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component: engine objectsRelated to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.)Related to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.)component: rendering pipelineRelated to the parts of the rendering pipeline (e.g. culling, shadows, lighting, etc.)Related to the parts of the rendering pipeline (e.g. culling, shadows, lighting, etc.)component: shadersRelated to creating/updating/refactoring glsl shaders from the engineRelated to creating/updating/refactoring glsl shaders from the enginetype: docstype: feature
Description
Description
This keeps track of the implementation of shadow mapping. This is an engine object that abstracts away this feature by using both, and an FBO and an appropriate camera (or at least a frustum object) according to the light type.
The implementation should allow the usage of multiple lights (multiple lights could cast shadows) and have the related GLSL code separated into appropriate `ShaderChunks.
Tasks
- Implementation (C++)
- Example of usage (C++)
- Python bindings
- Example of usage (Python)
- Documentation (API auto-generated using Sphinx)
- Documentation (.rst custom made for a detailed description)
Notes
- The base implementation doesn't have to handle auto-fit to a given camera frustum. For the time being, it's enough to have a manually configurable ShadowMap.
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component: engine objectsRelated to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.)Related to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.)component: rendering pipelineRelated to the parts of the rendering pipeline (e.g. culling, shadows, lighting, etc.)Related to the parts of the rendering pipeline (e.g. culling, shadows, lighting, etc.)component: shadersRelated to creating/updating/refactoring glsl shaders from the engineRelated to creating/updating/refactoring glsl shaders from the enginetype: docstype: feature
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Status
Todo