/* 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. */ #pragma once #include #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; }