Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 1457450fef | |||
| 071caf51b6 | |||
| 8a3bf57d7e | |||
| 9805c7a2c1 |
@@ -5,6 +5,7 @@ set(SOURCES
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"src/Renderer.cpp"
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"src/Timer.cpp"
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"src/Mesh.cpp"
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"src/ShadowMesh.cpp"
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"src/InstancedMesh.cpp"
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"src/Camera.cpp"
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"src/Texture.cpp"
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@@ -12,21 +13,30 @@ set(SOURCES
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"src/Utils.cpp"
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"src/HitTest.cpp"
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"src/Material.cpp"
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"src/Light.cpp"
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"src/Math/Vector2.cpp"
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"src/Math/Vector3.cpp"
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"src/Math/Vector4.cpp"
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"src/Math/Matrix.cpp"
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"src/Effects/Effect.cpp"
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"src/Effects/BaseEffect.cpp"
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"src/Effects/FireEffect.cpp"
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"src/Effects/ShadowEffect.cpp"
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"src/PerlinNoise.hpp"
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"src/Buffers/DepthBuffer.cpp"
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"src/Buffers/SamplerState.cpp"
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"src/Buffers/ShadowMapBuffer.cpp"
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"src/Scenes/BaseScene.cpp"
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"src/Scenes/MainScene.cpp"
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"src/Scenes/DioramaScene.cpp"
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"src/Scenes/InstancedScene.cpp"
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"src/Scenes/PlanetScene.cpp"
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"src/Scenes/ShadowTestScene.cpp"
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)
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SET(INCLUDE_DIRS
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@@ -34,6 +44,7 @@ SET(INCLUDE_DIRS
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"src/Math"
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"src/Effects"
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"src/Scenes"
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"src/Buffers"
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)
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# Create the executable
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2
project/resources/ShadingDemo.mtl
Normal file
2
project/resources/ShadingDemo.mtl
Normal file
@@ -0,0 +1,2 @@
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# Blender 4.3.2 MTL File: 'None'
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# www.blender.org
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4919
project/resources/ShadingDemo.obj
Normal file
4919
project/resources/ShadingDemo.obj
Normal file
File diff suppressed because it is too large
Load Diff
@@ -116,6 +116,10 @@ float3 Shade(VS_OUTPUT input)
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}
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float4 PS(VS_OUTPUT input) : SV_TARGET{
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//Check if gDiffuseMap sample has a valid value, otherwise render red
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if (gDiffuseMap.Sample(gSampleState, input.TexCoord).a == 0.f)
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return float4(1.f, 0.f, 0.f, 1.f);
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return gDiffuseMap.Sample(gSampleState, input.TexCoord);
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}
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141
project/resources/SuperSimpleDiffuse.fx
Normal file
141
project/resources/SuperSimpleDiffuse.fx
Normal file
@@ -0,0 +1,141 @@
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// Global parameters
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SamplerState gShadowSampler : ShadowSampler;
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SamplerState gShadowSampler2 : ShadowSampler {
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Filter = MIN_MAG_MIP_POINT;
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AddressU = CLAMP;
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AddressV = CLAMP;
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ComparisonFunc = LESS_EQUAL;
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};
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texture2D gShadowMap : ShadowMap;
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float4x4 gLightViewProj : LightViewProjection;
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DepthStencilState ShadowDepthStencilState
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{
