renderable.setup_frame();
rendered = true;
- Vector4 lpos = light.get_position();
-
+ 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 */
- lpos -= Vector4(target.x, target.y, target.z, 1.0f);
- }
-
- lpos.normalize();
-
- float matrix[16];
- if(abs(lpos.z)>=abs(lpos.x) && abs(lpos.z)>=abs(lpos.y))
- {
- float d = sqrt(lpos.x*lpos.x+lpos.z*lpos.z);
- matrix[0] = lpos.z/d;
- matrix[4] = 0;
- matrix[8] = -lpos.x/d;
- matrix[1] = -lpos.x*lpos.y/d;
- matrix[5] = d;
- matrix[9] = -lpos.z*lpos.y/d;
+ back = Vector3(lpos)-target;
}
else
- {
- float d = sqrt(lpos.x*lpos.x+lpos.y*lpos.y);
- matrix[0] = -lpos.y/d;
- matrix[4] = lpos.x/d;
- matrix[8] = 0;
- matrix[1] = -lpos.x*lpos.z/d;
- matrix[5] = -lpos.y*lpos.z/d;
- matrix[9] = d;
- }
+ back = Vector3(lpos);
+ back.normalize();
- matrix[2] = lpos.x;
- matrix[6] = lpos.y;
- matrix[10] = lpos.z;
+ Vector3 up;
+ if(abs(back.z)<0.99)
+ up = Vector3(0, 0, 1);
+ else
+ up = Vector3(0, 1, 0);
- matrix[12] = -(target.x*matrix[0]+target.y*matrix[4]+target.z*matrix[8]);
- matrix[13] = -(target.x*matrix[1]+target.y*matrix[5]+target.z*matrix[9]);
- matrix[14] = -(target.x*matrix[2]+target.y*matrix[6]+target.z*matrix[10]);
- matrix[3] = 0;
- matrix[7] = 0;
- matrix[11] = 0;
- matrix[15] = 1;
+ Vector3 right = normalize(cross(up, back));
- light_matrix = matrix;
+ 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);
MatrixStack::Push push_mv(MatrixStack::modelview());
MatrixStack::Push push_proj(MatrixStack::projection());
MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
- MatrixStack::modelview() = light_matrix;
+ MatrixStack::modelview() = view_matrix;
Bind bind_fbo(fbo, true);
Bind bind_depth(DepthTest::lequal());
if(!enabled_passes.count(tag))
return renderer.render(renderable, tag);
- const float *matrix = light_matrix.data();
+ const float *matrix = view_matrix.data();
// Has side effect of changing the current unit
depth_buf.bind_to(unit);