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# File 'lib/mittsu/opengl/plugins/shadow_map_plugin.rb', line 287
def create_virtual_light(light, cascade)
DirectionalLight.new.tap do |virtual_light|
virtual_light.is_virtual = true
virtual_light.only_shadow = true
virtual_light.cast_shadow = true
virtual_light.shadow_camera_near = light.shadow_camera_near
virtual_light.shadow_camera_far = light.shadow_camera_far
virtual_light.shadow_camera_left = light.shadow_camera_left
virtual_light.shadow_camera_right = light.shadow_camera_right
virtual_light.shadow_camera_bottom = light.shadow_camera_bottom
virtual_light.shadow_camera_top = light.shadow_camera_top
virtual_light.shadow_camera_visible = light.shadow_camera_visible
virtual_light.shadow_darkness = light.shadow_darkness
virtual_light.shadow_darkness = light.shadow_darkness
virtual_light.shadow_bias = light.shadow_cascade_bias[cascade]
virtual_light.shadow_map_width = light.shadow_cascade_width[cascade]
virtual_light.shadow_map_height = light.shadow_cascade_height[cascade]
points_world = virtual_light.points_world = []
points_frustum = virtual_light.points_frustum = []
8.times do
points_world << Vector3.new
points_frustum << Vector3.new
end
near_z = light.shadow_cascade_near_z[cascade]
far_z = light.shadow_cascade_far_z[cascade]
points_frustum[0].set(-1.0, -1.0, near_z)
points_frustum[1].set( 1.0, -1.0, near_z)
points_frustum[2].set(-1.0, 1.0, near_z)
points_frustum[3].set( 1.0, 1.0, near_z)
points_frustum[4].set(-1.0, -1.0, far_z)
points_frustum[5].set( 1.0, -1.0, far_z)
points_frustum[6].set(-1.0, 1.0, far_z)
points_frustum[7].set( 1.0, 1.0, far_z)
end
end
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