This commit is contained in:
2025-01-14 02:26:26 +01:00
parent 0d556f12b4
commit 9805c7a2c1
26 changed files with 4868 additions and 4 deletions

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@@ -0,0 +1,45 @@
#include "DepthBuffer.h"
DepthBuffer::DepthBuffer(ID3D11Device* device, UINT width, UINT height)
: m_device(device), m_width(width), m_height(height), m_depthBuffer(nullptr), m_depthStencilView(nullptr)
{
}
DepthBuffer::~DepthBuffer()
{
if (m_depthStencilView) m_depthStencilView->Release();
if (m_depthBuffer) m_depthBuffer->Release();
}
bool DepthBuffer::Initialize()
{
// Create a depth buffer
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.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
desc.CPUAccessFlags = 0;
HRESULT hr = m_device->CreateTexture2D(&desc, nullptr, &m_depthBuffer);
if (FAILED(hr))
{
return false;
}
// Create DepthStencilView
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc = {};
dsvDesc.Format = DXGI_FORMAT_D32_FLOAT;
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
hr = m_device->CreateDepthStencilView(m_depthBuffer, &dsvDesc, &m_depthStencilView);
if (FAILED(hr))
{
return false;
}
return true;
}

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@@ -0,0 +1,26 @@
#ifndef GP1_DIRECTX_DEPTHBUFFER_H
#define GP1_DIRECTX_DEPTHBUFFER_H
#include <d3d11.h>
class DepthBuffer
{
public:
DepthBuffer(ID3D11Device* device, UINT width, UINT height);
~DepthBuffer();
bool Initialize();
ID3D11Texture2D* GetDepthBuffer() const { return m_depthBuffer; }
ID3D11DepthStencilView* GetDepthStencilView() const { return m_depthStencilView; }
private:
ID3D11Device* m_device;
UINT m_width;
UINT m_height;
ID3D11Texture2D* m_depthBuffer;
ID3D11DepthStencilView* m_depthStencilView;
};
#endif //GP1_DIRECTX_DEPTHBUFFER_H

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@@ -0,0 +1,27 @@
#include "SamplerState.h"
SamplerState::SamplerState(ID3D11Device *device)
: m_device(device), m_samplerState(nullptr) {
}
SamplerState::~SamplerState() {
if (m_samplerState) m_samplerState->Release();
}
bool SamplerState::Initialize() {
D3D11_SAMPLER_DESC samplerDesc = {};
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_LESS_EQUAL;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
HRESULT hr = m_device->CreateSamplerState(&samplerDesc, &m_samplerState);
if (FAILED(hr)) {
return false;
}
return true;
}

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@@ -0,0 +1,20 @@
#ifndef GP1_DIRECTX_SAMPLERSTATE_H
#define GP1_DIRECTX_SAMPLERSTATE_H
#include <d3d11.h>
class SamplerState
{
public:
SamplerState(ID3D11Device* device);
~SamplerState();
bool Initialize();
ID3D11SamplerState* GetSamplerState() const { return m_samplerState; }
private:
ID3D11Device* m_device;
ID3D11SamplerState* m_samplerState;
};
#endif //GP1_DIRECTX_SAMPLERSTATE_H

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@@ -0,0 +1,44 @@
#include "ShadowMapBuffer.h"
ShadowMapBuffer::ShadowMapBuffer(ID3D11Device *device, UINT width, UINT height)
: m_device(device), m_width(width), m_height(height), m_shaderResourceView(nullptr),
m_depthBuffer(device, width, height), m_samplerState(device) {
}
ShadowMapBuffer::~ShadowMapBuffer() {
if (m_shaderResourceView) m_shaderResourceView->Release();
}
bool ShadowMapBuffer::Initialize() {
if (!m_depthBuffer.Initialize()) {
return false;
}
if (!m_samplerState.Initialize()) {
return false;
}
// Create ShaderResourceView for the depth buffer
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = DXGI_FORMAT_R32_FLOAT;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
HRESULT hr = m_device->CreateShaderResourceView(m_depthBuffer.GetDepthBuffer(), &srvDesc, &m_shaderResourceView);
if (FAILED(hr)) {
return false;
}
return true;
}
void ShadowMapBuffer::SetRenderTarget(ID3D11DeviceContext *deviceContext) {
deviceContext->OMSetRenderTargets(0, nullptr, m_depthBuffer.GetDepthStencilView());
}
void ShadowMapBuffer::ResetRenderTarget(ID3D11DeviceContext *deviceContext) {
ID3D11RenderTargetView *nullRTV = nullptr;
deviceContext->OMSetRenderTargets(1, &nullRTV, nullptr);
}
ID3D11DepthStencilView *ShadowMapBuffer::GetDepthStencilView() {
return m_depthBuffer.GetDepthStencilView();
}

