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/*
Minetest
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>
#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

#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;
}
was found * `sun.png`: texture of the sun. Default texture is generated by Minetest * `sun_tonemap.png`: tonemap to be used when `sun.png` was found * `sunrisebg.png`: shown sky texture when the sun rises * `smoke_puff.png`: texture used when an object died by punching * `unknown_item.png`: shown texture when an item definition was not found * `unknown_node.png`: shown texture when a node definition was not found * `unknown_object.png`: shown texture when an entity definition was not found * `wieldhand.png`: texture of the wieldhand ### Mainmenu textures * `menu_bg.png`: used as mainmenu background when the clouds are disabled * `menu_header.png`: header texture when no texture pack is selected * `no_screenshot.png` * texture when no screenshot was found for a texture pack or mod * `server_flags_creative.png`: icon for creative servers * `server_flags_damage.png`: icon for enabled damage on servers * `server_flags_favorite.png`: icon for your favorite servers * `server_flags_pvp.png`: icon for enabled PvP on servers ### Android textures * `down_arrow.png` * `left_arrow.png` * `right_arrow.png` * `up_arrow.png` * `drop_btn.png` * `fast_btn.png` * `fly_btn.png` * `jump_btn.png` * `noclip_btn.png` * `camera_btn.png` * `chat_btn.png` * `inventory_btn.png` * `rangeview_btn.png` * `debug_btn.png` * `gear_icon.png` * `rare_controls.png` Texture Overrides ----------------- You can override the textures of a node from a texture pack using texture overrides. To do this, create a file in a texture pack called override.txt Each line in an override.txt file is a rule. It consists of nodename face-selector texture For example, default:dirt_with_grass sides default_stone.png You can use ^ operators as usual: default:dirt_with_grass sides default_stone.png^[brighten Here are face selectors you can choose from: | face-selector | behavior | |---------------|---------------------------------------------------| | left | x- | | right | x+ | | front | z- | | back | z+ | | top | y+ | | bottom | y- | | sides | x-, x+, z-, z+ | | all | All faces. You can also use '*' instead of 'all'. |