SDLLightmap::SDLLightmap() :
renderer(static_cast<SDLRenderer*>(Renderer::instance())->get_sdl_renderer()),
+ texture(),
width(),
height(),
LIGHTMAP_DIV()
{
LIGHTMAP_DIV = 8;
- width = 800; //screen->w / LIGHTMAP_DIV;
- height = 600; //screen->h / LIGHTMAP_DIV;
+ width = SCREEN_WIDTH;
+ height = SCREEN_HEIGHT;
SDL_Renderer* renderer = static_cast<SDLRenderer*>(Renderer::instance())->get_sdl_renderer();
texture = SDL_CreateTexture(renderer,
SDLLightmap::start_draw(const Color &ambient_color)
{
SDL_SetRenderTarget(renderer, texture);
-
+
Uint8 r = static_cast<Uint8>(ambient_color.red * 255);
Uint8 g = static_cast<Uint8>(ambient_color.green * 255);
Uint8 b = static_cast<Uint8>(ambient_color.blue * 255);
void
SDLLightmap::get_light(const DrawingRequest& request) const
{
- const GetLightRequest* getlightrequest
+ const GetLightRequest* getlightrequest
= (GetLightRequest*) request.request_data;
SDL_Rect rect;