Shadow Mapping

Legends talk about a guy who wanted to make an engine with support for real-time shadows. And 10 years later, here it is:

Shadow Mapping

Truth be told, this is extremely experimental. I’m using a standard shadow map technique, where a depth map is rendered from the point of view of a light and then a shader determines if a pixel is lit or shaded based on that information.

The demos are not fancy, but I’ll improve that.

Shadow Mapping

Shadows are supported in a new render pass object called “ForwardRenderPass” (yes, there is a “DeferredRenderPass” coming too). A light must explicitly be configure to cast shadows, making this feature completely optional.

On the TODO list is filtering for the shadow map itself (in order to achieve something like a soft shadow), point lights casting shadow cube maps and a lot bug fixing.


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