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@@ -0,0 +1,44 @@
//
// Created by Bram on 13/01/2025.
//
#ifndef GP1_DIRECTX_SHADOWMAPBUFFER_H
#define GP1_DIRECTX_SHADOWMAPBUFFER_H
#include <d3d11.h>
#include <DirectXMath.h>
#include "DepthBuffer.h"
#include "SamplerState.h"
class ShadowMapBuffer {
public:
ShadowMapBuffer(ID3D11Device *device, UINT width, UINT height);
~ShadowMapBuffer();
bool Initialize();
void SetRenderTarget(ID3D11DeviceContext *deviceContext);
void ResetRenderTarget(ID3D11DeviceContext *deviceContext);
// Get the depth stencil view and the sampler state
ID3D11ShaderResourceView *GetShaderResourceView() const { return m_shaderResourceView; }
ID3D11SamplerState *GetSamplerState() const { return m_samplerState.GetSamplerState(); }
ID3D11DepthStencilView *GetDepthStencilView();
private:
ID3D11Device *m_device;
UINT m_width;
UINT m_height;
DepthBuffer m_depthBuffer;
SamplerState m_samplerState;
ID3D11ShaderResourceView *m_shaderResourceView;
};
#endif //GP1_DIRECTX_SHADOWMAPBUFFER_H

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@@ -54,7 +54,6 @@ ID3DX11Effect *BaseEffect::LoadEffect(ID3D11Device *devicePtr, const std::wstrin
ss << errorsPtr[i];
OutputDebugStringW(ss.str().c_str());
errorBlobPtr->Release();
errorBlobPtr = nullptr;
return nullptr;

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@@ -0,0 +1,42 @@
//
// Created by Bram on 13/01/2025.
//
#include "ShadowEffect.h"
ShadowEffect::ShadowEffect(ID3D11Device *devicePtr, const std::wstring &filePath)
: BaseEffect(devicePtr, filePath) {
// Retrieve shadow-specific variables
m_LightWorldViewProjVariable = m_EffectPtr->GetVariableByName("gLightWorldViewProj")->AsMatrix();
if (!m_LightWorldViewProjVariable->IsValid()) {
throw std::runtime_error("Failed to retrieve gLightWorldViewProj variable in ShadowEffect.");
}
m_ShadowMapVariable = m_EffectPtr->GetVariableByName("gShadowMap")->AsShaderResource();
if (!m_ShadowMapVariable->IsValid()) {
throw std::runtime_error("Failed to retrieve gShadowMap variable in ShadowEffect.");
}
m_ShadowMapSamplerVariable = m_EffectPtr->GetVariableByName("gShadowMapSampler")->AsSampler();
if (!m_ShadowMapSamplerVariable->IsValid()) {
throw std::runtime_error("Failed to retrieve gShadowMapSampler variable in ShadowEffect.");
}
}
void ShadowEffect::SetLightWorldViewProjMatrix(const Matrix &matrix) {
if (m_LightWorldViewProjVariable) {
m_LightWorldViewProjVariable->SetMatrix(reinterpret_cast<const float*>(&matrix));
}
}
void ShadowEffect::SetShadowMap(ID3D11ShaderResourceView *shadowMapSRV) {
if (m_ShadowMapVariable) {
m_ShadowMapVariable->SetResource(shadowMapSRV);
}
}
void ShadowEffect::SetShadowMapSampler(ID3D11SamplerState *samplerState) {
if (m_ShadowMapSamplerVariable) {
m_ShadowMapSamplerVariable->SetSampler(0, samplerState);
}
}

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@@ -0,0 +1,25 @@
#ifndef GP1_DIRECTX_SHADOWEFFECT_H
#define GP1_DIRECTX_SHADOWEFFECT_H
#include "BaseEffect.h"
class ShadowEffect : public BaseEffect {
public:
ShadowEffect(ID3D11Device* devicePtr, const std::wstring& filePath);
~ShadowEffect() override = default;
void SetLightWorldViewProjMatrix(const dae::Matrix& matrix);
void SetShadowMap(ID3D11ShaderResourceView* shadowMapSRV);
void SetShadowMapSampler(ID3D11SamplerState* samplerState);
private:
ID3DX11EffectMatrixVariable* m_LightWorldViewProjVariable{nullptr};
ID3DX11EffectShaderResourceVariable* m_ShadowMapVariable{nullptr};
ID3DX11EffectSamplerVariable* m_ShadowMapSamplerVariable{nullptr};
};
#endif //GP1_DIRECTX_SHADOWEFFECT_H

