POST EFFECTS AND SHADOW MAPPING!
- Shaveen Kumar
- Aug 17, 2015
- 1 min read
Spent a few hours over the weekend to finally add a post effects system and shadow mapping support to the engine. The post effects system is a simple one. Basically, I altered the general forward rendering pipeline to render first, the final color, depth and normals to three textures bound to a framebuffer. The next step will be to just bind the back buffer and pass all these textures as texture bindings and render to a full screen quad.

Effects that make use of world space normals, depth and color can be created using this feature. Only one post effects pass is supported and is applied to the entire scene.
Another feature that I have been waiting to implement from a really long time was Shadow mapping. I spent some time working on that too. Currently it is a very basic implementation. It works only with a single light and it has many artifacts.
