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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _LIGHT_CALC_H_
#define _LIGHT_CALC_H_
#include "Textures.h"
#include "Rendering/GL/myGL.h"
#include "TerrainBase.h" // typedef uchar
struct LightingInfo;
namespace terrain
{
/**
* The lightmap contains a shading texture to apply the lights on the
* terrain, and a shadow texture for unit shadowing.
*/
class Lightmap : public BaseTexture
{
public:
Lightmap(Heightmap* hm, int level, int shadowLevelDif, LightingInfo* li);
~Lightmap();
uint GetShadowTexture() const { return shadowTex; }
uint GetShadingTexture() const { return shadingTex; }
protected:
void CalculateShadows(uchar* dst, int dstw, float lightX, float lightY, float lightH, float* centerhm, int hmw, int hmscale, bool directional);
GLuint shadowTex;
GLuint shadingTex;
};
class Shadowmap : public BaseTexture
{
public:
Shadowmap (Heightmap* hm, int level, LightingInfo* li);
};
};
#endif // _LIGHT_CALC_H_
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