diff options
Diffstat (limited to 'samples/SampleBase/renderer/RendererShadow.cpp')
| -rwxr-xr-x[-rw-r--r--] | samples/SampleBase/renderer/RendererShadow.cpp | 866 |
1 files changed, 433 insertions, 433 deletions
diff --git a/samples/SampleBase/renderer/RendererShadow.cpp b/samples/SampleBase/renderer/RendererShadow.cpp index 92891d9..0287a98 100644..100755 --- a/samples/SampleBase/renderer/RendererShadow.cpp +++ b/samples/SampleBase/renderer/RendererShadow.cpp @@ -1,434 +1,434 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. - - -#include "RendererShadow.h" - -#include "XInput.h" -#include "DXUTMisc.h" -#include "DXUTCamera.h" -#include "Renderer.h" -#include "UIHelpers.h" - -#define CASCADES 1 - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Renderer Shadows (wrapper for shadow_lib) -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -const float DEFAULT_LIGHT_SIZE = 3.0f; -const DirectX::XMFLOAT3 DEFAULT_LIGHT_POS(-25, 25, 25); -const DirectX::XMFLOAT3 DEFAULT_LIGHT_LOOK_AT(0, 0, 0); -const DirectX::XMFLOAT3 DEFAULT_SHADOW_COLOR(0.25f, 0.25f, 0.25f); - -RendererShadow::RendererShadow() -{ - m_shadowLibContext = NULL; - - m_PCSSEnabled = false; - m_lightSize = DEFAULT_LIGHT_SIZE; - m_lightPos = DEFAULT_LIGHT_POS; - m_lightLookAt = DEFAULT_LIGHT_LOOK_AT; - m_shadowColor = DEFAULT_SHADOW_COLOR; - - m_worldSpaceBBox0.x = m_worldSpaceBBox0.y = m_worldSpaceBBox0.z = -100; - m_worldSpaceBBox1.x = m_worldSpaceBBox1.y = m_worldSpaceBBox1.z = 100; - - // Penumbra params - m_PCSSParams.fMaxThreshold = 80.0f; - m_PCSSParams.fMaxClamp = 40.0f; - m_PCSSParams.fMinSizePercent = 3.0f; - m_PCSSParams.fMinWeightExponent = 5.0f; - m_PCSSParams.fMinWeightThresholdPercent = 20.0f; - - m_softShadowTestScale = 0.002f; - - memset(&m_shadowBufferSRV, 0, sizeof(m_shadowBufferSRV)); - - m_shadowMapHandle = NULL; - m_shadowBufferHandle = NULL; -} - - -RendererShadow::~RendererShadow() -{ - ReleaseResources(); -} - - -void RendererShadow::createResources(ID3D11Device *pd3dDevice, ID3D11DeviceContext* context, CFirstPersonCamera* camera) -{ - m_camera = camera; - -#if !CASCADES - uint32_t shadowMapScale = 5; - uint32_t shadowMapWidth = 1024; - uint32_t shadowMapHeight = 1024; - - // SM Desc - m_SMDesc.eViewType = GFSDK_ShadowLib_ViewType_Single; - m_SMDesc.eMapType = GFSDK_ShadowLib_MapType_Texture; -#else - - uint32_t shadowMapScale = 5; - uint32_t shadowMapWidth = 1024; - uint32_t shadowMapHeight = 1024; - - // SM Desc - m_SMDesc.eViewType = GFSDK_ShadowLib_ViewType_Cascades_2; - m_SMDesc.eMapType = GFSDK_ShadowLib_MapType_TextureArray; -#endif - - m_SMDesc.uResolutionWidth = shadowMapWidth * shadowMapScale; - m_SMDesc.uResolutionHeight = shadowMapHeight * shadowMapScale; - m_SMDesc.uArraySize = m_SMDesc.eViewType; - - for (int j = 0; j < GFSDK_ShadowLib_ViewType_Cascades_4; j++) - { - m_SMDesc.ViewLocation[j].uMapID = j; - m_SMDesc.ViewLocation[j].v2Origin.x = 0; - m_SMDesc.ViewLocation[j].v2Origin.y = 0; - m_SMDesc.ViewLocation[j].v2Dimension.x = shadowMapWidth * shadowMapScale; - m_SMDesc.ViewLocation[j].v2Dimension.y = shadowMapHeight * shadowMapScale; - } - - - // SM Render Params - m_SMRenderParams.iDepthBias = 1000; - m_SMRenderParams.fSlopeScaledDepthBias = 8; - - // SB Render Params - m_SBRenderParams.eTechniqueType = GFSDK_ShadowLib_TechniqueType_PCSS; - m_SBRenderParams.eQualityType = GFSDK_ShadowLib_QualityType_High; - - // DLL version - GFSDK_ShadowLib_Version DLLVersion; - GFSDK_ShadowLib_Status retCode = GFSDK_ShadowLib_GetDLLVersion(&DLLVersion); - - // Header version - GFSDK_ShadowLib_Version headerVersion; - headerVersion.uMajor = GFSDK_SHADOWLIB_MAJOR_VERSION; - headerVersion.uMinor = GFSDK_SHADOWLIB_MINOR_VERSION; - - // Do they match? - if (DLLVersion.uMajor == headerVersion.uMajor && DLLVersion.uMinor == headerVersion.uMinor) - { - GFSDK_ShadowLib_DeviceContext deviceAndContext; - deviceAndContext.pD3DDevice = pd3dDevice; - deviceAndContext.pDeviceContext = context; - - retCode = GFSDK_ShadowLib_Create(&headerVersion, &m_shadowLibContext, &deviceAndContext, NULL); - - if (retCode != GFSDK_ShadowLib_Status_Ok) assert(false); - } - else - { - assert(false); - } -} - - -void RendererShadow::ReleaseResources() -{ - SAFE_RELEASE(m_downsampledShadowMap.pTexture); - SAFE_RELEASE(m_downsampledShadowMap.pSRV); - SAFE_RELEASE(m_downsampledShadowMap.pRTV); - - if (m_shadowLibContext != NULL) - { - m_shadowLibContext->Destroy(); - m_shadowLibContext = NULL; - } -} - - -void RendererShadow::setScreenResolution(float FovyRad, UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV) -{ - changeShadowSettings(Width, Height, uSampleCount, pReadOnlyDSV); -} - - -void RendererShadow::changeShadowSettings(UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV) -{ - m_SBDesc.uResolutionWidth = Width; - m_SBDesc.uResolutionHeight = Height; - m_SBDesc.uSampleCount = uSampleCount; - m_SBDesc.ReadOnlyDSV.pDSV = pReadOnlyDSV; - - reloadBuffers(); -} - -void RendererShadow::reloadBuffers() -{ - { - m_shadowLibContext->RemoveMap(&m_shadowMapHandle); - - if (m_SMDesc.eMapType == GFSDK_ShadowLib_MapType_Texture && - m_SMDesc.eViewType == GFSDK_ShadowLib_ViewType_Single && - m_SBRenderParams.eTechniqueType == GFSDK_ShadowLib_TechniqueType_PCSS) - { - m_SMDesc.bDownsample = true; - } - - m_shadowLibContext->AddMap(&m_SMDesc, &m_shadowMapHandle); - } - - if (m_SMDesc.eMapType == GFSDK_ShadowLib_MapType_Texture && m_SMDesc.eViewType == GFSDK_ShadowLib_ViewType_Single) - { - m_downsampledShadowMap.uWidth = m_SMDesc.uResolutionWidth >> 1; - m_downsampledShadowMap.uHeight = m_SMDesc.uResolutionHeight >> 1; - m_downsampledShadowMap.uSampleCount = 1; - m_downsampledShadowMap.Format = DXGI_FORMAT_R32_FLOAT; - SAFE_RELEASE(m_downsampledShadowMap.pTexture); - SAFE_RELEASE(m_downsampledShadowMap.pSRV); - SAFE_RELEASE(m_downsampledShadowMap.pRTV); - m_shadowLibContext->DevModeCreateTexture2D(&m_downsampledShadowMap); - } - - m_shadowLibContext->RemoveBuffer(&m_shadowBufferHandle); - m_shadowLibContext->AddBuffer(&m_SBDesc, &m_shadowBufferHandle); -} - - - -//-------------------------------------------------------------------------------------- -// Data passed to the shadow map render function -//-------------------------------------------------------------------------------------- -struct ShadowMapRenderFunctionParams -{ - Renderer* renderer; -}; -static ShadowMapRenderFunctionParams s_RenderParams; - -//-------------------------------------------------------------------------------------- -// Shadow map render function -//-------------------------------------------------------------------------------------- -static void