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/objModel.h" |
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22 | #include "p_node.h" |
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23 | #include "world_entity.h" |
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24 | #include "player.h" |
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25 | #include "vector.h" |
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26 | |
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27 | //! A Class to handle the Shadow |
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28 | class Shadow: public PNode |
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29 | { |
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30 | private: |
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31 | int player_id,ground_id; //These are for the glLists! |
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32 | int shadow_id; //this is for the empty shadow texture |
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33 | float lightPos[3]; |
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34 | float playerPos[3]; |
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35 | Material* mat; |
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36 | |
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37 | unsigned char *image; |
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38 | OBJModel* player; |
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39 | Vector normal_vectors[100][80]; |
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40 | Vector vertexes[4][100][80]; |
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41 | //playerangle used to obtain information about the angle of the player |
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42 | Player* playerangle; |
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43 | |
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44 | void blur(unsigned char *in,int size); |
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45 | //void createShadow(); |
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46 | void m_inverse(const float *m,float *out); |
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47 | |
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48 | |
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49 | |
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50 | public: |
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51 | Shadow(OBJModel* player,Player* playerangle); |
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52 | ~Shadow(); |
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53 | void init(GLuint ground_id); |
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54 | void createShadow(); |
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55 | void draw(); |
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56 | void updatePosition(float x,float y,float z); |
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57 | |
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58 | |
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59 | |
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60 | |
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61 | }; |
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62 | |
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63 | #endif |
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64 | |
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65 | |
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