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| author | Miles Macklin <[email protected]> | 2017-06-09 13:41:15 +1200 |
|---|---|---|
| committer | Miles Macklin <[email protected]> | 2017-06-09 13:41:15 +1200 |
| commit | 688b5f42e9bfe498d7af7075d4d8f4429867f3a3 (patch) | |
| tree | 7e0d0e7c95298f0418723abd92f61ac6e16b055e /demo/d3d11/shadowMapD3D11.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/shadowMapD3D11.cpp')
| -rw-r--r-- | demo/d3d11/shadowMapD3D11.cpp | 162 |
1 files changed, 162 insertions, 0 deletions
diff --git a/demo/d3d11/shadowMapD3D11.cpp b/demo/d3d11/shadowMapD3D11.cpp new file mode 100644 index 0000000..a824929 --- /dev/null +++ b/demo/d3d11/shadowMapD3D11.cpp @@ -0,0 +1,162 @@ +/* + * 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 "shadowMapD3D11.h" + +ShadowMapD3D11::ShadowMapD3D11() +{ +} + +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 ShadowMapD3D11::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 ShadowMapD3D11::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 ShadowMapD3D11::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 ShadowMapD3D11::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; +} |