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Add shadow to buildings #575
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Thanks @schedul-xor: Gettin closer :) |
We have to clarify some design decisions (checkout my branch):
Second solution, is the one of schedul-xor and mine. But there are these bugs to solve:
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A user intuitive solution would be to toggle on/off the shadows without changing renderer classes. Something like the current extrusion height change happening nicely in real time (#462). |
As said...without modyfing the |
How about adding multiple "Shadowable renderer" to Can |
Can be possible, but would only be a more abstract version of a fully integration of shadow into
Would be a good approach, to isolate rendering from the shaders and have a more modular / customizable ExtrusionRenderer... |
After latest merges, what is the state of this feature? |
Co-authored-by: Izumi Kawashima <[email protected]>
Closed via #668. |
Since buildings are a kind of polygons, it should be possible to add shadows by tracing well known techniques (for example "shadow mapping"). It will be nice to add a directional light using the sun's ray.
TL;DR
I've tried shadow mapping implementation, but it's not finished. I think I'm almost there, but I need help.
Not-finished product (INTENSE FLASHING CAUTION): schedul-xor@2c6294b
(To run the product, (1) rewrite vtm-playground/build.gradle
mainClassName = "org.oscim.test.SimpleMapTest"
(2)./gradlew :vtm-playground:run
)My strategy
It was to integrate this technology. Depth packing functions are (almost) copied from this page.
What I've done:
OffscreenRenderer
, rename it toShadowRenderer
.As a result
I succeeded to render shadow map, but failed to render the final shadow.
Problems
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