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source: orxonox.OLD/orxonox/branches/dave/src/shadow.h @ 3674

Last change on this file since 3674 was 3674, checked in by dave, 19 years ago

branches/shadows: files added

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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 "p_node.h"
22#include "world_entity.h"
23
24//! A Class to handle the Shadow
25class Shadow: public PNode
26{
27    private:
28        void blur(unsigned char *in,int size);
29    public:
30        Shadow();
31        ~Shadow();
32
33
34
35
36};
37
38#endif
39   
40
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