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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#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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#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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#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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#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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#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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//
// 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