//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // 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(AFX_SHADOWMAP_H__50A1C655_51B8_4B47_982E_58C20CD21815__INCLUDED_) #define AFX_SHADOWMAP_H__50A1C655_51B8_4B47_982E_58C20CD21815__INCLUDED_ #include class ShadowMap { public: ShadowMap(); virtual ~ShadowMap(); void setTexture(); void addSquare(float x, float y, float w, float opacity = 1.0f); void addCircle(float sx, float sy, float sw, float opacity = 1.0f); unsigned int getShadowCount() { return shadowCount_; } protected: unsigned int shadowCount_; GLTexture shadowTexture_; GLubyte *shadowBytes_; GLint size_, sizeSq_; void addShadow(float sx, float sy, float sw, float opacity, bool circle); }; #endif // !defined(AFX_SHADOWMAP_H__50A1C655_51B8_4B47_982E_58C20CD21815__INCLUDED_)