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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 "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;
}
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