minetest/src/light.h

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/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include <cassert>
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#include "irrlichttypes.h"
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/*
Lower level lighting stuff
*/
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// 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.
// If changed, this constant as defined in builtin/game/constants.lua must
// also be changed.
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#define LIGHT_MAX 14
// Light is stored as 4 bits, thus 15 is the maximum.
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// This brightness is reserved for sunlight
#define LIGHT_SUN 15
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#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;
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// 0 <= light <= LIGHT_SUN
// 0 <= return value <= 255
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inline u8 decode_light(u8 light)
{
// assert(light <= LIGHT_SUN);
if (light > LIGHT_SUN)
light = LIGHT_SUN;
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return light_decode_table[light];
}
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// 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)
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return (float)light_decode_table[0] / 255.0;
if (i >= LIGHT_SUN)
return (float)light_decode_table[LIGHT_SUN] / 255.0;
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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;
float f0 = (float)i - 0.5;
float f = light_f * LIGHT_MAX - f0;
return f * v2 + (1.0 - f) * v1;
}
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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)
l = LIGHT_SUN;
return l;
}