I added the hull transparency feature, but it is not quite working yet . It will render a bit strangely at the moment. It will be fully functioning in the next version.
Maybe my solution I've just implemented today will work for you.
See examples here. At the end of the post, there is a series of equations, telling you the color components of the shadow's color. (Note, that this is not a physically correct model, as far as I know.) The shapes are just alpha-blended on the shadowed texture. I think it is not the best solution, but that's not related to the problem.
Unfortunately, I can't just copy the code, since it is written in Haskell. (Only the rendering is done by SFML, the calculation of colors is in Haskell. But if you want to see, just ask
Also, if you have any other idea, please, share with me. Maybe that's better than this.
A question: will you implement mirrors? Because if so, I'll really consider using your engine instead of mine. (I have some ideas related to this, too, so maybe I can help.)