ShadowMapRenderFunction(void* pParams, gfsdk_float4x4* pViewProj) -{ - ShadowMapRenderFunctionParams* pRP = (ShadowMapRenderFunctionParams*)pParams; - - DirectX::XMMATRIX viewProjection; - memcpy(&viewProjection, &pViewProj->_11, sizeof(gfsdk_float4x4)); - - pRP->renderer->renderDepthOnly(&viewProjection); -} - -void RendererShadow::renderShadowMaps(Renderer* renderer) -{ - // select technique - GFSDK_ShadowLib_TechniqueType technique = m_SBRenderParams.eTechniqueType; - m_SBRenderParams.eTechniqueType = m_PCSSEnabled ? GFSDK_ShadowLib_TechniqueType_PCSS : GFSDK_ShadowLib_TechniqueType_PCF; - if (technique != m_SBRenderParams.eTechniqueType) - reloadBuffers(); - - - DirectX::XMMATRIX viewMatrix = m_camera->GetViewMatrix(); - DirectX::XMMATRIX projMatrix = m_camera->GetProjMatrix(); - - memcpy(&m_SMRenderParams.m4x4EyeViewMatrix, &viewMatrix.r[0], sizeof(gfsdk_float4x4)); - memcpy(&m_SMRenderParams.m4x4EyeProjectionMatrix, &projMatrix.r[0], sizeof(gfsdk_float4x4)); - - // TODO: (better world space bbox needed) - m_SMRenderParams.v3WorldSpaceBBox[0] = m_worldSpaceBBox0; - m_SMRenderParams.v3WorldSpaceBBox[1] = m_worldSpaceBBox1; - - m_SMRenderParams.LightDesc.eLightType = GFSDK_ShadowLib_LightType_Directional; - memcpy(&m_SMRenderParams.LightDesc.v3LightPos, &m_lightPos.x, sizeof(gfsdk_float3)); - memcpy(&m_SMRenderParams.LightDesc.v3LightLookAt, &m_lightLookAt.x, sizeof(gfsdk_float3)); - m_SMRenderParams.LightDesc.fLightSize = m_lightSize; - m_SMRenderParams.LightDesc.bLightFalloff = false; - - // Scene specific setup for the shadow map phase that follows - s_RenderParams.renderer = renderer; - m_SMRenderParams.fnpDrawFunction = GFSDK_ShadowLib_FunctionPointer(ShadowMapRenderFunction); - m_SMRenderParams.pDrawFunctionParams = &s_RenderParams; - - // render shadow map - m_shadowLibContext->RenderMap(m_shadowMapHandle, &m_SMRenderParams); -} - - -void RendererShadow::renderShadowBuffer(ID3D11ShaderResourceView* pDepthStencilSRV, ID3D11ShaderResourceView* pResolvedDepthStencilSRV) -{ - if (m_SBRenderParams.eTechniqueType == GFSDK_ShadowLib_TechniqueType_PCSS && - m_SMDesc.eMapType == GFSDK_ShadowLib_MapType_Texture && - m_SMDesc.eViewType == GFSDK_ShadowLib_ViewType_Single) - { - m_tempResources.pDownsampledShadowMap = &m_downsampledShadowMap; - m_shadowLibContext->SetTempResources(&m_tempResources); - } - - m_SBRenderParams.PCSSPenumbraParams = m_PCSSParams; - m_SBRenderParams.fSoftShadowTestScale = m_softShadowTestScale; - - m_shadowLibContext->ClearBuffer(m_shadowBufferHandle); - - m_SBRenderParams.DepthBufferDesc.DepthStencilSRV.pSRV = pDepthStencilSRV; - - m_shadowLibContext->RenderBuffer(m_shadowMapHandle, m_shadowBufferHandle, &m_SBRenderParams); - - m_shadowLibContext->FinalizeBuffer(m_shadowBufferHandle, &m_shadowBufferSRV); -} - - -void RendererShadow::modulateShadowBuffer(ID3D11RenderTargetView* pOutputRTV) -{ - GFSDK_ShadowLib_RenderTargetView ColorRTV; - ColorRTV.pRTV = pOutputRTV; - - gfsdk_float3 v3ShadowColor = { m_shadowColor.x, m_shadowColor.y, m_shadowColor.z }; - m_shadowLibContext->ModulateBuffer(m_shadowBufferHandle, &ColorRTV, v3ShadowColor, GFSDK_ShadowLib_ModulateBufferMask_RGB); -} - - -void RendererShadow::displayShadowMaps(ID3D11RenderTargetView* pOutputRTV, UINT Width, UINT Height) -{ - GFSDK_ShadowLib_RenderTargetView ColorRTV; - ColorRTV.pRTV = pOutputRTV; - - float