Skip to content

IGME-RIT/Basic-OpenGL-with-GLFW-Simple-Shadows-With-Normals

Repository files navigation

Documentation & Tutorial Author: Sanketh Bhat, 2019

Reference:https://learnopengl.com/Advanced-Lighting/Normal-Mapping

This tutorial was designed for Visual Studio 2017 / 2019 If the solution does not compile, retarget the solution to a different version of the Windows SDK. If you do not have any version of the Windows SDK, it can be installed from the Visual Studio Installer Tool

Simple Dynamic Shadows with Normal Mapping Tutorial

Reference: https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping

Prerequesites: Simple Dynamic Shadows

Note: This is directional shadows ONLY, no point or spotlight shadows

New Concepts: Depth buffer

The different steps with Simple Dynamic Shadows are listed below:

We attach a normal map texture onto our shadow pass material. We enable a tangent attribute for our second pass In the shadow vertex shader we calculate a new Tangent-bitangent-normal(TBN matrix) In the shadow frag shader we calculate diffuse value using dot(light direction, normal) For the second pass we manually set the texture location to 4

About

No description, website, or topics provided.

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published