- const Vector4 &lpos = light.get_position();
- Vector3 back;
- if(lpos.w)
- {
- /* XXX Not really proper way to support positional lights, but good
- enough when the light source is far away */
- back = Vector3(lpos)-target;
- }
- else
- back = Vector3(lpos);
- back.normalize();
-
- Vector3 up;
- if(abs(back.z)<0.99)
- up = Vector3(0, 0, 1);
- else
- up = Vector3(0, 1, 0);
-
- Vector3 right = normalize(cross(up, back));
-
- Vector4 columns[4];
- columns[0] = Vector4(right, 0.0f);
- columns[1] = Vector4(normalize(cross(back, right)), 0.0f);
- columns[2] = Vector4(back, 0.0f);
- columns[3] = Vector4(target, 1.0f);
- light_matrix = Matrix::from_columns(columns);
- view_matrix = invert(light_matrix);
+ Camera camera;
+ camera.set_object_matrix(*light.get_matrix());
+ camera.set_position(target);
+ // TODO support point and spot lights with a frustum projection.
+ // Omnidirectional lights also need a cube shadow map.
+ camera.set_orthographic(radius*2, radius*2);
+ camera.set_depth_clip(-radius, radius);