X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;ds=inline;f=src%2Flight.h;h=f8c4b83c33dd221363a0aa8ea92f20f0fdf7c3a7;hb=792752997c5ae2aaa4f54d0a2e2af2a96d7d1e9f;hp=bafd10914ae730774384d5f186bd6b4fd5bbdbf9;hpb=497ff1ecd64c8908f988e15ca879824f2781e3fd;p=oweals%2Fminetest.git diff --git a/src/light.h b/src/light.h index bafd10914..f8c4b83c3 100644 --- a/src/light.h +++ b/src/light.h @@ -1,6 +1,6 @@ /* Minetest -Copyright (C) 2010 celeron55, Perttu Ahola +Copyright (C) 2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by @@ -17,28 +17,19 @@ with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ -#ifndef LIGHT_HEADER -#define LIGHT_HEADER - +#pragma once +#include #include "irrlichttypes.h" -#include "debug.h" - -/* - 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. +// Actually this is not the real maximum, and this is not the brightest, the +// brightest is LIGHT_SUN. +// If changed, this constant as defined in builtin/game/constants.lua must +// also be changed. #define LIGHT_MAX 14 // Light is stored as 4 bits, thus 15 is the maximum. // This brightness is reserved for sunlight @@ -46,42 +37,57 @@ extern u32 daynight_cache_ratios[DAYNIGHT_CACHE_COUNT];*/ inline u8 diminish_light(u8 light) { - if(light == 0) + if (light == 0) return 0; - if(light >= LIGHT_MAX) + if (light >= LIGHT_MAX) return LIGHT_MAX - 1; - + return light - 1; } inline u8 diminish_light(u8 light, u8 distance) { - if(distance >= light) + if (distance >= light) return 0; - return light - distance; + return light - distance; } inline u8 undiminish_light(u8 light) { + assert(light <= LIGHT_SUN); // We don't know if light should undiminish from this particular 0. // Thus, keep it at 0. - if(light == 0) + if (light == 0) return 0; - if(light == LIGHT_MAX) + if (light >= LIGHT_MAX) return light; - + return light + 1; } -extern u8 light_decode_table[LIGHT_MAX+1]; +#ifndef SERVER + +/** + * \internal + * + * \warning DO NOT USE this directly; it is here simply so that decode_light() + * can be inlined. + * + * Array size is #LIGHTMAX+1 + * + * The array is a lookup table to convert the internal representation of light + * (brightness) to the display brightness. + * + */ +extern const u8 *light_decode_table; // 0 <= light <= LIGHT_SUN // 0 <= return value <= 255 inline u8 decode_light(u8 light) { - if(light > LIGHT_MAX) - light = LIGHT_MAX; - + // assert(light <= LIGHT_SUN); + if (light > LIGHT_SUN) + light = LIGHT_SUN; return light_decode_table[light]; } @@ -91,39 +97,30 @@ inline float decode_light_f(float light_f) { s32 i = (u32)(light_f * LIGHT_MAX + 0.5); - if(i <= 0) + if (i <= 0) return (float)light_decode_table[0] / 255.0; - if(i >= LIGHT_MAX) - return (float)light_decode_table[LIGHT_MAX] / 255.0; + if (i >= LIGHT_SUN) + return (float)light_decode_table[LIGHT_SUN] / 255.0; - float v1 = (float)light_decode_table[i-1] / 255.0; + float v1 = (float)light_decode_table[i - 1] / 255.0; float v2 = (float)light_decode_table[i] / 255.0; float f0 = (float)i - 0.5; float f = light_f * LIGHT_MAX - f0; return f * v2 + (1.0 - f) * v1; } +void set_light_table(float gamma); + +#endif // ifndef SERVER + // 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) + u32 l = ((daylight_factor * lightday + (c - daylight_factor) * lightnight)) / c; + if (l > LIGHT_SUN) l = LIGHT_SUN; return l; } - -// 0.0 <= daylight_factor <= 1.0 -// 0 <= lightday, lightnight <= LIGHT_SUN -// 0 <= return value <= 255 -inline u8 blend_light_f1(float daylight_factor, u8 lightday, u8 lightnight) -{ - u8 l = ((daylight_factor * decode_light(lightday) + - (1.0-daylight_factor) * decode_light(lightnight))); - return l; -} - -#endif -