// 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) 2008-2020 NVIDIA Corporation. All rights reserved. #ifndef RENDERER_SHADOW_H #define RENDERER_SHADOW_H #include #include "Utils.h" #include "gfsdk_shadowlib.h" #include class CFirstPersonCamera; class Renderer; class RendererShadow { public: RendererShadow(); ~RendererShadow(); void createResources(ID3D11Device *pd3dDevice, ID3D11DeviceContext* context, CFirstPersonCamera* camera); void setScreenResolution(float FovyRad, UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV); void changeShadowSettings(UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV); void renderShadowMaps(Renderer* renderer); void renderShadowBuffer(ID3D11ShaderResourceView* pDepthStencilSRV, ID3D11ShaderResourceView* pResolvedDepthStencilSRV); void modulateShadowBuffer(ID3D11RenderTargetView* pOutputRTV); void displayShadowMaps(ID3D11RenderTargetView* pOutputRTV, UINT Width, UINT Height); void displayMapFrustums(ID3D11RenderTargetView* pOutputRTV, ID3D11DepthStencilView* pDSV); void displayShadowBuffer(ID3D11RenderTargetView* pOutputRTV); void toggleDisplayCascades(bool bToggle); void drawUI(); private: void reloadBuffers(); void ReleaseResources(); GFSDK_ShadowLib_Context* m_shadowLibContext; GFSDK_ShadowLib_ShaderResourceView m_shadowBufferSRV; GFSDK_ShadowLib_Map* m_shadowMapHandle; GFSDK_ShadowLib_MapDesc m_SMDesc; GFSDK_ShadowLib_BufferDesc m_SBDesc; GFSDK_ShadowLib_MapRenderParams m_SMRenderParams; GFSDK_ShadowLib_Buffer* m_shadowBufferHandle; GFSDK_ShadowLib_BufferRenderParams m_SBRenderParams; GFSDK_ShadowLib_TempResources m_tempResources; GFSDK_ShadowLib_Texture2D m_downsampledShadowMap; CFirstPersonCamera* m_camera; // params bool m_PCSSEnabled; float m_lightSize; DirectX::XMFLOAT3 m_lightPos; DirectX::XMFLOAT3 m_lightLookAt; DirectX::XMFLOAT3 m_shadowColor; GFSDK_ShadowLib_PCSSPenumbraParams m_PCSSParams; float m_softShadowTestScale; gfsdk_float3 m_worldSpaceBBox0; gfsdk_float3 m_worldSpaceBBox1; }; #endif