2012-05-29 13:31:11 +00:00
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/tile_light_influence.h"
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#include "nel/misc/debug.h"
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namespace NL3D
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{
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void CTileLightInfluence::setDiffuseLightFactor(uint i, uint8 factor)
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{
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nlassert(CTileLightInfluence::NumLightPerCorner == 2);
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nlassert(i == 0 || i == 1);
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// Divide by 16.
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factor>>=4;
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// set to the ith light.
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uint8 mask= 0x0F << (4*i);
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// clear.
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PackedLightFactor&= ~mask;
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// set.
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PackedLightFactor|= factor << (4*i);
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}
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uint8 CTileLightInfluence::getDiffuseLightFactor(uint i) const
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{
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nlassert(CTileLightInfluence::NumLightPerCorner == 2);
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nlassert(i == 0 || i == 1);
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// Choose what factor
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uint8 ret= PackedLightFactor >> (4*i);
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ret&= 0x0F;
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// expand to 0..255
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return ret + (ret<<4);
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}
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void CTileLightInfluence::serial(NLMISC::IStream &f)
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{
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nlassert(CTileLightInfluence::NumLightPerCorner == 2);
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// No version for smaller size on disk !!
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f.serial(Light[0], Light[1], PackedLightFactor);
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}
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} // NL3D
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