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Copy pathShadowMap.cpp
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244 lines (213 loc) · 7.6 KB
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#include "ShadowMap.h"
#include <stdio.h>
#include <cmath>
float ShadowMap::SplitEnd(UINT cascadeIndex)
{
switch (cascadeIndex) {
case 0: return SPLIT_0;
case 1: return SPLIT_1;
case 2: return SPLIT_2;
default: return SPLIT_3;
}
}
HRESULT ShadowMap::Init(DXRender* render)
{
m_texture = nullptr;
m_srv = nullptr;
m_cmpSampler = nullptr;
m_rasterizer = nullptr;
m_depthState = nullptr;
for (UINT i = 0; i < NUM_CASCADES; i++) {
m_dsv[i] = nullptr;
m_lightViewProj[i] = XMMatrixIdentity();
m_halfExtent[i] = SplitEnd(i) * EXTENT_SCALE;
}
const float zenith = XMConvertToRadians(SUN_ZENITH_OFFSET_DEG);
const float azimuth = 0.0f;
m_sunDir = XMVector3Normalize(XMVectorSet(
sinf(zenith) * sinf(azimuth),
cosf(zenith),
sinf(zenith) * cosf(azimuth),
0.0f));
ID3D11Device* device = render->GetDevice();
HRESULT hr;
D3D11_TEXTURE2D_DESC texDesc;
ZeroMemory(&texDesc, sizeof(texDesc));
texDesc.Width = MAP_SIZE;
texDesc.Height = MAP_SIZE;
texDesc.MipLevels = 1;
texDesc.ArraySize = NUM_CASCADES;
texDesc.Format = DXGI_FORMAT_R32_TYPELESS;
texDesc.SampleDesc.Count = 1;
texDesc.Usage = D3D11_USAGE_DEFAULT;
texDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
hr = device->CreateTexture2D(&texDesc, nullptr, &m_texture);
if (FAILED(hr)) {
printf("Error: ShadowMap CreateTexture2D failed\n");
return hr;
}
for (UINT i = 0; i < NUM_CASCADES; i++) {
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
ZeroMemory(&dsvDesc, sizeof(dsvDesc));
dsvDesc.Format = DXGI_FORMAT_D32_FLOAT;
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
dsvDesc.Texture2DArray.MipSlice = 0;
dsvDesc.Texture2DArray.FirstArraySlice = i;
dsvDesc.Texture2DArray.ArraySize = 1;
hr = device->CreateDepthStencilView(m_texture, &dsvDesc, &m_dsv[i]);
if (FAILED(hr)) {
printf("Error: ShadowMap CreateDepthStencilView[%u] failed\n", i);
return hr;
}
}
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R32_FLOAT;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray.MostDetailedMip = 0;
srvDesc.Texture2DArray.MipLevels = 1;
srvDesc.Texture2DArray.FirstArraySlice = 0;
srvDesc.Texture2DArray.ArraySize = NUM_CASCADES;
hr = device->CreateShaderResourceView(m_texture, &srvDesc, &m_srv);
if (FAILED(hr)) {
printf("Error: ShadowMap CreateShaderResourceView failed\n");
return hr;
}
D3D11_SAMPLER_DESC sampDesc;
ZeroMemory(&sampDesc, sizeof(sampDesc));
sampDesc.Filter = D3D11_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_BORDER;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_BORDER;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_BORDER;
sampDesc.BorderColor[0] = 1.0f;
sampDesc.BorderColor[1] = 1.0f;
sampDesc.BorderColor[2] = 1.0f;
sampDesc.BorderColor[3] = 1.0f;
sampDesc.ComparisonFunc = D3D11_COMPARISON_LESS_EQUAL;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
hr = device->CreateSamplerState(&sampDesc, &m_cmpSampler);
if (FAILED(hr)) {
printf("Error: ShadowMap CreateSamplerState failed\n");
return hr;
}
D3D11_RASTERIZER_DESC rsDesc;
ZeroMemory(&rsDesc, sizeof(rsDesc));
rsDesc.FillMode = D3D11_FILL_SOLID;
rsDesc.CullMode = D3D11_CULL_NONE;
/*
* Near cascades have fine texels so a modest clamp (~22 cm) is enough.
* Receiver bias in the PS scales up for coarser far cascades.
