+ shdata.uniform("shadow_darkness", d);
+}
+
+void ShadowMap::set_depth_bias(float b)
+{
+ if(b<0.0f)
+ throw invalid_argument("ShadowMap::set_depth_bias");
+
+ depth_bias = b;
+}
+
+void ShadowMap::setup_frame(Renderer &renderer)
+{
+ if(rendered)
+ return;
+
+ rendered = true;
+ renderable.setup_frame(renderer);
+
+ Camera camera;
+ const Vector4 &lpos = light.get_position();
+ /* XXX Not really proper way to support positional lights, but good
+ enough when the light source is far away */
+ camera.set_look_direction(lpos.w*target-lpos.slice<3>(0));
+
+ camera.set_up_direction((abs(camera.get_look_direction().z)<0.99) ? Vector3(0, 0, 1) : Vector3(0, 1, 0));
+ camera.set_position(target);
+ camera.set_orthographic(radius*2, radius*2);
+ camera.set_depth_clip(-radius, radius);
+
+ shadow_matrix = camera.get_object_matrix();
+ shadow_matrix.scale(radius*2, radius*2, -radius*2);
+ shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5);
+ shadow_matrix.invert();
+
+ BindRestore bind_fbo(fbo);
+ Bind bind_depth(DepthTest::lequal());
+ fbo.clear(DEPTH_BUFFER_BIT);
+
+ Renderer::Push push(renderer);
+ renderer.set_camera(camera);
+
+ renderer.render(renderable, "shadow");
+}
+
+void ShadowMap::finish_frame()
+{
+ renderable.finish_frame();
+ rendered = false;