Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

ShadowMap Abstraction #35

Open
6 tasks
wpumacay opened this issue Jun 1, 2023 · 0 comments
Open
6 tasks

ShadowMap Abstraction #35

wpumacay opened this issue Jun 1, 2023 · 0 comments
Assignees
Labels
component: engine objects Related to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.) component: rendering pipeline Related to the parts of the rendering pipeline (e.g. culling, shadows, lighting, etc.) component: shaders Related to creating/updating/refactoring glsl shaders from the engine type: docs type: feature

Comments

@wpumacay
Copy link
Owner

wpumacay commented Jun 1, 2023

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.
@wpumacay wpumacay converted this from a draft issue Jun 1, 2023
@wpumacay wpumacay self-assigned this Jun 1, 2023
@wpumacay wpumacay added component: shaders Related to creating/updating/refactoring glsl shaders from the engine component: engine objects Related to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.) component: rendering pipeline Related to the parts of the rendering pipeline (e.g. culling, shadows, lighting, etc.) type: docs type: feature labels Jun 1, 2023
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
component: engine objects Related to objects from the engine itself (e.g. Cameras, Lights, Meshes, etc.) component: rendering pipeline Related to the parts of the rendering pipeline (e.g. culling, shadows, lighting, etc.) component: shaders Related to creating/updating/refactoring glsl shaders from the engine type: docs type: feature
Projects
Status: Todo
Development

No branches or pull requests

1 participant