File size: 4,952 Bytes
0c51b93
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
/*
 * 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 "renderTargetD3D11.h"

RenderTargetD3D11::RenderTargetD3D11()
{
}

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 RenderTargetD3D11::init(ID3D11Device* device, int width, int height, bool depthTest)
{
	// set viewport
	{
		m_viewport.Width = float(width);
		m_viewport.Height = float(height);
		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(width), UINT(height),
			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(width), UINT(height),
			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()));
	}

	{
		D3D11_SAMPLER_DESC samplerDesc =
		{
			D3D11_FILTER_MIN_MAG_MIP_LINEAR,
			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_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()));
	}

	{
		D3D11_DEPTH_STENCIL_DESC depthStateDesc = {};
		depthStateDesc.DepthEnable = depthTest;
		depthStateDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
		depthStateDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;

		NV_RETURN_ON_FAIL(device->CreateDepthStencilState(&depthStateDesc, m_depthStencilState.ReleaseAndGetAddressOf()));
	}

	return S_OK;
}

void RenderTargetD3D11::bindAndClear(ID3D11DeviceContext* context)
{
	ID3D11RenderTargetView* ppRtv[1] = { m_backRtv.Get() };
	context->OMSetRenderTargets(1, ppRtv, m_depthDsv.Get());
	context->OMSetDepthStencilState(m_depthStencilState.Get(), 0u);

	context->RSSetViewports(1, &m_viewport);

	float clearDepth = 0.0f;
	float clearColor[4] = { clearDepth, clearDepth, clearDepth, clearDepth };

	context->ClearRenderTargetView(m_backRtv.Get(), clearColor);
	context->ClearDepthStencilView(m_depthDsv.Get(), D3D11_CLEAR_DEPTH, 1.0, 0);
}