This video shows point lights with shadows on a terrain rendered in realtime. There is also shadows from the directional light source (the "sun"). The engine supports unlimited number of point and spot lights. Each pointlight renders 6 depth maps (front, left, back, right, up and down) from its location onto a cubemap, which gets used to calculate where there is shadow and where there is light. I am looking into incorporating dual paraboloid maps for this, because it will reduce the 6 depthmaps down to 2. All the lighting are rendered as a seperate pass using add alphablending over the existing geometry, this is nice since lighting is separated from the geometry rendering. The terrain uses a level of detail (lod) rendering algoritm using vertex textures to generate its geometry, thus the gpu builds it. (see two of my other videos)
This example uses my newly assembled xna engine, with shaders embedded into the .dll assembly, which means users don't have to load them manually, via content.Load(Effect)(), they will instead automaticly be loaded in the dll.
Looks very nice. Is there any chance to get source code?
pitereeek 2 years ago
Very Nice, keep up the great work.
Ammbi0 2 years ago