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DepthEnable = true;
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DepthWriteMask = ALL; // Write depth to the shadow map
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DepthFunc = LESS_EQUAL; // Compare depth in the shadow map
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StencilEnable = false; // We don't need stencil operations here
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};
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SamplerState gSampleState : SampleState;
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RasterizerState gRasterizerState : RastState;
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float4x4 gWorldViewProj : WorldViewProjection;
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float4x4 gWorldMatrix : WorldMatrix;
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texture2D gDiffuseMap : DiffuseMap;
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texture2D gNormalMap : Normal;
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texture2D gSpecularMap : Specular;
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texture2D gGlossMap : Gloss;
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float3 gLightDirection : LightDirection;
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float3 gLightColor : LightColor;
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float3 gCameraPosition : CameraPosition;
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bool gUseNormal : UseNormal;
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static const float3 gAmbient = float3(.03f, .03f, .03f);
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// Input output structures
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struct VS_INPUT {
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float3 Position : POSITION;
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float2 TexCoord : TEXCOORD;
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float3 Normal : NORMAL;
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float3 Tangent : TANGENT;
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};
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struct VS_OUTPUT {
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float4 Position : SV_POSITION;
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float4 WorldPosition : WORLDPOSITION;
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float2 TexCoord : TEXCOORD;
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float3 Normal : NORMAL;
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float3 Tangent : TANGENT;
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float4 ShadowCoord : SHADOWCOORD; // Add this to store shadow map coordinates
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};
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// Vertex shader
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VS_OUTPUT VS(VS_INPUT input) {
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VS_OUTPUT output = (VS_OUTPUT)0;
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output.WorldPosition = mul(float4(input.Position, 1.f), gWorldMatrix);
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output.Position = mul(float4(input.Position, 1.f), gWorldViewProj);
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output.TexCoord = input.TexCoord;
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output.Normal = mul(input.Normal, (float3x3) gWorldMatrix);
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output.Tangent = mul(input.Tangent, (float3x3) gWorldMatrix);
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// Calculate shadow map coordinates
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// lightSpaceMatrix * vec4(vs_out.FragPos, 1.0);
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output.ShadowCoord = mul(float4(input.Position, 1.f) , gLightViewProj);
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return output;
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}
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// Shadow sampling function
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float ShadowCalculation(float4 shadowCoord) {
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// Normalize the depth by dividing by the w component
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float3 projCoord = shadowCoord.xyz / shadowCoord.w;
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// Convert from [-1, 1] to [0, 1]
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float2 UVCoords;
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UVCoords.x = 0.5f * projCoord.x + 0.5f;
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UVCoords.y = -0.5f * projCoord.y + 0.5f;
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// float z = 0.5 * projCoord.z + 0.5;
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float z = projCoord.z;
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// Sample the shadow map
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float shadowDepth = gShadowMap.Sample(gShadowSampler2, UVCoords.xy).r;
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float bias = 0.0025f;
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// float bias = max(0.05 * (1.0 - dot(normal, lightDir)), 0.005);