37
project/src/Light.cpp Normal file
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@@ -0,0 +1,37 @@
#include "Light.h"
#include <cmath>
Light::Light()
: m_Position(0.0f, 10.0f, 0.0f),
m_Target(0.0f, 0.0f, 0.0f),
m_Up(0.0f, 1.0f, 0.0f),
m_ViewMatrix(dae::Matrix()),
m_ProjectionMatrix(dae::Matrix()) {}
void Light::SetPosition(const dae::Vector3 &position) {
m_Position = position;
}
void Light::SetTarget(const dae::Vector3 &target) {
m_Target = target;
}
void Light::SetUp(const dae::Vector3 &up) {
m_Up = up;
}
dae::Matrix Light::GetViewMatrix() const {
return dae::Matrix::CreateLookAtLH(m_Position, m_Target, m_Up);
}
dae::Matrix Light::GetProjectionMatrix(float nearPlane, float farPlane, float size) const {
return dae::Matrix::CreateOrthographic(size, size, nearPlane, farPlane);
}
dae::Matrix Light::GetViewProjectionMatrix(float nearPlane, float farPlane, float size) const {
return GetViewMatrix() * GetProjectionMatrix(nearPlane, farPlane, size);
}
void Light::Update() {
// If the light position or target changes dynamically, this is where updates would be managed.
}

32
project/src/Light.h Normal file
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@@ -0,0 +1,32 @@
#ifndef GP1_DIRECTX_LIGHT_H
#define GP1_DIRECTX_LIGHT_H
#include "Math/Vector3.h"
#include "Math/Matrix.h"
class Light {
public:
Light();
~Light() = default;
void SetPosition(const dae::Vector3 &position);
void SetTarget(const dae::Vector3 &target);
void SetUp(const dae::Vector3 &up);
dae::Matrix GetViewMatrix() const;
dae::Matrix GetProjectionMatrix(float nearPlane = 0.1f, float farPlane = 100.0f, float size = 20.0f) const;
dae::Matrix GetViewProjectionMatrix(float nearPlane = 0.1f, float farPlane = 100.0f, float size = 20.0f) const;
void Update();
private:
dae::Vector3 m_Position;
dae::Vector3 m_Target;
dae::Vector3 m_Up;
dae::Matrix m_ViewMatrix;
dae::Matrix m_ProjectionMatrix;
};
#endif //GP1_DIRECTX_LIGHT_H

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@@ -302,5 +302,14 @@ namespace dae {
data[3] = {vector3, 1};
}
Matrix Matrix::CreateOrthographic(float size, float size1, float plane, float plane1) {
return Matrix(
{2.f / size, 0, 0, 0},
{0, 2.f / size1, 0, 0},
{0, 0, 1.f / (plane1 - plane), 0},
{0, 0, -plane / (plane1 - plane), 1}
);
}
#pragma endregion
}

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@@ -58,6 +58,8 @@ namespace dae {
void SetTranslation(Vector3 vector3);
static dae::Matrix CreateOrthographic(float size, float size1, float plane, float plane1);
private:
//Row-Major Matrix

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@@ -140,4 +140,8 @@ void Mesh::SetMaterial(Material *pMaterial) {
void Mesh::CycleCullMode() {
m_EffectPtr->NextCullMode();
}
}
BaseEffect *Mesh::GetEffect() {
return m_EffectPtr;
}

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@@ -21,7 +21,7 @@ enum class PrimitiveTopology {
class Mesh final {
class Mesh {
public:
Mesh(ID3D11Device *devicePtr, const std::vector<VertexIn> &verticesIn, const std::vector<Uint32> &indices,
std::shared_ptr<Material> material, BaseEffect* effectPtr);
@@ -53,6 +53,8 @@ public:
void SetShouldRender(bool shouldRender) { m_ShouldRender = shouldRender; }
bool GetShouldRender() const { return m_ShouldRender; }
BaseEffect *GetEffect();
private:
BaseEffect *m_EffectPtr;

