X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Flight.h;h=f1c458ad8bc42bfdadb4386995cfae9ec8980e78;hb=183c81b5ecf4f9350936737f5091073d81733d73;hp=b76ac3a5d7166371b08d6ff280993eed296c58a6;hpb=4e249fb3fbf75f0359758760d88e22aa5b14533c;p=oweals%2Fminetest.git diff --git a/src/light.h b/src/light.h index b76ac3a5d..f1c458ad8 100644 --- a/src/light.h +++ b/src/light.h @@ -1,10 +1,46 @@ +/* +Minetest-c55 +Copyright (C) 2010 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 +the Free Software Foundation; either version 2.1 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU Lesser General Public License for more details. + +You should have received a copy of the GNU Lesser General Public License along +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 -#include "common_irrlicht.h" +#include "irrlichttypes.h" +#include "debug.h" + +/* + Day/night cache: + Meshes are cached for different day-to-night transition values +*/ -// This directly sets the range of light +/*#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 #define LIGHT_SUN 15 @@ -39,16 +75,55 @@ inline u8 undiminish_light(u8 light) 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]; } +// 0.0 <= light <= 1.0 +// 0.0 <= return value <= 1.0 +inline float decode_light_f(float light_f) +{ + s32 i = (u32)(light_f * LIGHT_MAX + 0.5); + + if(i <= 0) + return (float)light_decode_table[0] / 255.0; + if(i >= LIGHT_MAX) + return (float)light_decode_table[LIGHT_MAX] / 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; +} + +// 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; +} + +// 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