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[3674] | 1 | /*! |
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| 2 | \file shadow.h |
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| 3 | \brief Definition of the Shadow |
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| 4 | |
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| 5 | Shadow should in a first step only be implemented for the players character |
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| 6 | to be casted on the terrain. This version will only handle the players shjadow! |
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| 7 | Further versions will propably be able to take parameters like player or non |
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| 8 | player character and the final object to cast the shadow on to....So it will then |
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| 9 | be possible(maybe) for an object to cast its shadow onto another object(but I think |
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| 10 | that will be too much performance eating:) |
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| 11 | |
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| 12 | The basic principle to implement the shadow is to create a texture containing |
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| 13 | a picture of the shadow. This texture then will be mixed onto the normal ground |
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| 14 | texture to give the impression of a shadow correctly casted on the ground. |
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| 15 | */ |
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| 16 | |
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| 17 | #ifndef _SHADOW_H |
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| 18 | #define _SHADOW_H |
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| 19 | |
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| 20 | #include "importer/material.h" |
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[3679] | 21 | #include "importer/model.h" |
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[3674] | 22 | #include "p_node.h" |
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| 23 | #include "world_entity.h" |
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| 24 | |
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| 25 | //! A Class to handle the Shadow |
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| 26 | class Shadow: public PNode |
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| 27 | { |
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| 28 | private: |
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[3679] | 29 | int player_id,ground_id; //These are for the glLists! |
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| 30 | int shadow_id; //this is for the empty shadow texture |
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| 31 | int lightPos[3]; |
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| 32 | |
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| 33 | unsigned char *image; |
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| 34 | Model* player; |
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| 35 | |
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[3674] | 36 | void blur(unsigned char *in,int size); |
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[3679] | 37 | void createShadow(); |
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| 38 | void m_inverse(const float *m,float *out); |
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| 39 | |
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| 40 | |
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[3674] | 41 | public: |
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[3679] | 42 | Shadow(Model* player,float* groundVertexes); |
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[3674] | 43 | ~Shadow(); |
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[3679] | 44 | void init(); |
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| 45 | void draw(); |
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[3674] | 46 | |
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| 47 | |
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| 48 | |
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| 49 | |
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| 50 | }; |
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| 51 | |
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| 52 | #endif |
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| 53 | |
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| 54 | |
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