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@@ -10,6 +10,7 @@
#include "Scenes/DioramaScene.h"
#include "Scenes/InstancedScene.h"
#include "Scenes/PlanetScene.h"
#include "Scenes/ShadowTestScene.h"
namespace dae {
@@ -36,7 +37,7 @@ namespace dae {
InitializeSDLRasterizer();
m_pScene = new MainScene();
m_pScene = new ShadowTestScene();
m_pScene->Initialize(m_DevicePtr, m_DeviceContextPtr, nullptr);
if (!m_pScene->GetMeshes().empty()) {
@@ -136,6 +137,7 @@ namespace dae {
m_SwapChainPtr->Present(0, 0);
}
void Renderer::RenderSDL() {
ColorRGB ChosenClearColor = m_UseUniformClearColor ? m_UniformClearColor : m_ClearColorSoftware;
SDL_FillRect(m_pBackBuffer, nullptr, SDL_MapRGB(m_pBackBuffer->format, ChosenClearColor.r, ChosenClearColor.g, ChosenClearColor.b));

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@@ -5,6 +5,7 @@
#include "HitTest.h"
#include "Scenes/BaseScene.h"
#include "Effects/Effect.h"
#include "Buffers/ShadowMapBuffer.h"
#include <unordered_map>
@@ -92,6 +93,9 @@ namespace dae
ColorRGB m_UniformClearColor{ ColorRGB{0.1f * 255.f, 0.1f * 255.f, 0.1 * 255.f} };
ShadowMapBuffer* m_pShadowMapBuffer{};
dae::Matrix m_LightViewProjectionMatrix{};
//DirectX vars

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@@ -27,6 +27,7 @@ public:
virtual std::vector<Mesh*>& GetMeshes() = 0;
virtual std::vector<std::shared_ptr<Material>>& GetMaterials() = 0;
};

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@@ -0,0 +1,83 @@
//
// Created by Bram on 14/01/2025.
//
#include "ShadowTestScene.h"
#include "../Utils.h"
#include "../Effects/ShadowEffect.h"
#include "../Effects/Effect.h"
void ShadowTestScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr, Camera *camera) {
// Initialize shadow map buffer
m_ShadowMapBuffer = new ShadowMapBuffer(DevicePtr, 1024, 1024); // Example resolution: 1024x1024
m_ShadowMapBuffer->Initialize();
// Initialize light source
m_Light.SetPosition({0.0f, 10.0f, 0.0f});
m_Light.SetTarget({0.0f, 0.0f, 0.0f});
m_Light.SetUp({0.0f, 1.0f, 0.0f});
std::vector<VertexIn> vertices{};
std::vector<uint32_t> indices{};
if(!Utils::ParseOBJNew("resources/ShadingDemo.obj", vertices, indices, true)){
assert(true && "Model failed to load");
}
auto shadowEffect = new ShadowEffect(DevicePtr, L"resources/shadowEffect.fx");
auto otherEffect = new Effect(DevicePtr, L"resources/SimpleDiffuse.fx");
auto shadowMesh = new ShadowMesh(DevicePtr, vertices, indices, std::make_shared<Material>(), shadowEffect, otherEffect);
m_shadowMeshes.push_back(shadowMesh);
// m_shadowMaterials.push_back(material);
}
void ShadowTestScene::Update() {
m_Light.Update();
}
void ShadowTestScene::Render(ID3D11DeviceContext *devicePtr, ID3D11RenderTargetView *renderTargetViewPtr,
ID3D11DepthStencilView *depthStencilViewPtr, const Camera &camera) {
// Shadow map pass
devicePtr->OMSetRenderTargets(0, nullptr, m_ShadowMapBuffer->GetDepthStencilView());
devicePtr->ClearDepthStencilView(m_ShadowMapBuffer->GetDepthStencilView(), D3D11_CLEAR_DEPTH, 1.0f, 0);
for (auto* mesh : m_shadowMeshes) {
Matrix lightWorldViewProj = mesh->GetWorldMatrix() * m_Light.GetViewProjectionMatrix();
dynamic_cast<ShadowMesh*>(mesh)->RenderShadow(devicePtr, lightWorldViewProj);
}
devicePtr->OMSetRenderTargets(1, &renderTargetViewPtr, depthStencilViewPtr);
for (auto* mesh : m_shadowMeshes) {
Matrix worldViewProj = mesh->GetWorldMatrix() * camera.GetViewProjectionMatrix();
dynamic_cast<ShadowMesh*>(mesh)->RenderFinal(devicePtr, worldViewProj);
}
}
void ShadowTestScene::Cleanup() {
for (auto *mesh : m_Meshes) {
delete mesh;
}
m_Meshes.clear();
for (auto *mesh : m_shadowMeshes) {
delete mesh;
}
m_shadowMeshes.clear();
delete m_ShadowMapBuffer;
}
std::vector<Mesh *> &ShadowTestScene::GetMeshes() {
return m_Meshes;
}
std::vector<std::shared_ptr<Material>> &ShadowTestScene::GetMaterials() {
return m_Materials;
}

