From 0ea5fc66924303d1bf73ba283a383e2aadee02f2 Mon Sep 17 00:00:00 2001 From: neodarz Date: Sat, 11 Aug 2018 20:21:34 +0200 Subject: Initial commit --- docs/doxygen/nel/tile__lumel_8cpp-source.html | 163 ++++++++++++++++++++++++++ 1 file changed, 163 insertions(+) create mode 100644 docs/doxygen/nel/tile__lumel_8cpp-source.html (limited to 'docs/doxygen/nel/tile__lumel_8cpp-source.html') diff --git a/docs/doxygen/nel/tile__lumel_8cpp-source.html b/docs/doxygen/nel/tile__lumel_8cpp-source.html new file mode 100644 index 00000000..6c59fca2 --- /dev/null +++ b/docs/doxygen/nel/tile__lumel_8cpp-source.html @@ -0,0 +1,163 @@ + + + + nevrax.org : docs + + + + + + + + + + + + + + +
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tile_lumel.cpp

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00001 
+00007 /* Copyright, 2000 Nevrax Ltd.
+00008  *
+00009  * This file is part of NEVRAX NEL.
+00010  * NEVRAX NEL is free software; you can redistribute it and/or modify
+00011  * it under the terms of the GNU General Public License as published by
+00012  * the Free Software Foundation; either version 2, or (at your option)
+00013  * any later version.
+00014 
+00015  * NEVRAX NEL is distributed in the hope that it will be useful, but
+00016  * WITHOUT ANY WARRANTY; without even the implied warranty of
+00017  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+00018  * General Public License for more details.
+00019 
+00020  * You should have received a copy of the GNU General Public License
+00021  * along with NEVRAX NEL; see the file COPYING. If not, write to the
+00022  * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,
+00023  * MA 02111-1307, USA.
+00024  */
+00025 
+00026 #include "std3d.h"
+00027 
+00028 #include "3d/tile_lumel.h"
+00029 
+00030 using namespace NLMISC;
+00031 
+00032 namespace NL3D 
+00033 {
+00034 
+00035 
+00036 // ***************************************************************************
+00037 void CTileLumel::createUncompressed (uint8 interpolated, uint8 shaded)
+00038 {
+00039         // Shading 
+00040         Shaded=shaded;
+00041 
+00042         // Same color ?
+00043         if (interpolated!=shaded)
+00044         {
+00045                 // Compute compressed value
+00046                 sint temp=((shaded<<3)/(sint)(interpolated?interpolated:1));
+00047                 clamp (temp, 0, 15);
+00048 
+00049                 // After decompression
+00050                 uint decompressed=(((uint)interpolated*((uint)temp))>>3)+4;
+00051                 if (decompressed>255)
+00052                         decompressed=255;
+00053 
+00054                 // Need to compress ?
+00055                 if (abs((sint)shaded-(sint)decompressed)>=abs((sint)shaded-(sint)interpolated))
+00056                 {
+00057                         // Shadow not present
+00058                         _ShadowValue=0xff;
+00059                 }
+00060                 else
+00061                 {
+00062                         // Shadow
+00063                         _ShadowValue=temp;
+00064                 }
+00065         }
+00066         else
+00067         {
+00068                 // Shadow not present
+00069                 _ShadowValue=0xff;
+00070         }
+00071 }
+00072 
+00073 // ***************************************************************************
+00074 void CTileLumel::pack (CStreamBit& stream) const
+00075 {
+00076         // There is shadow here ?
+00077         if (isShadowed ())
+00078         {
+00079                 // Put a true
+00080                 stream.pushBackBool(true);
+00081 
+00082                 // Read the shadow value
+00083                 stream.pushBack4bits(_ShadowValue);
+00084         }
+00085         else
+00086                 // Put a false
+00087                 stream.pushBackBool(false);
+00088 }
+00089 
+00090 
+00091 } // NL3D
+00092 
+00093 
+00094 /* End of tile_lumel.h */
+
+ + +
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