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75 lines
1.9 KiB
C++
75 lines
1.9 KiB
C++
// 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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#ifndef NL_TILE_LIGHT_INFLUENCE_H
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#define NL_TILE_LIGHT_INFLUENCE_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/stream.h"
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namespace NL3D
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{
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/**
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* For landscape.
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* A descriptor of light which influence a corner of a TessBlock:
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* 2 lights Ids (points to PointLight in zone), with 2 diffuseLightFactor.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CTileLightInfluence
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{
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public:
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/// We support only 2 light per corner. Should never be changed.
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enum {NumLightPerCorner= 2};
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public:
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/// Constructor
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CTileLightInfluence() {}
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/** List of lights.
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* Id==0xFF => no light. if Light[i]==0xFF, then Light[j] with j>i is supposed disalbed too.
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*/
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uint8 Light[NumLightPerCorner];
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/// i: 0 or 1. factor E [0..255] is the factor of influence (gouraud) of the ith light. NB: stored on 4 bits.
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void setDiffuseLightFactor(uint i, uint8 factor);
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/// see setDiffuseLightFactor(). return uint8 E [0, 255]
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uint8 getDiffuseLightFactor(uint i) const;
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void serial(NLMISC::IStream &f);
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private:
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/// Packed
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uint8 PackedLightFactor;
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};
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} // NL3D
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#endif // NL_TILE_LIGHT_INFLUENCE_H
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/* End of tile_light_influence.h */
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