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			126 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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| Minetest
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| Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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| 
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| This program is free software; you can redistribute it and/or modify
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| it under the terms of the GNU Lesser General Public License as published by
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| the Free Software Foundation; either version 2.1 of the License, or
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| (at your option) any later version.
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| 
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| This program is distributed in the hope that it will be useful,
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| but WITHOUT ANY WARRANTY; without even the implied warranty of
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| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| GNU Lesser General Public License for more details.
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| 
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| You should have received a copy of the GNU Lesser General Public License along
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| with this program; if not, write to the Free Software Foundation, Inc.,
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| 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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| */
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| 
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| #pragma once
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| 
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| #include "irrlichttypes.h"
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| 
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| /*
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| 	Lower level lighting stuff
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| */
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| 
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| // This directly sets the range of light.
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| // Actually this is not the real maximum, and this is not the brightest, the
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| // brightest is LIGHT_SUN.
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| // If changed, this constant as defined in builtin/game/constants.lua must
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| // also be changed.
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| #define LIGHT_MAX 14
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| // Light is stored as 4 bits, thus 15 is the maximum.
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| // This brightness is reserved for sunlight
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| #define LIGHT_SUN 15
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| 
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| inline u8 diminish_light(u8 light)
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| {
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| 	if (light == 0)
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| 		return 0;
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| 	if (light >= LIGHT_MAX)
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| 		return LIGHT_MAX - 1;
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| 
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| 	return light - 1;
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| }
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| 
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| inline u8 diminish_light(u8 light, u8 distance)
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| {
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| 	if (distance >= light)
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| 		return 0;
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| 	return light - distance;
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| }
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| 
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| inline u8 undiminish_light(u8 light)
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| {
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| 	// We don't know if light should undiminish from this particular 0.
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| 	// Thus, keep it at 0.
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| 	if (light == 0)
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| 		return 0;
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| 	if (light == LIGHT_MAX)
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| 		return light;
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| 
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| 	return light + 1;
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| }
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| 
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| #ifndef SERVER
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| 
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| /**
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|  * \internal
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|  *
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|  * \warning DO NOT USE this directly; it is here simply so that decode_light()
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|  * can be inlined.
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|  *
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|  * Array size is #LIGHTMAX+1
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|  *
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|  * The array is a lookup table to convert the internal representation of light
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|  * (brightness) to the display brightness.
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|  *
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|  */
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| extern const u8 *light_decode_table;
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| 
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| // 0 <= light <= LIGHT_SUN
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| // 0 <= return value <= 255
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| inline u8 decode_light(u8 light)
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| {
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| 	if (light > LIGHT_MAX)
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| 		light = LIGHT_MAX;
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| 
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| 	return light_decode_table[light];
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| }
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| 
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| // 0.0 <= light <= 1.0
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| // 0.0 <= return value <= 1.0
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| inline float decode_light_f(float light_f)
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| {
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| 	s32 i = (u32)(light_f * LIGHT_MAX + 0.5);
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| 
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| 	if (i <= 0)
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| 		return (float)light_decode_table[0] / 255.0;
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| 	if (i >= LIGHT_MAX)
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| 		return (float)light_decode_table[LIGHT_MAX] / 255.0;
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| 
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| 	float v1 = (float)light_decode_table[i - 1] / 255.0;
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| 	float v2 = (float)light_decode_table[i] / 255.0;
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| 	float f0 = (float)i - 0.5;
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| 	float f = light_f * LIGHT_MAX - f0;
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| 	return f * v2 + (1.0 - f) * v1;
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| }
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| 
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| void set_light_table(float gamma);
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| 
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| #endif // ifndef SERVER
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| 
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| // 0 <= daylight_factor <= 1000
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| // 0 <= lightday, lightnight <= LIGHT_SUN
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| // 0 <= return value <= LIGHT_SUN
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| inline u8 blend_light(u32 daylight_factor, u8 lightday, u8 lightnight)
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| {
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| 	u32 c = 1000;
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| 	u32 l = ((daylight_factor * lightday + (c - daylight_factor) * lightnight)) / c;
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| 	if (l > LIGHT_SUN)
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| 		l = LIGHT_SUN;
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| 	return l;
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| }
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