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[ryzomcore.git] / nel / src / 3d / tile_light_influence.cpp
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1 // NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
2 // Copyright (C) 2010 Winch Gate Property Limited
3 //
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU Affero General Public License as
6 // published by the Free Software Foundation, either version 3 of the
7 // License, or (at your option) any later version.
8 //
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU Affero General Public License for more details.
14 // You should have received a copy of the GNU Affero General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "std3d.h"
19 #include "nel/3d/tile_light_influence.h"
20 #include "nel/misc/debug.h"
22 #ifdef DEBUG_NEW
23 #define new DEBUG_NEW
24 #endif
26 namespace NL3D
30 void CTileLightInfluence::setDiffuseLightFactor(uint i, uint8 factor)
32 nlassert(CTileLightInfluence::NumLightPerCorner == 2);
33 nlassert(i == 0 || i == 1);
35 // Divide by 16.
36 factor>>=4;
38 // set to the ith light.
39 uint8 mask= 0x0F << (4*i);
40 // clear.
41 PackedLightFactor&= ~mask;
42 // set.
43 PackedLightFactor|= factor << (4*i);
47 uint8 CTileLightInfluence::getDiffuseLightFactor(uint i) const
49 nlassert(CTileLightInfluence::NumLightPerCorner == 2);
50 nlassert(i == 0 || i == 1);
52 // Choose what factor
53 uint8 ret= PackedLightFactor >> (4*i);
54 ret&= 0x0F;
56 // expand to 0..255
57 return ret + (ret<<4);
61 void CTileLightInfluence::serial(NLMISC::IStream &f)
63 nlassert(CTileLightInfluence::NumLightPerCorner == 2);
64 // No version for smaller size on disk !!
66 f.serial(Light[0], Light[1], PackedLightFactor);
71 } // NL3D