mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-23 15:46:18 +00:00
68 lines
1.7 KiB
C++
68 lines
1.7 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/>.
|
|
|
|
#include "std3d.h"
|
|
|
|
#include "nel/3d/tile_light_influence.h"
|
|
#include "nel/misc/debug.h"
|
|
|
|
|
|
namespace NL3D
|
|
{
|
|
|
|
|
|
void CTileLightInfluence::setDiffuseLightFactor(uint i, uint8 factor)
|
|
{
|
|
nlassert(CTileLightInfluence::NumLightPerCorner == 2);
|
|
nlassert(i == 0 || i == 1);
|
|
|
|
// Divide by 16.
|
|
factor>>=4;
|
|
|
|
// set to the ith light.
|
|
uint8 mask= 0x0F << (4*i);
|
|
// clear.
|
|
PackedLightFactor&= ~mask;
|
|
// set.
|
|
PackedLightFactor|= factor << (4*i);
|
|
}
|
|
|
|
|
|
uint8 CTileLightInfluence::getDiffuseLightFactor(uint i) const
|
|
{
|
|
nlassert(CTileLightInfluence::NumLightPerCorner == 2);
|
|
nlassert(i == 0 || i == 1);
|
|
|
|
// Choose what factor
|
|
uint8 ret= PackedLightFactor >> (4*i);
|
|
ret&= 0x0F;
|
|
|
|
// expand to 0..255
|
|
return ret + (ret<<4);
|
|
}
|
|
|
|
|
|
void CTileLightInfluence::serial(NLMISC::IStream &f)
|
|
{
|
|
nlassert(CTileLightInfluence::NumLightPerCorner == 2);
|
|
// No version for smaller size on disk !!
|
|
|
|
f.serial(Light[0], Light[1], PackedLightFactor);
|
|
}
|
|
|
|
|
|
|
|
} // NL3D
|