graphicsengine's People
graphicsengine's Issues
FrameBuffer
Need to pull FrameBuffer code from 167 project. This will be needed for any multipass rendering (Shadow mapping)
Environment Mapping
- RenderPipeline -> EnvMappingPipeline
- NormalShader -> EnvShader
- Remove geometry shader
- Set vertex/fragment shader to your new shader files (e.g env.vs/env.fs)
- Env.vs - Vertex shader
- Calculate the gl_Position (more or less copy/paste from simple.vs)
- Pass through normal values to fragment shader
- Env.fs - Fragment shader
- Take the camera view vector
- Reflect it across that fragments normal
- look into GLSL function reflect()
- Loading Cube maps
- Create Cube map class
- Getting the image data to the shaders is going to be challenging
GitHub search "GLSL environment mapping"
Shadow Mapping
- Create Light objects
- Create CoordFrame for each light source
- Render scene from each lights frame, storing the depth values into a FrameBuffer
- Render scene from camera and check corresponding depths from each light buffer result (Magic)
Refer to Reeves Salesin Cook, SIGGRAPH 87
- percentage-closer filtering for antialiasing
- penumbrae from soft shadows
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