I'm using hardware shadow mapping on JOGL based on the demo(HardwareShadowMapping) supplied by the distribution. After generating the shadow texture from lights point of view, I apply it to my scene with no problems.
What I'm looking for is soft shadows instead of pitch black shadows. Is there any way that I can change the alpha values while applying the shadow/depth texture? Btw I'm not an expert on OpenGL especially about custom shaders and I don't want to spend more time on understanding and developing custom shaders instead of the game.
Here's a screenshot of the application in case you come up with another solution to what I'm trying to achieve. The game is actually a hack&slash RTS hybrid.Here's the pseudo code of the gl event listener attached to shadow pbuffer.
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glPolygonOffset(polygonOffsetFactor, polygonOffsetUnits); gl.glEnable(GL.GL_POLYGON_OFFSET_FILL); //render shadow casting geometry gl.glDisable(GL.GL_POLYGON_OFFSET_FILL); gl.glBindTexture(GL.GL_TEXTURE_2D, lightViewTextureID); gl.glCopyTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureSize, textureSize); //I sense here a way of updating alpha values of this texture