fMapResW = (float)m_SMDesc.uResolutionWidth; - float fMapResH = (float)m_SMDesc.uResolutionHeight; - - float fWidthScale = Width / ((float)m_SMDesc.uArraySize * fMapResW); - fWidthScale = (fWidthScale > 1.0f) ? (1.0f) : (fWidthScale); - - float fOneFifth = (float)Height / (5.0f); - float fHeightScale = fOneFifth / fMapResH; - fHeightScale = (fHeightScale > 1.0f) ? (1.0f) : (fHeightScale); - - float fScale = (fHeightScale < fWidthScale) ? (fHeightScale) : (fWidthScale); - - fMapResW = floorf(fMapResW * fScale); - fMapResH = floorf(fMapResH * fScale); - - for (unsigned int j = 0; j < (unsigned int)m_SMDesc.uArraySize; j++) - { - m_shadowLibContext->DevModeDisplayMap(m_shadowBufferHandle, - &ColorRTV, - m_shadowMapHandle, - j, - j * (unsigned int)fMapResW + j, - Height - (unsigned int)fMapResH, - fScale); - } -} - - -void RendererShadow::displayMapFrustums(ID3D11RenderTargetView* pOutputRTV, ID3D11DepthStencilView* pDSV) -{ - gfsdk_float3 v3Color; - v3Color.x = 1.0f; - v3Color.y = 0.0f; - v3Color.z = 0.0f; - - GFSDK_ShadowLib_RenderTargetView ColorRTV; - ColorRTV.pRTV = pOutputRTV; - - GFSDK_ShadowLib_DepthStencilView DSV; - DSV.pDSV = pDSV; - - unsigned int NumViews; - NumViews = m_SMDesc.eViewType; - - for (unsigned int j = 0; j < NumViews; j++) - { - switch (j) - { - case 0: - v3Color.x = 1.0f; - v3Color.y = 0.0f; - v3Color.z = 0.0f; - break; - case 1: - v3Color.x = 0.0f; - v3Color.y = 1.0f; - v3Color.z = 0.0f; - break; - case 2: - v3Color.x = 0.0f; - v3Color.y = 0.0f; - v3Color.z = 1.0f; - break; - case 3: - v3Color.x = 1.0f; - v3Color.y = 1.0f; - v3Color.z = 0.0f; - break; - } - - m_shadowLibContext->DevModeDisplayMapFrustum(m_shadowBufferHandle, - &ColorRTV, - &DSV, - m_shadowMapHandle, - j, - v3Color); - } -} - - -void RendererShadow::displayShadowBuffer(ID3D11RenderTargetView* pOutputRTV) -{ - gfsdk_float2 v2Scale; - v2Scale.x = 1.0f; - v2Scale.y = 1.0f; - - GFSDK_ShadowLib_RenderTargetView ColorRTV; - ColorRTV.pRTV = pOutputRTV; - - m_shadowLibContext->DevModeDisplayBuffer(m_shadowBufferHandle, - &ColorRTV, - v2Scale, - NULL); -} - - -void RendererShadow::toggleDisplayCascades(bool bToggle) -{ - m_shadowLibContext->DevModeToggleDebugCascadeShader(m_shadowBufferHandle, - bToggle); -} - - -void RendererShadow::drawUI() -{ - ImGui::Checkbox("PCSS", &m_PCSSEnabled); - ImGui::ColorEdit3("Shadow Color", &(m_shadowColor.x)); - ImGui::DragFloat("Light Size", &m_lightSize, 0.05f, 0.0f, 100.0f); - ImGui::DragFloat3("Light Position", &(m_lightPos.x)); - ImGui_DragFloat3Dir("Light LookAt", &(m_lightLookAt.x)); - ImGui::DragFloat("SoftShadowTestScale", &(m_softShadowTestScale), 0.0001f, 0.0f, 10.0f); - if (m_PCSSEnabled) - { - ImGui::DragFloat("PCSS: fMaxClamp", &(m_PCSSParams.fMaxClamp), 0.001f, 0.0f, 100.0f); - ImGui::DragFloat("PCSS: fMaxThreshold", &(m_PCSSParams.fMaxThreshold), 0.001f, 0.0f, 100.0f); - ImGui::DragFloat("PCSS: fMinSizePercent", &(m_PCSSParams.fMinSizePercent), 0.001f, 0.0f, 100.0f); - ImGui::DragFloat("PCSS: fMinWeightExponent", &(m_PCSSParams.fMinWeightExponent), 0.001f, 0.0f, 100.0f); - ImGui::DragFloat("PCSS: fMinWeightThresholdPercent", &(m_PCSSParams.fMinWeightThresholdPercent), 0.001f, 0.0f, 100.0f); - ImGui::DragFloat("PCSS: fBlockerSearchDitherPercent", &(m_PCSSParams.fBlockerSearchDitherPercent), 0.001f, 0.0f, 100.0f); - ImGui::DragFloat("PCSS: fFilterDitherPercent", &(m_PCSSParams.fFilterDitherPercent), 0.001f, 0.0f, 100.0f); - } +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#include "RendererShadow.h"
