rendered = true;
renderable.setup_frame();
+ Camera camera;
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 = lpos.slice<3>(0)-target;
- }
- else
- back = lpos.slice<3>(0);
- 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));
+ /* 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));
- Vector4 columns[4];
- columns[0] = compose(right, 0.0f);
- columns[1] = compose(normalize(cross(back, right)), 0.0f);
- columns[2] = compose(back, 0.0f);
- columns[3] = compose(target, 1.0f);
- light_matrix = Matrix::from_columns(columns);
- view_matrix = invert(light_matrix);
+ 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);
- MatrixStack::Push push_mv(MatrixStack::modelview());
- MatrixStack::Push push_proj(MatrixStack::projection());
-
- MatrixStack::projection() = Matrix::ortho(-radius, radius, -radius, radius, -radius, radius);
- MatrixStack::modelview() = view_matrix;
-
- shadow_matrix = light_matrix;
+ 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);
- renderable.render("shadow");
+
+ Renderer renderer(&camera);
+ renderable.render(renderer, "shadow");
}
void ShadowMap::finish_frame() const