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// return gShadowMap.Sample(gShadowSampler2, UVCoords.xy).r;
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// Check if the current fragment is in shadow
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if (shadowDepth + bias < z)
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return 0.5f;
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else
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return 1.0f;
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}
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// Pixel shader
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float4 PS(VS_OUTPUT input) : SV_TARGET {
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// Check if gDiffuseMap sample has a valid value, otherwise render red
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// if (gDiffuseMap.Sample(gSampleState, input.TexCoord).a == 0.f)
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// return float4(1.f, 0.f, 0.f, 1.f);
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// return float4(Shade(input), 1.0f); // Use the shading function with shadow
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// return gShadowMap.Sample(gShadowSampler, input.ShadowCoord.xy / input.ShadowCoord.w); // Sample shadow map
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float shadowFactor = ShadowCalculation(input.ShadowCoord);
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float3 diffuseColor = gDiffuseMap.Sample(gSampleState, input.TexCoord).rgb;
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float3 finalColor = float3(1.f, 1.f, 1.f) * shadowFactor;
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finalColor += gAmbient;
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// return float4(shadowDepth,shadowDepth,shadowDepth, 1.0f);
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return float4(finalColor, 1.0f);
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// return gShadowMap.Sample(gShadowSampler, input.TexCoord); // Sample shadow map
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}
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// DepthStencilState
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DepthStencilState gDepthStencilState
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{
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DepthEnable = true;
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DepthWriteMask = ALL;
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DepthFunc = LESS;
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StencilEnable = true;
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};
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// Technique
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technique11 DefaultTechnique {
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pass P0 {
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SetDepthStencilState(ShadowDepthStencilState, 0);
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SetRasterizerState(gRasterizerState);
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SetVertexShader(CompileShader(vs_5_0, VS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_5_0, PS()));
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}
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}
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47
project/resources/shadowEffect.fx
Normal file
47
project/resources/shadowEffect.fx
Normal file
@@ -0,0 +1,47 @@
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float4x4 gLightWorldViewProj : WorldViewProjection;
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float4x4 gWorldViewProj: WorldViewProjection; //For compatibility sake
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struct VS_Input {
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float3 Position : POSITION;
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float2 TexCoord : TEXCOORD;
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float3 Normal : NORMAL;
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float3 Tangent : TANGENT;
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};
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struct VS_Output
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{
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float4 Position : SV_POSITION;
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};
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VS_Output VS_Shadow(VS_Input input)
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{
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VS_Output output;
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// Transform vertex position to light's clip space
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output.Position = mul(float4(input.Position, 1.0f), gLightWorldViewProj);
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return output;
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}
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float4 PS_Shadow(VS_Output input) : SV_TARGET
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{
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// Output depth information (Z/W in clip space)
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// // gl_FragDepth = gl_FragCoord.z;
