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authorMiles Macklin <[email protected]>2017-03-10 14:51:31 +1300
committerMiles Macklin <[email protected]>2017-03-10 14:51:31 +1300
commitad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f (patch)
tree4cc6f3288363889d7342f7f8407c0251e6904819 /demo/d3d11/shadowMap.cpp
downloadflex-ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f.tar.xz
flex-ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f.zip
Initial 1.1.0 binary release
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diff --git a/demo/d3d11/shadowMap.cpp b/demo/d3d11/shadowMap.cpp
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+/*
+ * 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;
+}