+
+#include "XInput.h"
+#include "DXUTMisc.h"
+#include "DXUTCamera.h"
+#include "Renderer.h"
+#include "UIHelpers.h"
+
+#define CASCADES 1
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Renderer Shadows (wrapper for shadow_lib)
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+const float DEFAULT_LIGHT_SIZE = 3.0f;
+const DirectX::XMFLOAT3 DEFAULT_LIGHT_POS(-25, 25, 25);
+const DirectX::XMFLOAT3 DEFAULT_LIGHT_LOOK_AT(0, 0, 0);
+const DirectX::XMFLOAT3 DEFAULT_SHADOW_COLOR(0.25f, 0.25f, 0.25f);
+
+RendererShadow::RendererShadow()
+{
+ m_shadowLibContext = NULL;
+
+ m_PCSSEnabled = false;
+ m_lightSize = DEFAULT_LIGHT_SIZE;
+ m_lightPos = DEFAULT_LIGHT_POS;
+ m_lightLookAt = DEFAULT_LIGHT_LOOK_AT;
+ m_shadowColor = DEFAULT_SHADOW_COLOR;
+
+ m_worldSpaceBBox0.x = m_worldSpaceBBox0.y = m_worldSpaceBBox0.z = -100;
+ m_worldSpaceBBox1.x = m_worldSpaceBBox1.y = m_worldSpaceBBox1.z = 100;
+
+ // Penumbra params
+ m_PCSSParams.fMaxThreshold = 80.0f;
+ m_PCSSParams.fMaxClamp = 40.0f;
+ m_PCSSParams.fMinSizePercent = 3.0f;
+ m_PCSSParams.fMinWeightExponent = 5.0f;
+ m_PCSSParams.fMinWeightThresholdPercent = 20.0f;
+
+ m_softShadowTestScale = 0.002f;
+
+ memset(&m_shadowBufferSRV, 0, sizeof(m_shadowBufferSRV));
+
+ m_shadowMapHandle = NULL;
+ m_shadowBufferHandle = NULL;
+}
+
+
+RendererShadow::~RendererShadow()
+{
+ ReleaseResources();
+}
+
+
+void RendererShadow::createResources(ID3D11Device *pd3dDevice, ID3D11DeviceContext* context, CFirstPersonCamera* camera)
+{
+ m_camera = camera;
+
+#if !CASCADES
+ uint32_t shadowMapScale = 5;
+ uint32_t shadowMapWidth = 1024;
+ uint32_t shadowMapHeight = 1024;
+
+ // SM Desc
+ m_SMDesc.eViewType = GFSDK_ShadowLib_ViewType_Single;
+ m_SMDesc.eMapType = GFSDK_ShadowLib_MapType_Texture;
+#else
+
+ uint32_t shadowMapScale = 5;
+ uint32_t shadowMapWidth = 1024;
+ uint32_t shadowMapHeight = 1024;
+
+ // SM Desc
+ m_SMDesc.eViewType = GFSDK_ShadowLib_ViewType_Cascades_2;
+ m_SMDesc.eMapType = GFSDK_ShadowLib_MapType_TextureArray;
+#endif
+
+ m_SMDesc.uResolutionWidth = shadowMapWidth * shadowMapScale;
+ m_SMDesc.uResolutionHeight = shadowMapHeight * shadowMapScale;
+ m_SMDesc.uArraySize = m_SMDesc.eViewType;
+
+ for (int j = 0; j < GFSDK_ShadowLib_ViewType_Cascades_4; j++)
+ {
+ m_SMDesc.ViewLocation[j].uMapID = j;
+ m_SMDesc.ViewLocation[j].v2Origin.x = 0;
+ m_SMDesc.ViewLocation[j].v2Origin.y = 0;
+ m_SMDesc.ViewLocation[j].v2Dimension.x = shadowMapWidth * shadowMapScale;
+ m_SMDesc.ViewLocation[j].v2Dimension.y = shadowMapHeight * shadowMapScale;
+ }
+
+
+ // SM Render Params
+ m_SMRenderParams.iDepthBias = 1000;
+ m_SMRenderParams.fSlopeScaledDepthBias = 8;
+
+ // SB Render Params
+ m_SBRenderParams.eTechniqueType = GFSDK_ShadowLib_TechniqueType_PCSS;
+ m_SBRenderParams.eQualityType = GFSDK_ShadowLib_QualityType_High;
+
+ // DLL version
+ GFSDK_ShadowLib_Version DLLVersion;
+ GFSDK_ShadowLib_Status retCode = GFSDK_ShadowLib_GetDLLVersion(&DLLVersion);
+
+ // Header version
+ GFSDK_ShadowLib_Version headerVersion;
+ headerVersion.uMajor = GFSDK_SHADOWLIB_MAJOR_VERSION;
+ headerVersion.uMinor = GFSDK_SHADOWLIB_MINOR_VERSION;
+
+ // Do they match?
