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| author | Miles Macklin <[email protected]> | 2017-06-09 13:41:15 +1200 |
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| committer | Miles Macklin <[email protected]> | 2017-06-09 13:41:15 +1200 |
| commit | 688b5f42e9bfe498d7af7075d4d8f4429867f3a3 (patch) | |
| tree | 7e0d0e7c95298f0418723abd92f61ac6e16b055e /demo/d3d11/shadowMap.cpp | |
| parent | Update README.md (diff) | |
| download | flex-688b5f42e9bfe498d7af7075d4d8f4429867f3a3.tar.xz flex-688b5f42e9bfe498d7af7075d4d8f4429867f3a3.zip | |
1.2.0.beta.11.2.0.beta.1
Diffstat (limited to 'demo/d3d11/shadowMap.cpp')
| -rw-r--r-- | demo/d3d11/shadowMap.cpp | 162 |
1 files changed, 0 insertions, 162 deletions
diff --git a/demo/d3d11/shadowMap.cpp b/demo/d3d11/shadowMap.cpp deleted file mode 100644 index 403ec59..0000000 --- a/demo/d3d11/shadowMap.cpp +++ /dev/null @@ -1,162 +0,0 @@ -/* - * Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. - * - * NVIDIA CORPORATION and its licensors retain all intellectual property - * and proprietary rights in and to this software, 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. - */ - -#include "shadowMap.h" - -ShadowMap::ShadowMap() -{ -} - -static D3D11_TEXTURE2D_DESC _getTextureDesc(DXGI_FORMAT format, UINT width, UINT height, - UINT bindFlags, UINT sampleCount = 1, D3D11_USAGE usage = D3D11_USAGE_DEFAULT, UINT cpuAccessFlags = 0, - UINT miscFlags = 0, UINT arraySize = 1, UINT mipLevels = 1) -{ - D3D11_TEXTURE2D_DESC desc; - desc.Format = format; - desc.Width = width; - desc.Height = height; - - desc.ArraySize = arraySize; - desc.MiscFlags = miscFlags; - desc.MipLevels = mipLevels; - - desc.SampleDesc.Count = sampleCount; - desc.SampleDesc.Quality = 0; - desc.BindFlags = bindFlags; - desc.Usage = usage; - desc.CPUAccessFlags = cpuAccessFlags; - return desc; -} - -static D3D11_DEPTH_STENCIL_VIEW_DESC _getDsvDesc(DXGI_FORMAT format, D3D11_DSV_DIMENSION viewDimension, UINT flags = 0, UINT mipSlice = 0) -{ - D3D11_DEPTH_STENCIL_VIEW_DESC desc; - desc.Format = format; - desc.ViewDimension = viewDimension; - desc.Flags = flags; - desc.Texture2D.MipSlice = mipSlice; - return desc; -} - -static D3D11_SHADER_RESOURCE_VIEW_DESC _getSrvDesc(DXGI_FORMAT format) -{ - D3D11_SHADER_RESOURCE_VIEW_DESC desc; - desc.Format = format; - desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; - desc.Texture2D.MostDetailedMip = 0; - desc.Texture2D.MipLevels = -1; - - return desc; -} - -HRESULT ShadowMap::init(ID3D11Device* device, int resolution) -{ - // set viewport - { - m_viewport.Width = float(resolution); - m_viewport.Height = float(resolution); - m_viewport.MinDepth = 0; - m_viewport.MaxDepth = 1; - m_viewport.TopLeftX = 0; - m_viewport.TopLeftY = 0; - } - - // create shadow render target - { - D3D11_TEXTURE2D_DESC texDesc = _getTextureDesc(DXGI_FORMAT_R32_FLOAT, UINT(resolution), UINT(resolution), - D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE); - - NV_RETURN_ON_FAIL(device->CreateTexture2D(&texDesc, NV_NULL, m_backTexture.ReleaseAndGetAddressOf())); - NV_RETURN_ON_FAIL(device->CreateShaderResourceView(m_backTexture.Get(), NV_NULL, m_backSrv.ReleaseAndGetAddressOf())); - NV_RETURN_ON_FAIL(device->CreateRenderTargetView(m_backTexture.Get(), NV_NULL, m_backRtv.ReleaseAndGetAddressOf())); - } - - // create