#define LIGHT_HEADER
#include "common_irrlicht.h"
+#include "debug.h"
-// This directly sets the range of light
+/*
+ Day/night cache:
+ Meshes are cached for different day-to-night transition values
+*/
+
+/*#define DAYNIGHT_CACHE_COUNT 3
+// First one is day, last one is night.
+extern u32 daynight_cache_ratios[DAYNIGHT_CACHE_COUNT];*/
+
+/*
+ Lower level lighting stuff
+*/
+
+// This directly sets the range of light.
+// Actually this is not the real maximum, and this is not the
+// brightest. The brightest is LIGHT_SUN.
#define LIGHT_MAX 14
// Light is stored as 4 bits, thus 15 is the maximum.
// This brightness is reserved for sunlight
extern u8 light_decode_table[LIGHT_MAX+1];
+// 0 <= light <= LIGHT_SUN
+// 0 <= return value <= 255
inline u8 decode_light(u8 light)
{
- if(light == LIGHT_SUN)
- return light_decode_table[LIGHT_MAX];
-
if(light > LIGHT_MAX)
- throw;
+ light = LIGHT_MAX;
return light_decode_table[light];
}
+// 0 <= daylight_factor <= 1000
+// 0 <= lightday, lightnight <= LIGHT_SUN
+// 0 <= return value <= LIGHT_SUN
+inline u8 blend_light(u32 daylight_factor, u8 lightday, u8 lightnight)
+{
+ u32 c = 1000;
+ u32 l = ((daylight_factor * lightday + (c-daylight_factor) * lightnight))/c;
+ if(l > LIGHT_SUN)
+ l = LIGHT_SUN;
+ return l;
+}
+
#endif