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return float4(input.Position.z / input.Position.w, 0.0f, 0.0f, input.Position.z / input.Position.w);
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}
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// Rasterizer state for front face culling
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RasterizerState FrontFaceCull
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{
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FrontCounterClockwise = FALSE;
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CullMode = FRONT;
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};
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// Technique for rendering shadow map
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technique11 DefaultTechnique
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{
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pass P0
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{
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//Set FrontFaceCulling
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SetRasterizerState(FrontFaceCull);
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SetVertexShader(CompileShader(vs_5_0, VS_Shadow()));
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SetPixelShader(CompileShader(ps_5_0, PS_Shadow()));
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}
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}
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5
project/src/Buffers/DX11Viewport.cpp
Normal file
5
project/src/Buffers/DX11Viewport.cpp
Normal file
@@ -0,0 +1,5 @@
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//
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// Created by Bram on 16/01/2025.
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//
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#include "DX11Viewport.h"
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51
project/src/Buffers/DX11Viewport.h
Normal file
51
project/src/Buffers/DX11Viewport.h
Normal file
@@ -0,0 +1,51 @@
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#ifndef GP1_DIRECTX_DX11VIEWPORT_H
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#define GP1_DIRECTX_DX11VIEWPORT_H
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#include <d3d11.h>
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class DX11Viewport
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{
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public:
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DX11Viewport(float width, float height, float topLeftX = 0.0f, float topLeftY = 0.0f, float minDepth = 0.0f, float maxDepth = 1.0f)
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{
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viewport.Width = width;
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viewport.Height = height;
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viewport.TopLeftX = topLeftX;
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viewport.TopLeftY = topLeftY;
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viewport.MinDepth = minDepth;
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viewport.MaxDepth = maxDepth;
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}
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void Apply(ID3D11DeviceContext* context)
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{
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if (context)
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{
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context->RSSetViewports(1, &viewport);
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}
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}
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void SetDimensions(float width, float height)
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{
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viewport.Width = width;
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viewport.Height = height;
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}
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void SetPosition(float topLeftX, float topLeftY)
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{
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viewport.TopLeftX = topLeftX;
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viewport.TopLeftY = topLeftY;
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}
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void SetDepthRange(float minDepth, float maxDepth)
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{
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viewport.MinDepth = minDepth;
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viewport.MaxDepth = maxDepth;
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}
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const D3D11_VIEWPORT& GetViewport() const { return viewport; }
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private:
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D3D11_VIEWPORT viewport;
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};
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#endif //GP1_DIRECTX_DX11VIEWPORT_H
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57
project/src/Buffers/DepthBuffer.cpp
Normal file
57
project/src/Buffers/DepthBuffer.cpp
Normal file
