Demonstration on how to produce shadows for a point light. This requires six render passes to build the shadow map, then one additional render pass to render the scene with shadows.
- Press
F1
to toggle shadows. - Press
F2
to toggle shading (shadow only mode). - Press
SPACE
to toggle point light movement.
This project depends on Gust, see its project page for details on dependencies.
Recursive clone required
$ git clone --recursive <repository>
Build and run
$ scons
$ cd bin
$ ./omni
Cleanup
$ scons -c
- Lance Williams. Casting curved shadows on curved surfaces. SIGGRAPH’78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques, pages 270–274, 1978.
- Dave Shreiner; Graham Sellers; John M. Kessenich; Bill M. Licea-Kane. OpenGL Programming Guide: The Official Guide to Learning OpenGL. Addison-Wesley Professional, 8th edition, 2013.
- Philipp S. Gerasimov. Chapter 12. omnidirectional shadow mapping. c2004 [downloaded 2014 May 13]. Available from http://http.developer.nvidia.com/GPUGems/gpugems_ch12.html.
- Specification for texture cube map. c1999 [downloaded 2014 May 20]. Available from https://www.opengl.org/registry/specs/ARB/texture_cube_map.txt.