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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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21 | #include "importer/model.h" |
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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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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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36 | void blur(unsigned char *in,int size); |
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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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41 | public: |
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42 | Shadow(Model* player,float* groundVertexes); |
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43 | ~Shadow(); |
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44 | void init(); |
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45 | void draw(); |
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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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