*/
rsDesc.DepthBias = 16;
rsDesc.DepthBiasClamp = 0.00018f;
rsDesc.SlopeScaledDepthBias = 1.0f;
rsDesc.DepthClipEnable = TRUE;
hr = device->CreateRasterizerState(&rsDesc, &m_rasterizer);
if (FAILED(hr)) {
printf("Error: ShadowMap CreateRasterizerState failed\n");
return hr;
}
D3D11_DEPTH_STENCIL_DESC dsDesc;
ZeroMemory(&dsDesc, sizeof(dsDesc));
dsDesc.DepthEnable = TRUE;
dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
dsDesc.DepthFunc = D3D11_COMPARISON_LESS;
hr = device->CreateDepthStencilState(&dsDesc, &m_depthState);
if (FAILED(hr)) {
printf("Error: ShadowMap CreateDepthStencilState failed\n");
return hr;
}
m_viewport.TopLeftX = 0.0f;
m_viewport.TopLeftY = 0.0f;
m_viewport.Width = (float)MAP_SIZE;
m_viewport.Height = (float)MAP_SIZE;
m_viewport.MinDepth = 0.0f;
m_viewport.MaxDepth = 1.0f;
printf("[Info] ShadowMap CSM ready (%ux%u x %u), splits=%.0f/%.0f/%.0f/%.0f, sun %.0f deg\n",
MAP_SIZE, MAP_SIZE, NUM_CASCADES,
SPLIT_0, SPLIT_1, SPLIT_2, SPLIT_3, SUN_ZENITH_OFFSET_DEG);
return S_OK;
}
void ShadowMap::Cleanup()
{
if (m_depthState) { m_depthState->Release(); m_depthState = nullptr; }
if (m_rasterizer) { m_rasterizer->Release(); m_rasterizer = nullptr; }
if (m_cmpSampler) { m_cmpSampler->Release(); m_cmpSampler = nullptr; }
if (m_srv) { m_srv->Release(); m_srv = nullptr; }
for (UINT i = 0; i < NUM_CASCADES; i++) {
if (m_dsv[i]) { m_dsv[i]->Release(); m_dsv[i] = nullptr; }
}
if (m_texture) { m_texture->Release(); m_texture = nullptr; }
}
void ShadowMap::BuildCascadeVP(UINT cascadeIndex, XMVECTOR focus,
XMVECTOR lightDir, XMVECTOR right, XMVECTOR up)
{
float halfExtent = SplitEnd(cascadeIndex) * EXTENT_SCALE;
m_halfExtent[cascadeIndex] = halfExtent;
float extent = halfExtent * 2.0f;
float texelWorld = extent / (float)MAP_SIZE;
float fx = XMVectorGetX(XMVector3Dot(focus, right));
float fy = XMVectorGetX(XMVector3Dot(focus, up));
fx = floorf(fx / texelWorld) * texelWorld;
fy = floorf(fy / texelWorld) * texelWorld;
float fz = XMVectorGetX(XMVector3Dot(focus, lightDir));
XMVECTOR snapped =
XMVectorScale(right, fx) +
XMVectorScale(up, fy) +
XMVectorScale(lightDir, fz);
XMVECTOR eye = XMVectorSubtract(snapped, XMVectorScale(lightDir, CASCADE_DEPTH * 0.5f));
XMMATRIX view = XMMatrixLookAtLH(eye, XMVectorAdd(eye, lightDir), up);
XMMATRIX proj = XMMatrixOrthographicLH(extent, extent, 1.0f, CASCADE_DEPTH);
m_lightViewProj[cascadeIndex] = XMMatrixMultiply(view, proj);
}
void ShadowMap::UpdateCascades(float focusX, float focusY, float focusZ)
{
XMVECTOR lightDir = XMVector3Normalize(XMVectorNegate(m_sunDir));
XMVECTOR worldUp = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
XMVECTOR altUp = XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f);
float align = fabsf(XMVectorGetX(XMVector3Dot(lightDir, worldUp)));
XMVECTOR up = (align > 0.9f) ? altUp : worldUp;
XMVECTOR right = XMVector3Normalize(XMVector3Cross(up, lightDir));
up = XMVector3Normalize(XMVector3Cross(lightDir, right));
XMVECTOR focus = XMVectorSet(focusX, focusY, focusZ, 1.0f);
for (UINT i = 0; i < NUM_CASCADES; i++)
BuildCascadeVP(i, focus, lightDir, right, up);
}
void ShadowMap::Begin(DXRender* render, UINT cascadeIndex)
{
if (cascadeIndex >= NUM_CASCADES)
cascadeIndex = NUM_CASCADES - 1;
ID3D11DeviceContext* ctx = render->GetDeviceContext();
ID3D11ShaderResourceView* nullSRV = nullptr;
ctx->PSSetShaderResources(1, 1, &nullSRV);
ctx->OMSetRenderTargets(0, nullptr, m_dsv[cascadeIndex]);
ctx->ClearDepthStencilView(m_dsv[cascadeIndex], D3D11_CLEAR_DEPTH, 1.0f, 0);
ctx->RSSetViewports(1, &m_viewport);
ctx->RSSetState(m_rasterizer);
ctx->OMSetDepthStencilState(m_depthState, 0);
float blendFactor[4] = { 0, 0, 0, 0 };
ctx->OMSetBlendState(nullptr, blendFactor, 0xffffffff);
}
void ShadowMap::End(DXRender* render)
{
render->RestoreMainTargets();
render->ApplyRasterizerState();
render->SetOpaqueState();
}
XMMATRIX ShadowMap::GetLightViewProj(UINT cascadeIndex) const
{
if (cascadeIndex >= NUM_CASCADES)
cascadeIndex = NUM_CASCADES - 1;
return m_lightViewProj[cascadeIndex];
}
float ShadowMap::GetCascadeHalfExtent(UINT cascadeIndex) const
{
if (cascadeIndex >= NUM_CASCADES)
cascadeIndex = NUM_CASCADES - 1;
return m_halfExtent[cascadeIndex];
}
XMFLOAT4 ShadowMap::GetSplitDistances() const
{
return XMFLOAT4(SPLIT_0, SPLIT_1, SPLIT_2, SPLIT_3);
}