// NeL - MMORPG Framework // 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 . #include "std3d.h" #include "nel/3d/tile_lumel.h" using namespace NLMISC; namespace NL3D { // *************************************************************************** void CTileLumel::createUncompressed (uint8 interpolated, uint8 shaded) { // Shading Shaded=shaded; // Same color ? if (interpolated!=shaded) { // Compute compressed value sint temp=((shaded<<3)/(sint)(interpolated?interpolated:1)); clamp (temp, 0, 15); // After decompression uint decompressed=(((uint)interpolated*((uint)temp))>>3)+4; if (decompressed>255) decompressed=255; // Need to compress ? if (abs((sint)shaded-(sint)decompressed)>=abs((sint)shaded-(sint)interpolated)) { // Shadow not present _ShadowValue=0xff; } else { // Shadow _ShadowValue=temp; } } else { // Shadow not present _ShadowValue=0xff; } } // *************************************************************************** void CTileLumel::pack (CStreamBit& stream) const { // There is shadow here ? if (isShadowed ()) { // Put a true stream.pushBackBool(true); // Read the shadow value stream.pushBack4bits(_ShadowValue); } else // Put a false stream.pushBackBool(false); } } // NL3D /* End of tile_lumel.h */