khanat-opennel-code/code/nel/src/3d/tile_lumel.cpp
acemtp@users.sourceforge.net d5c601ffa5 initial version
2010-05-06 02:08:41 +02:00

85 lines
2.1 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_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 */