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path: root/src/mapblock_mesh.h
Commit message (Expand)AuthorAge
* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Handle day-night transition in shader and make light sources brighter when sh...Perttu Ahola2012-12-02
* Optimize headersPerttu Ahola2012-06-17
* Node texture animationPerttu Ahola2012-06-16
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric light,...Kahrl2012-03-15
* The huge item definition and item namespace unification patch (itemdef), see ...Kahrl2012-01-12
* GameDef compilesPerttu Ahola2011-11-29
* Create framework for getting rid of global definitions of node/tool/item/what...Perttu Ahola2011-11-29
* Made dark places tint slightly in bluePerttu Ahola2011-07-23
* Moved stuff from mapblock{h,cpp} to mapblock_mesh.{h,cpp} and content_mapbloc...Perttu Ahola2011-06-17
n class="hl slc">// 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 #define LIGHT_SUN 15 #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) { // assert(light <= LIGHT_SUN); if (light > LIGHT_SUN) light = LIGHT_SUN; return light_decode_table[light]; } // 0.0 <= light <= 1.0 // 0.0 <= return value <= 1.0 float decode_light_f(float light_f); 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; }