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tile_lumel.cppGo to the documentation of this file.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 */ |