@@ -0,0 +1,57 @@
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#include "DepthBuffer.h"
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|
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DepthBuffer::DepthBuffer(ID3D11Device* device, UINT width, UINT height)
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: m_device(device), m_width(width), m_height(height), m_depthBuffer(nullptr), m_depthStencilView(nullptr)
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{
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}
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DepthBuffer::~DepthBuffer()
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{
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if (m_depthStencilView) m_depthStencilView->Release();
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if (m_depthBuffer) m_depthBuffer->Release();
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}
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bool DepthBuffer::Initialize()
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{
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// Create a depth buffer with a typeless format
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D3D11_TEXTURE2D_DESC desc = {};
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desc.Width = m_width;
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desc.Height = m_height;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_R32_TYPELESS; // Typeless format
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; // Add shader resource binding
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = 0;
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HRESULT hr = m_device->CreateTexture2D(&desc, nullptr, &m_depthBuffer);
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if (FAILED(hr))
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{
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return false;
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}
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// Create DepthStencilView
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D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc = {};
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dsvDesc.Format = DXGI_FORMAT_D32_FLOAT; // Depth format
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dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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dsvDesc.Texture2D.MipSlice = 0;
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hr = m_device->CreateDepthStencilView(m_depthBuffer, &dsvDesc, &m_depthStencilView);
|
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if (FAILED(hr))
|
||||
{
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return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
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ID3D11Texture2D* DepthBuffer::GetDepthBuffer()
|
||||
{
|
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return m_depthBuffer;
|
||||
}
|
||||
|
||||
ID3D11DepthStencilView* DepthBuffer::GetDepthStencilView()
|
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{
|
||||
return m_depthStencilView;
|
||||
}
|
||||
31
project/src/Buffers/DepthBuffer.h
Normal file
31
project/src/Buffers/DepthBuffer.h
Normal file
@@ -0,0 +1,31 @@
|
||||
#ifndef GP1_DIRECTX_DEPTHBUFFER_H
|
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#define GP1_DIRECTX_DEPTHBUFFER_H
|
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|
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#include <d3d11.h>
|
||||
|
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class DepthBuffer
|
||||
{
|
||||
public:
|
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DepthBuffer(ID3D11Device* device, UINT width, UINT height);
|
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~DepthBuffer();
|
||||
|
||||
bool Initialize();
|
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ID3D11Texture2D* GetDepthBuffer() const { return m_depthBuffer; }
|
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ID3D11DepthStencilView* GetDepthStencilView() const { return m_depthStencilView; }
|
||||
|
||||
ID3D11DepthStencilView *GetDepthStencilView();
|
||||
|
||||
ID3D11Texture2D *GetDepthBuffer();
|
||||
|
||||
private:
|
||||
ID3D11Device* m_device;
|
||||
UINT m_width;
|
||||
UINT m_height;
|
||||
|
||||
ID3D11Texture2D* m_depthBuffer;
|
||||
ID3D11DepthStencilView* m_depthStencilView;
|
||||
|
||||
};
|
||||
|
||||
|
||||
#endif //GP1_DIRECTX_DEPTHBUFFER_H
|
||||
29
project/src/Buffers/SamplerState.cpp
Normal file
29
project/src/Buffers/SamplerState.cpp
Normal file
@@ -0,0 +1,29 @@
|
||||
#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.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
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;
|
||||
}
|
||||
19
project/src/Buffers/SamplerState.h
Normal file
19
project/src/Buffers/SamplerState.h
Normal file
@@ -0,0 +1,19 @@
|
||||
#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
|
||||
51
project/src/Buffers/ShadowMapBuffer.cpp
Normal file
51
project/src/Buffers/ShadowMapBuffer.cpp
Normal file
@@ -0,0 +1,51 @@
|
||||
#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; // 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))
|
||||
{
|
||||
OutputDebugStringA("Failed to create ShaderResourceView for ShadowMapBuffer.\n");
|
||||
