/*
-Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+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 General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+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 General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+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 "common_irrlicht.h"
-#include "debug.h"
-
-/*
- Day/night cache:
- Meshes are cached for different day-to-night transition values
-*/
-
-/*#define DAYNIGHT_CACHE_COUNT 3
-// First one is day, last one is night.
-extern u32 daynight_cache_ratios[DAYNIGHT_CACHE_COUNT];*/
+#include "irrlichttypes.h"
/*
Lower level lighting stuff
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;
+}
+
// 0 <= daylight_factor <= 1000
// 0 <= lightday, lightnight <= LIGHT_SUN
// 0 <= return value <= LIGHT_SUN
return l;
}
+// 0.0 <= daylight_factor <= 1.0
+// 0 <= lightday, lightnight <= LIGHT_SUN
+// 0 <= return value <= 255
+inline u8 blend_light_f1(float daylight_factor, u8 lightday, u8 lightnight)
+{
+ u8 l = ((daylight_factor * decode_light(lightday) +
+ (1.0-daylight_factor) * decode_light(lightnight)));
+ return l;
+}
+
#endif