X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Flight.h;h=984e6d7c28d5d59b5e182b6f3f3e71f63c084497;hb=503e1d2b7c800a76a161541d90b799e9786adbd9;hp=bafd10914ae730774384d5f186bd6b4fd5bbdbf9;hpb=497ff1ecd64c8908f988e15ca879824f2781e3fd;p=oweals%2Fminetest.git diff --git a/src/light.h b/src/light.h index bafd10914..984e6d7c2 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 @@ -21,24 +21,16 @@ with this program; if not, write to the Free Software Foundation, Inc., #define LIGHT_HEADER #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 @@ -73,7 +65,21 @@ inline u8 undiminish_light(u8 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 @@ -103,6 +109,10 @@ inline float decode_light_f(float light_f) 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 @@ -115,15 +125,5 @@ inline u8 blend_light(u32 daylight_factor, u8 lightday, u8 lightnight) 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