khanat-opennel-code/code/nel/include/nel/3d/tile_light_influence.h

75 lines
1.9 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_TILE_LIGHT_INFLUENCE_H
#define NL_TILE_LIGHT_INFLUENCE_H
#include "nel/misc/types_nl.h"
#include "nel/misc/stream.h"
namespace NL3D
{
/**
* For landscape.
* A descriptor of light which influence a corner of a TessBlock:
* 2 lights Ids (points to PointLight in zone), with 2 diffuseLightFactor.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class CTileLightInfluence
{
public:
/// We support only 2 light per corner. Should never be changed.
enum {NumLightPerCorner= 2};
public:
/// Constructor
CTileLightInfluence() {}
/** List of lights.
* Id==0xFF => no light. if Light[i]==0xFF, then Light[j] with j>i is supposed disalbed too.
*/
uint8 Light[NumLightPerCorner];
/// i: 0 or 1. factor E [0..255] is the factor of influence (gouraud) of the ith light. NB: stored on 4 bits.
void setDiffuseLightFactor(uint i, uint8 factor);
/// see setDiffuseLightFactor(). return uint8 E [0, 255]
uint8 getDiffuseLightFactor(uint i) const;
void serial(NLMISC::IStream &f);
private:
/// Packed
uint8 PackedLightFactor;
};
} // NL3D
#endif // NL_TILE_LIGHT_INFLUENCE_H
/* End of tile_light_influence.h */