Well it's something ig

This commit is contained in:
2025-01-15 03:40:39 +01:00
parent 9805c7a2c1
commit 8a3bf57d7e
15 changed files with 295 additions and 46 deletions

View File

@@ -13,17 +13,18 @@ DepthBuffer::~DepthBuffer()
bool DepthBuffer::Initialize()
{
// Create a depth buffer
// Create a depth buffer with a typeless format
D3D11_TEXTURE2D_DESC desc = {};
desc.Width = m_width;
desc.Height = m_height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_D32_FLOAT;
desc.Format = DXGI_FORMAT_R32_TYPELESS; // Typeless format
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; // Add shader resource binding
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
HRESULT hr = m_device->CreateTexture2D(&desc, nullptr, &m_depthBuffer);
if (FAILED(hr))
@@ -33,8 +34,9 @@ bool DepthBuffer::Initialize()
// Create DepthStencilView
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc = {};
dsvDesc.Format = DXGI_FORMAT_D32_FLOAT;
dsvDesc.Format = DXGI_FORMAT_D32_FLOAT; // Depth format
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice = 0;
hr = m_device->CreateDepthStencilView(m_depthBuffer, &dsvDesc, &m_depthStencilView);
if (FAILED(hr))
{
@@ -42,4 +44,14 @@ bool DepthBuffer::Initialize()
}
return true;
}
}
ID3D11Texture2D* DepthBuffer::GetDepthBuffer()
{
return m_depthBuffer;
}
ID3D11DepthStencilView* DepthBuffer::GetDepthStencilView()
{
return m_depthStencilView;
}

View File

@@ -13,6 +13,10 @@ public:
ID3D11Texture2D* GetDepthBuffer() const { return m_depthBuffer; }
ID3D11DepthStencilView* GetDepthStencilView() const { return m_depthStencilView; }
ID3D11DepthStencilView *GetDepthStencilView();
ID3D11Texture2D *GetDepthBuffer();
private:
ID3D11Device* m_device;
UINT m_width;
@@ -20,6 +24,7 @@ private:
ID3D11Texture2D* m_depthBuffer;
ID3D11DepthStencilView* m_depthStencilView;
};

View File

@@ -20,16 +20,22 @@ bool ShadowMapBuffer::Initialize() {
// Create ShaderResourceView for the depth buffer
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = DXGI_FORMAT_R32_FLOAT;
srvDesc.Format = DXGI_FORMAT_R32_FLOAT; // Shader-readable format
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
srvDesc.Texture2D.MostDetailedMip = 0;
HRESULT hr = m_device->CreateShaderResourceView(m_depthBuffer.GetDepthBuffer(), &srvDesc, &m_shaderResourceView);
if (FAILED(hr)) {
if (FAILED(hr))
{
OutputDebugStringA("Failed to create ShaderResourceView for ShadowMapBuffer.\n");
return false;
}
return true;
}
void ShadowMapBuffer::SetRenderTarget(ID3D11DeviceContext *deviceContext) {
deviceContext->OMSetRenderTargets(0, nullptr, m_depthBuffer.GetDepthStencilView());
}