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85 lines
2.1 KiB
C++
85 lines
2.1 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/tile_lumel.h"
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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void CTileLumel::createUncompressed (uint8 interpolated, uint8 shaded)
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{
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// Shading
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Shaded=shaded;
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// Same color ?
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if (interpolated!=shaded)
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{
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// Compute compressed value
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sint temp=((shaded<<3)/(sint)(interpolated?interpolated:1));
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clamp (temp, 0, 15);
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// After decompression
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uint decompressed=(((uint)interpolated*((uint)temp))>>3)+4;
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if (decompressed>255)
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decompressed=255;
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// Need to compress ?
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if (abs((sint)shaded-(sint)decompressed)>=abs((sint)shaded-(sint)interpolated))
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{
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// Shadow not present
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_ShadowValue=0xff;
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}
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else
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{
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// Shadow
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_ShadowValue=temp;
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}
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}
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else
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{
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// Shadow not present
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_ShadowValue=0xff;
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}
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}
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// ***************************************************************************
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void CTileLumel::pack (CStreamBit& stream) const
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{
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// There is shadow here ?
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if (isShadowed ())
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{
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// Put a true
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stream.pushBackBool(true);
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// Read the shadow value
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stream.pushBack4bits(_ShadowValue);
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}
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else
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// Put a false
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stream.pushBackBool(false);
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}
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} // NL3D
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/* End of tile_lumel.h */
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