#include <msp/strings/format.h>
+#include "directionallight.h"
#include "error.h"
-#include "light.h"
#include "lighting.h"
#include "renderer.h"
#include "resources.h"
}
}
-ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l, Renderable &c):
+ShadowMap::ShadowMap(unsigned s, Renderable &r, const DirectionalLight &l, Renderable &c):
ShadowMap(s, s, r, 0, c)
{
add_light(l, s);
ShadowMap(w, h, r, &l, c)
{ }
-void ShadowMap::add_light(const Light &light, unsigned s)
+void ShadowMap::add_light(const DirectionalLight &light, unsigned s)
{
if(!lighting && !lights.empty())
throw invalid_operation("ShadowMap::add_light");
l.shadow_camera.set_orthographic(radius*2, radius*2);
l.shadow_camera.set_depth_clip(-radius, radius);
- Matrix shadow_matrix = l.shadow_camera.get_object_matrix();
- shadow_matrix.scale(radius*2, radius*2, -radius*2);
- shadow_matrix.translate(-0.5, -0.5, depth_bias/l.region.width-0.5);
- shadow_matrix.invert();
+ Matrix to_texcoord = Matrix().translate(Vector3(0.5f, 0.5f, 0.5f-depth_bias/l.region.width)).scale(0.5f);
+ Matrix shadow_matrix = to_texcoord*l.shadow_camera.get_projection_matrix()*l.shadow_camera.get_view_matrix();
shdata.uniform(format("shadows[%d].shd_world_matrix", l.index), shadow_matrix);
}