X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fshadowmap.cpp;h=921a1747875b4bf0b349042dac6aab26095cff84;hp=0390bdcbc5baa0c56540ae485dbcedad572d2390;hb=99d25b5ef615a23ef63645fea87596b3384b5ede;hpb=7684f8cc99f80db093e7ba0a199ff37c4c315bdb diff --git a/source/shadowmap.cpp b/source/shadowmap.cpp index 0390bdcb..921a1747 100644 --- a/source/shadowmap.cpp +++ b/source/shadowmap.cpp @@ -24,7 +24,7 @@ ShadowMap::ShadowMap(unsigned s, Renderable &r, const Light &l): depth_buf.set_compare_enabled(true); depth_buf.set_compare_func(LEQUAL); depth_buf.set_wrap(CLAMP_TO_EDGE); - depth_buf.storage(DEPTH_COMPONENT, size, size); + depth_buf.storage(DEPTH_COMPONENT, size, size, 1); fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0); fbo.require_complete(); @@ -62,13 +62,10 @@ void ShadowMap::setup_frame(Renderer &renderer) 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);