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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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