] );
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if( r2 > 0.0f )
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light[i][3] = g_studio.locallightR2[i] / ( r2 * sqrt( r2 ));
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else light[i][3] = 0.0001f;
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}
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localLight[0] = Q_min( g_studio.locallightcolor[i].r * r * light[i][3], 255.0f );
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localLight[1] = Q_min( g_studio.locallightcolor[i].g * r * light[i][3], 255.0f );
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localLight[2] = Q_min( g_studio.locallightcolor[i].b * r * light[i][3], 255.0f );
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VectorScale( localLight, ( 1.0f / 255.0f ), localLight );
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temp = Q_min( r * light[i][3] / 255.0f, 1.0f );
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finalLight[0] = Q_min( finalLight[0] + localLight[0], 1.0f );
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finalLight[1] = Q_min( finalLight[1] + localLight[1], 1.0f );
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finalLight[2] = Q_min( finalLight[2] + localLight[2], 1.0f );
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localLight[0] = (float)g_studio.locallightcolor[i].r * temp;
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localLight[1] = (float)g_studio.locallightcolor[i].g * temp;
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localLight[2] = (float)g_studio.locallightcolor[i].b * temp;
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VectorAdd( finalLight, localLight, finalLight );
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}
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}
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out[0] = finalLight[0] * 255;
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out[1] = finalLight[1] * 255;
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out[2] = finalLight[2] * 255;
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VectorScale( finalLight, 255.0f, finalLight );
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out[0] = Q_min( (int)( finalLight[0] ), 255 );
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out[1] = Q_min( (int)( finalLight[1] ), 255 );
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out[2] = Q_min( (int)( finalLight[2] ), 255 );
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}
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static void R_StudioSetColorArray(short *ptricmds, vec3_t *pstudionorms, byte *color )
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@ -1675,47 +1675,56 @@ R_LightLambert
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====================
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*/
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void R_LightLambert( vec4_t light[MAX_LOCALLIGHTS], vec3_t normal, vec3_t color, byte *out )
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static void R_LightLambert( vec4_t light[MAX_LOCALLIGHTS], const vec3_t normal, const vec3_t color, byte *out )
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{
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vec3_t finalLight;
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vec3_t localLight;
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int i;
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if( !g_studio.numlocallights )
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{
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VectorScale( color, 255.0f, out );
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return;
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}
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VectorCopy( color, finalLight );
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for( i = 0; i < g_studio.numlocallights; i++ )
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{
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float r, r2;
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float r;
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if( tr.fFlipViewModel )
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r = DotProduct( normal, light[i] );
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else r = -DotProduct( normal, light[i] );
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r = DotProduct( normal, light[i] );
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if( likely( !tr.fFlipViewModel ))
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r = -r;
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if( r > 0.0f )
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{
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vec3_t localLight;
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float temp;
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if( light[i][3] == 0.0f )
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{
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r2 = DotProduct( light[i], light[i] );
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float r2 = DotProduct( light[i], light[i] );
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if( r2 > 0.0f )
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light[i][3] = g_studio.locallightR2[i] / ( r2 * sqrt( r2 ));
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else light[i][3] = 0.0001f;
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}
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localLight[0] = Q_min( g_studio.locallightcolor[i].r * r * light[i][3], 255.0f );
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localLight[1] = Q_min( g_studio.locallightcolor[i].g * r * light[i][3], 255.0f );
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localLight[2] = Q_min( g_studio.locallightcolor[i].b * r * light[i][3], 255.0f );
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VectorScale( localLight, ( 1.0f / 255.0f ), localLight );
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temp = Q_min( r * light[i][3] / 255.0f, 1.0f );
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finalLight[0] = Q_min( finalLight[0] + localLight[0], 1.0f );
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finalLight[1] = Q_min( finalLight[1] + localLight[1], 1.0f );
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finalLight[2] = Q_min( finalLight[2] + localLight[2], 1.0f );
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localLight[0] = (float)g_studio.locallightcolor[i].r * temp;
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localLight[1] = (float)g_studio.locallightcolor[i].g * temp;
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localLight[2] = (float)g_studio.locallightcolor[i].b * temp;
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VectorAdd( finalLight, localLight, finalLight );
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}
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}
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out[0] = finalLight[0] * 255;
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out[1] = finalLight[1] * 255;
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out[2] = finalLight[2] * 255;
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VectorScale( finalLight, 255.0f, finalLight );
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out[0] = Q_min( (int)( finalLight[0] ), 255 );
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out[1] = Q_min( (int)( finalLight[1] ), 255 );
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out[2] = Q_min( (int)( finalLight[2] ), 255 );
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}
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static void R_StudioSetColorBegin(short *ptricmds, vec3_t *pstudionorms )
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