+ if (DLLVersion.uMajor == headerVersion.uMajor && DLLVersion.uMinor == headerVersion.uMinor)
+ {
+ GFSDK_ShadowLib_DeviceContext deviceAndContext;
+ deviceAndContext.pD3DDevice = pd3dDevice;
+ deviceAndContext.pDeviceContext = context;
+
+ retCode = GFSDK_ShadowLib_Create(&headerVersion, &m_shadowLibContext, &deviceAndContext, NULL);
+
+ if (retCode != GFSDK_ShadowLib_Status_Ok) assert(false);
+ }
+ else
+ {
+ assert(false);
+ }
+}
+
+
+void RendererShadow::ReleaseResources()
+{
+ SAFE_RELEASE(m_downsampledShadowMap.pTexture);
+ SAFE_RELEASE(m_downsampledShadowMap.pSRV);
+ SAFE_RELEASE(m_downsampledShadowMap.pRTV);
+
+ if (m_shadowLibContext != NULL)
+ {
+ m_shadowLibContext->Destroy();
+ m_shadowLibContext = NULL;
+ }
+}
+
+
+void RendererShadow::setScreenResolution(float FovyRad, UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV)
+{
+ changeShadowSettings(Width, Height, uSampleCount, pReadOnlyDSV);
+}
+
+
+void RendererShadow::changeShadowSettings(UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV)
+{
+ m_SBDesc.uResolutionWidth = Width;
+ m_SBDesc.uResolutionHeight = Height;
+ m_SBDesc.uSampleCount = uSampleCount;
+ m_SBDesc.ReadOnlyDSV.pDSV = pReadOnlyDSV;
+
+ reloadBuffers();
+}
+
+void RendererShadow::reloadBuffers()
+{
+ {
+ m_shadowLibContext->RemoveMap(&m_shadowMapHandle);
+
+ if (m_SMDesc.eMapType == GFSDK_ShadowLib_MapType_Texture &&
+ m_SMDesc.eViewType == GFSDK_ShadowLib_ViewType_Single &&
+ m_SBRenderParams.eTechniqueType == GFSDK_ShadowLib_TechniqueType_PCSS)
+ {
+ m_SMDesc.bDownsample = true;
+ }
+
+ m_shadowLibContext->AddMap(&m_SMDesc, &m_shadowMapHandle);
+ }
+
+ if (m_SMDesc.eMapType == GFSDK_ShadowLib_MapType_Texture && m_SMDesc.eViewType == GFSDK_ShadowLib_ViewType_Single)
+ {
+ m_downsampledShadowMap.uWidth = m_SMDesc.uResolutionWidth >> 1;
+ m_downsampledShadowMap.uHeight = m_SMDesc.uResolutionHeight >> 1;
+ m_downsampledShadowMap.uSampleCount = 1;
+ m_downsampledShadowMap.Format = DXGI_FORMAT_R32_FLOAT;
+ SAFE_RELEASE(m_downsampledShadowMap.pTexture);
+ SAFE_RELEASE(m_downsampledShadowMap.pSRV);
+ SAFE_RELEASE(m_downsampledShadowMap.pRTV);
+ m_shadowLibContext->DevModeCreateTexture2D(&m_downsampledShadowMap);
+ }
+
+ m_shadowLibContext->RemoveBuffer(&m_shadowBufferHandle);
+ m_shadowLibContext->AddBuffer(&m_SBDesc, &m_shadowBufferHandle);
+}
+
+
+
+//--------------------------------------------------------------------------------------
+// Data passed to the shadow map render function
+//--------------------------------------------------------------------------------------
+struct ShadowMapRenderFunctionParams
+{
+ Renderer* renderer;
+};
+static ShadowMapRenderFunctionParams s_RenderParams;
+
+//--------------------------------------------------------------------------------------
+// Shadow map render function
+//--------------------------------------------------------------------------------------
+static void ShadowMapRenderFunction(void* pParams, gfsdk_float4x4* pViewProj)
+{
+ ShadowMapRenderFunctionParams* pRP = (ShadowMapRenderFunctionParams*)pParams;
+
+ DirectX::XMMATRIX viewProjection;
+ memcpy(&viewProjection, &pViewProj->_11, sizeof(gfsdk_float4x4));
+
+ pRP->renderer->renderDepthOnly(&viewProjection);
+}
+
