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Shadowmaps #1209

@VReaperV

Description

@VReaperV

This issue is to keep track of necessary steps and progress for implementing shadowmaps in the tiled renderer.

Required:

  • Support for generalized texture atlases. These atlases should be able to pack multiple different textures into them, as well as support non-trilinear sampling.
  • Additional data in tiles to tell which shadowmaps affect any particular tile.
  • Rendering of shadowmaps into arbitrary parts of the viewport.
  • Sampling of shadowmaps based on the tile information.
  • Evalute R_inPVVS() usefulness for shadow-casting lights culling.

Optional:

  • Shadowmap priority calculation. Based on eg: distance from viewpos, area on screen, light priority, light volume/area etc. This can then be used to determine the size of each individual shadowmap.
  • Caching shadowmaps: only render shadowmaps if something in their frustum changed or the frustum itself changed.
  • Caching static geometry in shadowmaps: render static geometry once (and if the light source moves or changes its direction; for constantly moving lights, eg projectiles, it might be better to skip this part entirely) and then copy it when something moves in the view of the light source, and draw only the objects that moved.

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