shadow depth stencil - { - D3D11_TEXTURE2D_DESC texDesc = _getTextureDesc(DXGI_FORMAT_R32_TYPELESS, UINT(resolution), UINT(resolution), - D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE); - NV_RETURN_ON_FAIL(device->CreateTexture2D(&texDesc, NV_NULL, m_depthTexture.ReleaseAndGetAddressOf())); - - D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc = _getDsvDesc(DXGI_FORMAT_D32_FLOAT, D3D11_DSV_DIMENSION_TEXTURE2D); - NV_RETURN_ON_FAIL(device->CreateDepthStencilView(m_depthTexture.Get(), &dsvDesc, m_depthDsv.ReleaseAndGetAddressOf())); - - D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = _getSrvDesc(DXGI_FORMAT_R32_FLOAT); - NV_RETURN_ON_FAIL(device->CreateShaderResourceView(m_depthTexture.Get(), &srvDesc, m_depthSrv.ReleaseAndGetAddressOf())); - } - - { - // example texture sampler (use any texture sampler of your own choice) - D3D11_SAMPLER_DESC samplerDesc = - { - D3D11_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR, - D3D11_TEXTURE_ADDRESS_CLAMP, - D3D11_TEXTURE_ADDRESS_CLAMP, - D3D11_TEXTURE_ADDRESS_CLAMP, - 0.0, 0, D3D11_COMPARISON_LESS_EQUAL, - 0.0f, 0.0f, 0.0f, 0.0f, - 0.0f, D3D11_FLOAT32_MAX, - }; - NV_RETURN_ON_FAIL(device->CreateSamplerState(&samplerDesc, m_linearSampler.ReleaseAndGetAddressOf())); - } - { - D3D11_SAMPLER_DESC samplerDesc = - { - D3D11_FILTER_MIN_MAG_MIP_POINT, - D3D11_TEXTURE_ADDRESS_CLAMP, - D3D11_TEXTURE_ADDRESS_CLAMP, - D3D11_TEXTURE_ADDRESS_CLAMP, - 0.0, 0, D3D11_COMPARISON_NEVER, - 0.0f, 0.0f, 0.0f, 0.0f, - 0.0f, D3D11_FLOAT32_MAX, - }; - NV_RETURN_ON_FAIL(device->CreateSamplerState(&samplerDesc, m_pointSampler.ReleaseAndGetAddressOf())); - } - - return S_OK; -} - -void ShadowMap::bindAndClear(ID3D11DeviceContext* context) -{ - ID3D11RenderTargetView* ppRtv[1] = { m_backRtv.Get() }; - context->OMSetRenderTargets(1, ppRtv, m_depthDsv.Get()); - - context->RSSetViewports(1, &m_viewport); - - float clearDepth = FLT_MAX; - float clearColor[4] = { clearDepth, clearDepth, clearDepth, clearDepth }; - - context->ClearRenderTargetView(m_backRtv.Get(), clearColor); - context->ClearDepthStencilView(m_depthDsv.Get(), D3D11_CLEAR_DEPTH, 1.0, 0); -} - -void ShadowMap::setDefaultLight(FXMVECTOR eye, FXMVECTOR at, FXMVECTOR up) -{ - float sizeX = 50.0f; - float sizeY = 50.0f; - float znear = -200.0f; - float zfar = 200.0f; - - setLightMatrices(eye, at, up, sizeX, sizeY, znear, zfar); -} - -void ShadowMap::setLightMatrices(FXMVECTOR eye, FXMVECTOR lookAt, FXMVECTOR up, float sizeX, float sizeY, float zNear, float zFar) -{ - m_lightView = XMMatrixLookAtLH(eye, lookAt, up); - - m_lightProjection = XMMatrixOrthographicLH(sizeX, sizeY, zNear, zFar); - - DirectX::XMMATRIX clip2Tex(0.5, 0, 0, 0, - 0, -0.5, 0, 0, - 0, 0, 1, 0, - 0.5, 0.5, 0, 1); - - DirectX::XMMATRIX viewProjection = m_lightView * m_lightProjection; - m_lightWorldToTex = viewProjection * clip2Tex; -} |