////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011, 2025, 2026
//
//    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 this program; if not, write to the Free Software Foundation, Inc.,
//    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
////////////////////////////////////////////////////////////////////////////////

#ifndef __INCLUDE_ShadowMap_hpp_INCLUDE__
#define __INCLUDE_ShadowMap_hpp_INCLUDE__

#include <GLEXT/GLTexture.hpp>

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 );

	bool shouldAddShadow();

	unsigned int getShadowCount() { return shadowCount_; }

protected:
	unsigned int shadowCount_;
	GLTexture    shadowTexture_;
	GLubyte*     shadowBytes_;
	GLint        size_;
	GLint        sizeSq_;

	void addShadow( float sx, float sy, float sw, float opacity, bool circle );
};

#endif  // __INCLUDE_ShadowMap_hpp_INCLUDE__
