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_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);