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#include "shadowMapD3D11.h" |
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ShadowMapD3D11::ShadowMapD3D11() |
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{ |
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} |
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static D3D11_TEXTURE2D_DESC _getTextureDesc(DXGI_FORMAT format, UINT width, UINT height, |
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UINT bindFlags, UINT sampleCount = 1, D3D11_USAGE usage = D3D11_USAGE_DEFAULT, UINT cpuAccessFlags = 0, |
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UINT miscFlags = 0, UINT arraySize = 1, UINT mipLevels = 1) |
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{ |
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D3D11_TEXTURE2D_DESC desc; |
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desc.Format = format; |
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desc.Width = width; |
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desc.Height = height; |
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desc.ArraySize = arraySize; |
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desc.MiscFlags = miscFlags; |
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desc.MipLevels = mipLevels; |
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desc.SampleDesc.Count = sampleCount; |
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desc.SampleDesc.Quality = 0; |
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desc.BindFlags = bindFlags; |
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desc.Usage = usage; |
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desc.CPUAccessFlags = cpuAccessFlags; |
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return desc; |
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} |
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static D3D11_DEPTH_STENCIL_VIEW_DESC _getDsvDesc(DXGI_FORMAT format, D3D11_DSV_DIMENSION viewDimension, UINT flags = 0, UINT mipSlice = 0) |
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{ |
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D3D11_DEPTH_STENCIL_VIEW_DESC desc; |
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desc.Format = format; |
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desc.ViewDimension = viewDimension; |
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desc.Flags = flags; |
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desc.Texture2D.MipSlice = mipSlice; |
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return desc; |
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} |
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static D3D11_SHADER_RESOURCE_VIEW_DESC _getSrvDesc(DXGI_FORMAT format) |
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{ |
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D3D11_SHADER_RESOURCE_VIEW_DESC desc; |
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desc.Format = format; |
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desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; |
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desc.Texture2D.MostDetailedMip = 0; |
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desc.Texture2D.MipLevels = -1; |
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return desc; |
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} |
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HRESULT ShadowMapD3D11::init(ID3D11Device* device, int resolution) |
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{ |
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{ |
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m_viewport.Width = float(resolution); |
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m_viewport.Height = float(resolution); |
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m_viewport.MinDepth = 0; |
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m_viewport.MaxDepth = 1; |
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m_viewport.TopLeftX = 0; |
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m_viewport.TopLeftY = 0; |
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} |
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{ |
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D3D11_TEXTURE2D_DESC texDesc = _getTextureDesc(DXGI_FORMAT_R32_FLOAT, UINT(resolution), UINT(resolution), |
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D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE); |
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NV_RETURN_ON_FAIL(device->CreateTexture2D(&texDesc, NV_NULL, m_backTexture.ReleaseAndGetAddressOf())); |
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NV_RETURN_ON_FAIL(device->CreateShaderResourceView(m_backTexture.Get(), NV_NULL, m_backSrv.ReleaseAndGetAddressOf())); |
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NV_RETURN_ON_FAIL(device->CreateRenderTargetView(m_backTexture.Get(), NV_NULL, m_backRtv.ReleaseAndGetAddressOf())); |
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} |
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{ |
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D3D11_TEXTURE2D_DESC texDesc = _getTextureDesc(DXGI_FORMAT_R32_TYPELESS, UINT(resolution), UINT(resolution), |
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D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE); |
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NV_RETURN_ON_FAIL(device->CreateTexture2D(&texDesc, NV_NULL, m_depthTexture.ReleaseAndGetAddressOf())); |
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D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc = _getDsvDesc(DXGI_FORMAT_D32_FLOAT, D3D11_DSV_DIMENSION_TEXTURE2D); |
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NV_RETURN_ON_FAIL(device->CreateDepthStencilView(m_depthTexture.Get(), &dsvDesc, m_depthDsv.ReleaseAndGetAddressOf())); |
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = _getSrvDesc(DXGI_FORMAT_R32_FLOAT); |
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NV_RETURN_ON_FAIL(device->CreateShaderResourceView(m_depthTexture.Get(), &srvDesc, m_depthSrv.ReleaseAndGetAddressOf())); |
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} |
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{ |
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D3D11_SAMPLER_DESC samplerDesc = |
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{ |
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D3D11_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR, |
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D3D11_TEXTURE_ADDRESS_CLAMP, |
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D3D11_TEXTURE_ADDRESS_CLAMP, |
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D3D11_TEXTURE_ADDRESS_CLAMP, |
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0.0, 0, D3D11_COMPARISON_LESS_EQUAL, |
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0.0f, 0.0f, 0.0f, 0.0f, |
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0.0f, D3D11_FLOAT32_MAX, |
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}; |
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NV_RETURN_ON_FAIL(device->CreateSamplerState(&samplerDesc, m_linearSampler.ReleaseAndGetAddressOf())); |
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} |
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{ |
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D3D11_SAMPLER_DESC samplerDesc = |
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{ |
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D3D11_FILTER_MIN_MAG_MIP_POINT, |
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D3D11_TEXTURE_ADDRESS_CLAMP, |
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D3D11_TEXTURE_ADDRESS_CLAMP, |
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D3D11_TEXTURE_ADDRESS_CLAMP, |
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0.0, 0, D3D11_COMPARISON_NEVER, |
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0.0f, 0.0f, 0.0f, 0.0f, |
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0.0f, D3D11_FLOAT32_MAX, |
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}; |
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NV_RETURN_ON_FAIL(device->CreateSamplerState(&samplerDesc, m_pointSampler.ReleaseAndGetAddressOf())); |
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} |
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return S_OK; |
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} |
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void ShadowMapD3D11::bindAndClear(ID3D11DeviceContext* context) |
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{ |
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ID3D11RenderTargetView* ppRtv[1] = { m_backRtv.Get() }; |
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context->OMSetRenderTargets(1, ppRtv, m_depthDsv.Get()); |
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context->RSSetViewports(1, &m_viewport); |
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float clearDepth = FLT_MAX; |
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float clearColor[4] = { clearDepth, clearDepth, clearDepth, clearDepth }; |
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context->ClearRenderTargetView(m_backRtv.Get(), clearColor); |
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context->ClearDepthStencilView(m_depthDsv.Get(), D3D11_CLEAR_DEPTH, 1.0, 0); |
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} |
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void ShadowMapD3D11::setDefaultLight(FXMVECTOR eye, FXMVECTOR at, FXMVECTOR up) |
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{ |
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float sizeX = 50.0f; |
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float sizeY = 50.0f; |
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float znear = -200.0f; |
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float zfar = 200.0f; |
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setLightMatrices(eye, at, up, sizeX, sizeY, znear, zfar); |
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} |
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void ShadowMapD3D11::setLightMatrices(FXMVECTOR eye, FXMVECTOR lookAt, FXMVECTOR up, float sizeX, float sizeY, float zNear, float zFar) |
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{ |
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m_lightView = XMMatrixLookAtLH(eye, lookAt, up); |
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m_lightProjection = XMMatrixOrthographicLH(sizeX, sizeY, zNear, zFar); |
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DirectX::XMMATRIX clip2Tex(0.5, 0, 0, 0, |
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0, -0.5, 0, 0, |
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0, 0, 1, 0, |
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0.5, 0.5, 0, 1); |
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DirectX::XMMATRIX viewProjection = m_lightView * m_lightProjection; |
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m_lightWorldToTex = viewProjection * clip2Tex; |
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} |
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