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source: orxonox.OLD/orxonox/branches/shadows/src/shadow.h @ 3688

Last change on this file since 3688 was 3680, checked in by bensch, 20 years ago

orxonox/branches/shadows: merged shadow into this branche, that was falsely put into branches/dave. (also cleared a little error in m_inverse).

File size: 1.4 KB
Line 
1/*!
2    \file shadow.h
3    \brief Definition of the Shadow
4   
5    Shadow should in a first step only be implemented for the players character
6    to be casted on the terrain. This version will only handle the players shjadow!
7    Further versions will propably be able to take parameters like player or non
8    player character and the final object to cast the shadow on to....So it will then
9    be possible(maybe) for an object to cast its shadow onto another object(but I think
10    that will be too much performance eating:)
11   
12    The basic principle to implement the shadow is to create a texture containing
13    a picture of the shadow. This texture then will be mixed onto the normal ground
14    texture to give the impression of a shadow correctly casted on the ground.
15*/
16
17#ifndef _SHADOW_H
18#define _SHADOW_H
19
20#include "importer/material.h"
21#include "importer/model.h"
22#include "p_node.h"
23#include "world_entity.h"
24
25//! A Class to handle the Shadow
26class Shadow: public PNode
27{
28    private:
29        int player_id,ground_id; //These are for the glLists!
30        int shadow_id;  //this is for the empty shadow texture
31        int lightPos[3];
32       
33        unsigned char *image;
34        Model* player;
35       
36        void blur(unsigned char *in,int size);
37        void createShadow();
38        void m_inverse(const float *m,float *out);
39       
40   
41    public:
42        Shadow(Model* player,float* groundVertexes);
43        ~Shadow();
44        void init();
45        void draw();
46
47
48
49
50};
51
52#endif
53   
54
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