//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2004 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #if !defined(__INCLUDE_LandscapeShadowHandlerh_INCLUDE__) #define __INCLUDE_LandscapeShadowHandlerh_INCLUDE__ #include #include class LandscapeShadowHandler : public GameStateI { public: static LandscapeShadowHandler *instance(); GLTexture &getShadowTexture() { return shadowTexture_; } GLdouble *getLightModelMatrix() { return lightModelMatrix_; } GLdouble *getLightProjMatrix() { return lightProjMatrix_; } // Inherited from GameStateI virtual void draw(const unsigned state); virtual void simulate(const unsigned state, float frameTime); protected: bool initialized_; GLTexture shadowTexture_; GLShadowFrameBuffer frameBuffer_; GLdouble lightModelMatrix_[16]; GLdouble lightProjMatrix_[16]; void initialize(); void drawLandscape(); private: LandscapeShadowHandler(); virtual ~LandscapeShadowHandler(); }; #endif // __INCLUDE_LandscapeShadowHandlerh_INCLUDE__