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

68 lines
1.8 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