+void RendererShadow::renderShadowMaps(Renderer* renderer)
+{
+ // select technique
+ GFSDK_ShadowLib_TechniqueType technique = m_SBRenderParams.eTechniqueType;
+ m_SBRenderParams.eTechniqueType = m_PCSSEnabled ? GFSDK_ShadowLib_TechniqueType_PCSS : GFSDK_ShadowLib_TechniqueType_PCF;
+ if (technique != m_SBRenderParams.eTechniqueType)
+ reloadBuffers();
+
+
+ DirectX::XMMATRIX viewMatrix = m_camera->GetViewMatrix();
+ DirectX::XMMATRIX projMatrix = m_camera->GetProjMatrix();
+
+ memcpy(&m_SMRenderParams.m4x4EyeViewMatrix, &viewMatrix.r[0], sizeof(gfsdk_float4x4));
+ memcpy(&m_SMRenderParams.m4x4EyeProjectionMatrix, &projMatrix.r[0], sizeof(gfsdk_float4x4));
+
+ // TODO: (better world space bbox needed)
+ m_SMRenderParams.v3WorldSpaceBBox[0] = m_worldSpaceBBox0;
+ m_SMRenderParams.v3WorldSpaceBBox[1] = m_worldSpaceBBox1;
+
+ m_SMRenderParams.LightDesc.eLightType = GFSDK_ShadowLib_LightType_Directional;
+ memcpy(&m_SMRenderParams.LightDesc.v3LightPos, &m_lightPos.x, sizeof(gfsdk_float3));
+ memcpy(&m_SMRenderParams.LightDesc.v3LightLookAt, &m_lightLookAt.x, sizeof(gfsdk_float3));
+ m_SMRenderParams.LightDesc.fLightSize = m_lightSize;
+ m_SMRenderParams.LightDesc.bLightFalloff = false;
+
+ // Scene specific setup for the shadow map phase that follows
+ s_RenderParams.renderer = renderer;
+ m_SMRenderParams.fnpDrawFunction = GFSDK_ShadowLib_FunctionPointer(ShadowMapRenderFunction);
+ m_SMRenderParams.pDrawFunctionParams = &s_RenderParams;
+
+ // render shadow map
+ m_shadowLibContext->RenderMap(m_shadowMapHandle, &m_SMRenderParams);
+}
+
+
+void RendererShadow::renderShadowBuffer(ID3D11ShaderResourceView* pDepthStencilSRV, ID3D11ShaderResourceView* pResolvedDepthStencilSRV)
+{
+ if (m_SBRenderParams.eTechniqueType == GFSDK_ShadowLib_TechniqueType_PCSS &&
+ m_SMDesc.eMapType == GFSDK_ShadowLib_MapType_Texture &&
+ m_SMDesc.eViewType == GFSDK_ShadowLib_ViewType_Single)
+ {
+ m_tempResources.pDownsampledShadowMap = &m_downsampledShadowMap;
+ m_shadowLibContext->SetTempResources(&m_tempResources);
+ }
+
+ m_SBRenderParams.PCSSPenumbraParams = m_PCSSParams;
+ m_SBRenderParams.fSoftShadowTestScale = m_softShadowTestScale;
+
+ m_shadowLibContext->ClearBuffer(m_shadowBufferHandle);
+
+ m_SBRenderParams.DepthBufferDesc.DepthStencilSRV.pSRV = pDepthStencilSRV;
+
+ m_shadowLibContext->RenderBuffer(m_shadowMapHandle, m_shadowBufferHandle, &m_SBRenderParams);
+
+ m_shadowLibContext->FinalizeBuffer(m_shadowBufferHandle, &m_shadowBufferSRV);
+}
+
+
+void RendererShadow::modulateShadowBuffer(ID3D11RenderTargetView* pOutputRTV)
+{
+ GFSDK_ShadowLib_RenderTargetView ColorRTV;
+ ColorRTV.pRTV = pOutputRTV;
+
+ gfsdk_float3 v3ShadowColor = { m_shadowColor.x, m_shadowColor.y, m_shadowColor.z };
+ m_shadowLibContext->ModulateBuffer(m_shadowBufferHandle, &ColorRTV, v3ShadowColor, GFSDK_ShadowLib_ModulateBufferMask_RGB);
+}
+
+
+void RendererShadow::displayShadowMaps(ID3D11RenderTargetView* pOutputRTV, UINT Width, UINT Height)
+{
+ GFSDK_ShadowLib_RenderTargetView ColorRTV;
+ ColorRTV.pRTV = pOutputRTV;
+
+ float fMapResW = (float)m_SMDesc.uResolutionWidth;
+ float fMapResH = (float)m_SMDesc.uResolutionHeight;
+
+ float fWidthScale = Width / ((float)m_SMDesc.uArraySize * fMapResW);
+ fWidthScale = (fWidthScale > 1.0f) ? (1.0f) : (fWidthScale);
