Shadows B
Still just working on shadows atm. I spent all my time unfortunately having to remember / relearn how / what you can even copy from X type of buffer to the next. Bottomline is that if you change the resource's inital state and ending state cleverly, IE for the depth buffer write, set it from depth to copy src, then back so copy src to depth buffer write. For the texture, you set copy dest to common, it works fine atleast for me!
This probably would also work for the render target view or whatever other texture buffer you want, but yea even writing "render target view" hurts me a little as I dislike how that's actually just a texture / buffer of memory but you gotta call it that and the API mega discriminates against it in terms of what it can or can't do so you gotta learn all about these things that will more than likely be entirely irrelevant in like 10 or so years at least so yea.
I finally got to writing the shadow code and am currently still buried in even figuring out how to take the depth value of teh scene when rendered from the light source and figuring out where shadows are to go. But the jist appears to be that anything that's really low in value, IE 0, would be mega lit. Anything that's high in value will be a shadowed area since light isn't exactly hitting.
If you view this twitter video https://twitter.com/AndrewNReinke/status/1447625143988068353 you'll kinda see what I mean and especially when you look at the red and black version IE the texture that the shader can access.
So to take that as an example, 0 = black = lit | 1 = red = lit so that just means that you'd pretty much light the entire scene except for tiny areas where a shadow should appear.
So yea, plan is to have a post / video / playable build of this tomorrow assuming all goes well. Thank you for reading and tell me what your thoughts are on the current non shadow build so I can add or fix things alongside the shadow update! Have an awesome day :)
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Funmi
Rotate the boat in air to get a high score
Status | In development |
Author | AndrewNReinke |
Genre | Action |
Tags | 3D, Arcade, DRM Free, handmade-engine, High Score, Low-poly, Retro, Rotation, Singleplayer, Third Person |
Languages | English, Japanese |
More posts
- Steam ReleaseDec 24, 2021
- Lots Of Changes With Text and StuffNov 19, 2021
- Text Texture AtlasNov 16, 2021
- Very Smol FixNov 15, 2021
- Font GenerationNov 14, 2021
- Added Fade In / Out And New Particle SystemNov 13, 2021
- Circular TextureNov 12, 2021
- I Wrote This Technique Thingy While Being Really Tired lmaoNov 11, 2021
- Collapsing UI Code Into One PipeNov 09, 2021
- Fixed Timers & Collision Volume BugsNov 08, 2021
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