/* Minetest 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 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 "irrlichttypes.h" /* 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. // 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 inline u8 diminish_light(u8 light) { if (light == 0) return 0; if (light >= LIGHT_MAX) return LIGHT_MAX - 1; return light - 1; } inline u8 diminish_light(u8 light, u8 distance) { if (distance >= light) return 0; return light - distance; } inline u8 undiminish_light(u8 light) { // We don't know if light should undiminish from this particular 0. // Thus, keep it at 0. if (light == 0) return 0; if (light == LIGHT_MAX) return light; return light + 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 inline u8 decode_light(u8 light) { if (light > LIGHT_MAX) 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; } 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; } #endif