+
+ float fOneFifth = (float)Height / (5.0f);
+ float fHeightScale = fOneFifth / fMapResH;
+ fHeightScale = (fHeightScale > 1.0f) ? (1.0f) : (fHeightScale);
+
+ float fScale = (fHeightScale < fWidthScale) ? (fHeightScale) : (fWidthScale);
+
+ fMapResW = floorf(fMapResW * fScale);
+ fMapResH = floorf(fMapResH * fScale);
+
+ for (unsigned int j = 0; j < (unsigned int)m_SMDesc.uArraySize; j++)
+ {
+ m_shadowLibContext->DevModeDisplayMap(m_shadowBufferHandle,
+ &ColorRTV,
+ m_shadowMapHandle,
+ j,
+ j * (unsigned int)fMapResW + j,
+ Height - (unsigned int)fMapResH,
+ fScale);
+ }
+}
+
+
+void RendererShadow::displayMapFrustums(ID3D11RenderTargetView* pOutputRTV, ID3D11DepthStencilView* pDSV)
+{
+ gfsdk_float3 v3Color;
+ v3Color.x = 1.0f;
+ v3Color.y = 0.0f;
+ v3Color.z = 0.0f;
+
+ GFSDK_ShadowLib_RenderTargetView ColorRTV;
+ ColorRTV.pRTV = pOutputRTV;
+
+ GFSDK_ShadowLib_DepthStencilView DSV;
+ DSV.pDSV = pDSV;
+
+ unsigned int NumViews;
+ NumViews = m_SMDesc.eViewType;
+
+ for (unsigned int j = 0; j < NumViews; j++)
+ {
+ switch (j)
+ {
+ case 0:
+ v3Color.x = 1.0f;
+ v3Color.y = 0.0f;
+ v3Color.z = 0.0f;
+ break;
+ case 1:
+ v3Color.x = 0.0f;
+ v3Color.y = 1.0f;
+ v3Color.z = 0.0f;
+ break;
+ case 2:
+ v3Color.x = 0.0f;
+ v3Color.y = 0.0f;
+ v3Color.z = 1.0f;
+ break;
+ case 3:
+ v3Color.x = 1.0f;
+ v3Color.y = 1.0f;
+ v3Color.z = 0.0f;
+ break;
+ }
+
+ m_shadowLibContext->DevModeDisplayMapFrustum(m_shadowBufferHandle,
+ &ColorRTV,
+ &DSV,
+ m_shadowMapHandle,
+ j,
+ v3Color);
+ }
+}
+
+
+void RendererShadow::displayShadowBuffer(ID3D11RenderTargetView* pOutputRTV)
+{
+ gfsdk_float2 v2Scale;
+ v2Scale.x = 1.0f;
+ v2Scale.y = 1.0f;
+
+ GFSDK_ShadowLib_RenderTargetView ColorRTV;
+ ColorRTV.pRTV = pOutputRTV;
+
+ m_shadowLibContext->DevModeDisplayBuffer(m_shadowBufferHandle,
+ &ColorRTV,
+ v2Scale,
+ NULL);
+}
+
+
+void RendererShadow::toggleDisplayCascades(bool bToggle)
+{
+ m_shadowLibContext->DevModeToggleDebugCascadeShader(m_shadowBufferHandle,
+ bToggle);
+}
+
+
+void RendererShadow::drawUI()
+{
+ ImGui::Checkbox("PCSS", &m_PCSSEnabled);
+ ImGui::ColorEdit3("Shadow Color", &(m_shadowColor.x));
+ ImGui::DragFloat("Light Size", &m_lightSize, 0.05f, 0.0f, 100.0f);
+ ImGui::DragFloat3("Light Position", &(m_lightPos.x));
+ ImGui_DragFloat3Dir("Light LookAt", &(m_lightLookAt.x));
+ ImGui::DragFloat("SoftShadowTestScale", &(m_softShadowTestScale), 0.0001f, 0.0f, 10.0f);
+ if (m_PCSSEnabled)
+ {
+ ImGui::DragFloat("PCSS: fMaxClamp", &(m_PCSSParams.fMaxClamp), 0.001f, 0.0f, 100.0f);
+ ImGui::DragFloat("PCSS: fMaxThreshold", &(m_PCSSParams.fMaxThreshold), 0.001f, 0.0f, 100.0f);
+ ImGui::DragFloat("PCSS: fMinSizePercent", &(m_PCSSParams.fMinSizePercent), 0.001f, 0.0f, 100.0f);
+ ImGui::DragFloat("PCSS: fMinWeightExponent", &(m_PCSSParams.fMinWeightExponent), 0.001f, 0.0f, 100.0f);
+ ImGui::DragFloat("PCSS: fMinWeightThresholdPercent", &(m_PCSSParams.fMinWeightThresholdPercent), 0.001f, 0.0f, 100.0f);
+ ImGui::DragFloat("PCSS: fBlockerSearchDitherPercent", &(m_PCSSParams.fBlockerSearchDitherPercent), 0.001f, 0.0f, 100.0f);
+ ImGui::DragFloat("PCSS: fFilterDitherPercent", &(m_PCSSParams.fFilterDitherPercent), 0.001f, 0.0f, 100.0f);
+ }
}
\ No newline at end of file |