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luanti/src/light.h

68 lines
1.6 KiB
C

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
#pragma once
#include <cassert>
#include "config.h"
#include "irrlichttypes.h"
/*
Lower level lighting stuff
*/
// This directly sets the range of light.
// Actually this is not the real maximum, and this is not the brightest, the
// brightest is LIGHT_SUN.
// If changed, this constant as defined in builtin/game/constants.lua must
// also be changed.
#define LIGHT_MAX 14
// Light is stored as 4 bits, thus 15 is the maximum.
// This brightness is reserved for sunlight
#define LIGHT_SUN 15
#if IS_CLIENT_BUILD
/**
* \internal
*
* \warning DO NOT USE this directly; it is here simply so that decode_light()
* can be inlined.
*
* Array size is #LIGHTMAX+1
*
* The array is a lookup table to convert the internal representation of light
* (brightness) to the display brightness.
*
*/
extern const u8 *light_decode_table;
// 0 <= light <= LIGHT_SUN
// 0 <= return value <= 255
inline u8 decode_light(u8 light)
{
// assert(light <= LIGHT_SUN);
if (light > LIGHT_SUN)
light = LIGHT_SUN;
return light_decode_table[light];
}
// 0.0 <= light <= 1.0
// 0.0 <= return value <= 1.0
float decode_light_f(float light_f);
void set_light_table(float gamma);
#endif
// 0 <= daylight_factor <= 1000
// 0 <= lightday, lightnight <= LIGHT_SUN
// 0 <= return value <= LIGHT_SUN
inline u8 blend_light(u32 daylight_factor, u8 lightday, u8 lightnight)
{
u32 c = 1000;
u32 l = ((daylight_factor * lightday + (c - daylight_factor) * lightnight)) / c;
if (l > LIGHT_SUN)
l = LIGHT_SUN;
return l;
}