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@@ -0,0 +1,39 @@
#ifndef GP1_DIRECTX_SHADOWTESTSCENE_H
#define GP1_DIRECTX_SHADOWTESTSCENE_H
#include "BaseScene.h"
#include "../Buffers/ShadowMapBuffer.h"
#include "../Light.h"
#include "../ShadowMesh.h"
class ShadowTestScene: public BaseScene {
public:
void Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr, Camera *camera) override;
void Update() override;
void Render(ID3D11DeviceContext *devicePtr, ID3D11RenderTargetView *renderTargetViewPtr, ID3D11DepthStencilView *depthStencilViewPtr,
const Camera &camera) override;
void Cleanup() override;
std::vector<Mesh *> &GetMeshes() override;
std::vector<std::shared_ptr<Material>> &GetMaterials() override;
private:
std::vector<Mesh *> m_Meshes;
std::vector<std::shared_ptr<Material>> m_Materials;
std::vector<ShadowMesh *> m_shadowMeshes;
std::vector<std::shared_ptr<Material>> m_shadowMaterials;
ShadowMapBuffer *m_ShadowMapBuffer{nullptr};
Light m_Light;
void RenderShadowMapToScreen(ID3D11DeviceContext *devicePtr, ID3D11RenderTargetView *renderTargetViewPtr);
};
#endif //GP1_DIRECTX_SHADOWTESTSCENE_H

