Expand description
Shadow mapping subsystem for Proof Engine.
Provides depth-buffer shadow maps, cascaded shadow maps for directional lights, omnidirectional shadow maps for point lights (cubemap layout), shadow atlas packing, PCF filtering, variance shadow maps, configurable bias, distance fade, and shadow caster culling.
Structs§
- Cascaded
Shadow Map - Shadow mapping for directional lights using cascaded shadow maps. Splits the view frustum into 4 cascades for better shadow resolution distribution.
- Caster
Bounds - AABB for culling shadow casters.
- Omni
Shadow Map - Shadow map for point lights using a 6-face cubemap layout.
- PcfKernel
- Percentage-closer filtering kernel for soft shadows.
- Shadow
Atlas - Packs multiple shadow maps into a single atlas texture.
- Shadow
Atlas Region - A region within the shadow atlas.
- Shadow
Bias - Configurable shadow bias combining constant, slope-scaled, and normal offset.
- Shadow
Config - Global shadow configuration.
- Shadow
Map - A single 2D depth buffer for shadow mapping.
- Shadow
Stats - Statistics for shadow rendering.
- Shadow
System - Top-level shadow system that orchestrates shadow map allocation and rendering.
- Variance
Shadow Map - Variance shadow map for soft shadows using statistical analysis. Stores depth and depth-squared moments for Chebyshev’s inequality test.
Enums§
Functions§
- cull_
shadow_ casters - Cull shadow casters for a specific light.