/* * 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; }