I can't seem to wrap my head around these shadow map matrices. It works great when light angles are about a 45 degree lookat position to 0,0,0. For example, if the sun angle is high(y) vs x,z. The shadows don't line up with the models. A light position of (-7,-10,7) or (-9,-10,0) works fine. (-1,-10,1) is skewed. Here is my code example. -x is left, -y is up and -z is far.
public Vector3f cameraPosition = new Vector3f(0f, -10f, 7f);
public float[] lightPosition = new float[]{-7f, -10.0f, 7f}
draw objects to shadow map texture
Matrix.setLookAtM(sunMatrix, 0, -lightPosition[0], lightPosition[1], lightPosition[2],
0, 0, 0,
0f, 1f, 0f);
//projection matrix plus sun
float width = (globals.glScreenSize/2);
float height = (globals.glScreenSize/2);
Matrix.orthoM(projectionMatrix, 0, -width, width,
-height, height,
-1f, 100f);
tempMatrix = new float[16];
Matrix.multiplyMM(tempMatrix, 0, projectionMatrix, 0, sunMatrix, 0);//add camera matrix to perspective
projectionMatrix = tempMatrix.clone();
//translate
Matrix.setIdentityM(modelMatrix, 0);//set to 0
//translate
Matrix.translateM(modelMatrix, 0, modelPos.location.x,
-(modelPos.location.y),
modelPos.location.z);//move
//rotate
Matrix.rotateM(modelMatrix, 0, modelPos.angles.x, 1f, 0f, 0f);
Matrix.rotateM(modelMatrix, 0, -modelPos.angles.y, 0f, 1f, 0f);
Matrix.rotateM(modelMatrix, 0, -modelPos.angles.z, 0f, 0f, 1f);
//scale
Matrix.scaleM(modelMatrix, 0, modelPos.scales.x,
modelPos.scales.y,
modelPos.scales.z);//scale
Matrix.multiplyMM(viewProjMatrix, 0, projectionMatrix, 0, modelMatrix, 0);
//Matrix.multiplyMM(projectionMatrix, 0, globals.viewProjMatrix, 0, modelMatrix, 0);//perspective/model/view projection matrix
finalMatrix = viewProjMatrix.clone();//final matrix created
rotate around y axis and draw shadow map to screen
Matrix.setLookAtM(modelMatrix, 0, 0f, 0f, 0f,
globals.lightPosition[0], 0f, -globals.lightPosition[2],
0f, 1f, 0f);
//scale
Matrix.scaleM(modelMatrix, 0, scale.x, scale.y, scale.y);//scale
Matrix.multiplyMM(projectionMatrix, 0, globals.viewProjMatrix, 0, modelMatrix, 0);//projection matrix
finalMatrix = projectionMatrix.clone();//final matrix created
Thanks for any help,
Norm