rendered = true;
renderable.setup_frame(renderer);
- Camera camera;
- camera.set_object_matrix(*light.get_matrix());
- camera.set_position(target);
+ shadow_camera.set_object_matrix(*light.get_matrix());
+ shadow_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);
+ shadow_camera.set_orthographic(radius*2, radius*2);
+ shadow_camera.set_depth_clip(-radius, radius);
- shadow_matrix = camera.get_object_matrix();
+ shadow_matrix = shadow_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();
fbo.clear(DEPTH_BUFFER_BIT);
Renderer::Push push(renderer);
- renderer.set_camera(camera);
+ renderer.set_camera(shadow_camera);
renderer.render(renderable, "shadow");
}