Add a near shadow map for moving casters #81
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elsie/liuverse#81
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There is one shadow map: an ortho box fitted to every building, 4096 wide,
rebuilt only when the sun moves. Cascades are in the Dropped list, and the
reasoning is sound -- the box is the same wherever the player stands, so it can
be built once.
Two things it cannot do:
about half a metre each. Doorways, roof edges, wall bases and tree trunks are
smaller than the shadow they should cast.
avatar with no shadow reads as a cut-out. Vehicles are in the same position.
The proposal is a second, player-following map over a few hundred metres, drawn
every frame for bodies, vehicles and props, sampled by the same
shadow_termandblended over the static map near its edge. The campus-wide map stays as the far
tier and stays static.
This reverses a documented decision, and it is the one idea here with a real
per-frame cost, so it needs a clamp or an opt-out on WebGL2 before it is enabled
by default.
Related: #80 gets the static half for free. #39 and #64 add light
sources that will make bodies and windows read as casters too.
Closing as out of scope. A near shadow map reverses the documented static-shadow decision and is the one idea here with a real per-frame cost; it would need a clamp or opt-out on WebGL2 before it could be on by default. Cascaded and near shadows stay on the dropped list.