114
project/src/ShadowMesh.cpp Normal file
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@@ -0,0 +1,114 @@
#include "ShadowMesh.h"
#include <d3d11.h>
#include <d3dx11effect.h>
#include <cassert>
ShadowMesh::ShadowMesh(ID3D11Device* devicePtr,
const std::vector<VertexIn>& verticesIn,
const std::vector<Uint32>& indices,
std::shared_ptr<Material> material,
ShadowEffect* shadowEffectPtr,
BaseEffect* colorEffectPtr)
: m_ShadowEffectPtr(shadowEffectPtr),
m_ColorEffectPtr(colorEffectPtr),
m_VerticesIn(verticesIn),
m_Indices(indices),
m_IndicesCount(static_cast<UINT>(indices.size())) {
HRESULT result;
// Create input layout
D3D11_INPUT_ELEMENT_DESC vertexDesc[] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, static_cast<UINT>(offsetof(VertexIn, uv)), D3D11_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, static_cast<UINT>(offsetof(VertexIn, normal)), D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, static_cast<UINT>(offsetof(VertexIn, tangent)), D3D11_INPUT_PER_VERTEX_DATA, 0},
};
D3DX11_PASS_DESC passDesc;
ID3DX11EffectTechnique* techniquePtr = m_ShadowEffectPtr->GetTechniquePtr();
techniquePtr->GetPassByIndex(0)->GetDesc(&passDesc);
result = devicePtr->CreateInputLayout(vertexDesc, ARRAYSIZE(vertexDesc),
passDesc.pIAInputSignature, passDesc.IAInputSignatureSize,
&m_InputLayoutPtr);
assert(result == S_OK && "Creating input layout failed");
// Create vertex buffer
D3D11_BUFFER_DESC bufferDesc = {};
bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
bufferDesc.ByteWidth = sizeof(VertexIn) * static_cast<UINT>(verticesIn.size());
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA subresourceData = {};
subresourceData.pSysMem = verticesIn.data();
result = devicePtr->CreateBuffer(&bufferDesc, &subresourceData, &m_VertexBufferPtr);
assert(result == S_OK && "Creating vertex buffer failed");
// Create index buffer
bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
bufferDesc.ByteWidth = sizeof(Uint32) * m_IndicesCount;
bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
subresourceData.pSysMem = m_Indices.data();
result = devicePtr->CreateBuffer(&bufferDesc, &subresourceData, &m_IndexBufferPtr);
assert(result == S_OK && "Creating index buffer failed");
}
ShadowMesh::~ShadowMesh() {
if (m_InputLayoutPtr) m_InputLayoutPtr->Release();
if (m_VertexBufferPtr) m_VertexBufferPtr->Release();
if (m_IndexBufferPtr) m_IndexBufferPtr->Release();
delete m_ShadowEffectPtr;
delete m_ColorEffectPtr;
}
void ShadowMesh::RenderShadow(ID3D11DeviceContext* deviceContextPtr, const Matrix& lightWorldViewProj) {
m_ShadowEffectPtr->SetLightWorldViewProjMatrix(lightWorldViewProj);
deviceContextPtr->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
deviceContextPtr->IASetInputLayout(m_InputLayoutPtr);
const UINT stride = sizeof(VertexIn);
const UINT offset = 0;
deviceContextPtr->IASetVertexBuffers(0, 1, &m_VertexBufferPtr, &stride, &offset);
deviceContextPtr->IASetIndexBuffer(m_IndexBufferPtr, DXGI_FORMAT_R32_UINT, 0);
D3DX11_TECHNIQUE_DESC techniqueDesc;
m_ShadowEffectPtr->GetTechniquePtr()->GetDesc(&techniqueDesc);
for (UINT p = 0; p < techniqueDesc.Passes; ++p) {
m_ShadowEffectPtr->GetTechniquePtr()->GetPassByIndex(p)->Apply(0, deviceContextPtr);
deviceContextPtr->DrawIndexed(m_IndicesCount, 0, 0);
}
}
void ShadowMesh::RenderFinal(ID3D11DeviceContext* deviceContextPtr, const Matrix& worldViewProj) {
m_ColorEffectPtr->SetWorldViewProjMatrix(worldViewProj);
deviceContextPtr->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
deviceContextPtr->IASetInputLayout(m_InputLayoutPtr);
const UINT stride = sizeof(VertexIn);
const UINT offset = 0;
deviceContextPtr->IASetVertexBuffers(0, 1, &m_VertexBufferPtr, &stride, &offset);
deviceContextPtr->IASetIndexBuffer(m_IndexBufferPtr, DXGI_FORMAT_R32_UINT, 0);
D3DX11_TECHNIQUE_DESC techniqueDesc;
m_ColorEffectPtr->GetTechniquePtr()->GetDesc(&techniqueDesc);
for (UINT p = 0; p < techniqueDesc.Passes; ++p) {
m_ColorEffectPtr->GetTechniquePtr()->GetPassByIndex(p)->Apply(0, deviceContextPtr);
deviceContextPtr->DrawIndexed(m_IndicesCount, 0, 0);
}
}
void ShadowMesh::SetWorldMatrix(const Matrix& matrix) {
m_WorldMatrix = matrix;
}
Matrix ShadowMesh::GetWorldMatrix() const {
return m_WorldMatrix;
}

52
project/src/ShadowMesh.h Normal file
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@@ -0,0 +1,52 @@
#ifndef SHADOW_MESH_H
#define SHADOW_MESH_H
#include <cassert>
#include <vector>
#include <d3d11.h>
#include "Effects/ShadowEffect.h"
#include "Material.h"
#include "Mesh.h"
class ShadowMesh {
public:
ShadowMesh(ID3D11Device* devicePtr,
const std::vector<VertexIn>& verticesIn,
const std::vector<Uint32>& indices,
std::shared_ptr<Material> material,
ShadowEffect* shadowEffectPtr,
BaseEffect* colorEffectPtr);
~ShadowMesh();
void RenderShadow(ID3D11DeviceContext* deviceContextPtr, const Matrix& lightWorldViewProj);
void RenderFinal(ID3D11DeviceContext* deviceContextPtr, const Matrix& worldViewProj);
void SetWorldMatrix(const Matrix& matrix);
Matrix GetWorldMatrix() const;
private:
// Shadow effect
ShadowEffect* m_ShadowEffectPtr;
// Color effect for final render
BaseEffect* m_ColorEffectPtr;
// Buffers
ID3D11InputLayout* m_InputLayoutPtr;
ID3D11Buffer* m_VertexBufferPtr;
ID3D11Buffer* m_IndexBufferPtr;
// Material and mesh data
std::shared_ptr<Material> m_Material;
std::vector<VertexIn> m_VerticesIn;
std::vector<Uint32> m_Indices;
// Matrix transformations
Matrix m_WorldMatrix;
// Indices count
UINT m_IndicesCount;
};
#endif // SHADOW_MESH_H