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();
|
||||
}
|
||||
42
project/src/Buffers/ShadowMapBuffer.h
Normal file
42
project/src/Buffers/ShadowMapBuffer.h
Normal file
@@ -0,0 +1,42 @@
|
||||
//
|
||||
// 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
|
||||
@@ -60,11 +60,9 @@ void dae::Camera::Update(const dae::Timer *pTimer) {
|
||||
if (pKeyboardState[SDL_SCANCODE_LSHIFT]) {
|
||||
MovementSpeed *= 2;
|
||||
}
|
||||
|
||||
if (pKeyboardState[SDL_SCANCODE_W]) {
|
||||
origin += forward * deltaTime * MovementSpeed;
|
||||
}
|
||||
|
||||
if (pKeyboardState[SDL_SCANCODE_A]) {
|
||||
origin -= right * deltaTime * MovementSpeed;
|
||||
}
|
||||
|
||||
@@ -9,13 +9,10 @@ BaseEffect::BaseEffect(ID3D11Device *devicePtr, const std::wstring &filePath) {
|
||||
const std::ifstream file(filePath);
|
||||
if (!file)
|
||||
std::wcout << L"File doesn't exist" << std::endl;
|
||||
|
||||
m_EffectPtr = LoadEffect(devicePtr, filePath);
|
||||
m_TechniquePtr = m_EffectPtr->GetTechniqueByName("DefaultTechnique");
|
||||
|
||||
if (!m_TechniquePtr->IsValid())
|
||||
std::wcout << L"Technique is not valid" << std::endl;
|
||||
|
||||
m_MatWorldViewProjVariablePtr = m_EffectPtr->GetVariableByName("gWorldViewProj")->AsMatrix();
|
||||
if (!m_MatWorldViewProjVariablePtr->IsValid())
|
||||
std::wcout << L"gWorldViewProj Matrix is not valid" << std::endl;
|
||||
@@ -54,11 +51,11 @@ ID3DX11Effect *BaseEffect::LoadEffect(ID3D11Device *devicePtr, const std::wstrin
|
||||
ss << errorsPtr[i];
|
||||
OutputDebugStringW(ss.str().c_str());
|
||||
|
||||
|
||||
errorBlobPtr->Release();
|
||||
errorBlobPtr = nullptr;
|
||||
return nullptr;
|
||||
} else {
|
||||
|
||||
std::wstringstream ss;
|
||||
ss << "EffectLoader: Failed to CreateEffectFromFile!\nPath: " << filePath;
|
||||
std::wcout << ss.str() << std::endl;
|
||||
@@ -81,7 +78,6 @@ void BaseEffect::SetCameraPos(const dae::Vector3 &vector3) const {
|
||||
}
|
||||
|
||||
void BaseEffect::SetMaterial(Material *material) {
|
||||
|
||||
}
|
||||
|
||||
void BaseEffect::SetWorldMatrix(const dae::Matrix& matrix) const {
|
||||
|
||||
@@ -28,6 +28,8 @@ public:
|
||||
|
||||
ID3DX11EffectTechnique* GetTechniquePtr() const { return m_TechniquePtr; }
|
||||
|
||||
|
||||
|
||||
void SetWorldViewProjMatrix(const dae::Matrix& matrix);
|
||||
|
||||
virtual void NextSamplingState();
|
||||
|
||||
@@ -40,6 +40,7 @@ Effect::Effect(ID3D11Device *devicePtr, const std::wstring &filePath)
|
||||
if(!m_CameraPosVariablePtr->IsValid())
|
||||
std::wcout << L"gCameraPos Vector is not valid" << std::endl;
|
||||
|
||||
|
||||
m_LightColorVariablePtr = m_EffectPtr->GetVariableByName("gLightColor")->AsVector();
|
||||
if(!m_LightColorVariablePtr->IsValid())
|
||||
std::wcout << L"gLightColor Vector is not valid" << std::endl;
|
||||
@@ -52,6 +53,18 @@ Effect::Effect(ID3D11Device *devicePtr, const std::wstring &filePath)
|
||||
if(!m_RasterizerVariablePtr->IsValid())
|
||||
std::wcout << L"gRasterizerState Rasterizer is not valid" << std::endl;
|
||||
|
||||
m_ShadowMapVariablePtr = m_EffectPtr->GetVariableByName("gShadowMap")->AsShaderResource();
|
||||
if(!m_ShadowMapVariablePtr->IsValid())
|
||||
std::wcout << L"gShadowMap ShaderResource is not valid" << std::endl;
|
||||
|
||||
m_ShadowMapSamplerVariablePtr = m_EffectPtr->GetVariableByName("gShadowSampler")->AsSampler();
|
||||
if(!m_ShadowMapSamplerVariablePtr->IsValid())
|
||||
std::wcout << L"gShadowSampler Sampler is not valid" << std::endl;
|
||||
|
||||
m_LightWorldViewProjVariablePtr = m_EffectPtr->GetVariableByName("gLightViewProj")->AsMatrix();
|
||||
if(!m_LightWorldViewProjVariablePtr->IsValid())
|
||||
std::wcout << L"gLightWorldViewProj Matrix is not valid" << std::endl;
|
||||
|
||||
m_UseNormalMapVariablePtr->SetBool(m_UseNormalMap);
|
||||
|
||||
|
||||
@@ -65,6 +78,7 @@ Effect::Effect(ID3D11Device *devicePtr, const std::wstring &filePath)
|
||||
this->InitSamplers(devicePtr);
|
||||
this->InitRasterizer(devicePtr);
|
||||
|
||||
|
||||
m_SamplerVariablePtr->SetSampler(0,m_SamplerStates[static_cast<int>(m_TechniqueType)]);
|
||||
m_RasterizerVariablePtr->SetRasterizerState(0,m_RasterizerStates[static_cast<int>(m_CullMode)]);
|
||||
}
|
||||
@@ -202,3 +216,17 @@ void Effect::InitRasterizer(ID3D11Device *devicePtr) {
|
||||
|
||||
devicePtr->CreateRasterizerState(&rasterDesc, &m_RasterizerStates[static_cast<int>(CullMode::None)]);
|
||||
}
|
||||
|
||||
void Effect::SetShadowMapSampler(ID3D11SamplerState *pState) {
|
||||
|
||||
m_ShadowMapSamplerVariablePtr->SetSampler(0,pState);
|
||||
}
|
||||
|
||||
void Effect::SetShadowMap(ID3D11ShaderResourceView *pView) {
|
||||
m_ShadowMapVariablePtr->SetResource(pView);
|
||||
}
|
||||
|
||||
void Effect::SetLightViewProjMatrix(Matrix matrix) {
|
||||
m_LightWorldViewProjVariablePtr->SetMatrix(reinterpret_cast<const float*>(&matrix));
|
||||
|
||||
}
|
||||
|
||||
@@ -30,6 +30,12 @@ public:
|
||||
|
||||
void NextCullMode() override;
|
||||
|
||||
void SetShadowMap(ID3D11ShaderResourceView *pView);
|
||||
|
||||
void SetShadowMapSampler(ID3D11SamplerState *pState);
|
||||
|
||||
void SetLightViewProjMatrix(Matrix matrix);
|
||||
|
||||
private:
|
||||
|
||||
void InitSamplers(ID3D11Device* devicePtr);
|
||||
@@ -52,6 +58,13 @@ private:
|
||||
|
||||
ID3DX11EffectRasterizerVariable* m_RasterizerVariablePtr{};
|
||||
|
||||
ID3DX11EffectShaderResourceVariable* m_ShadowMapVariablePtr{};
|
||||
|
||||
//m_LightWorldViewProjVariablePtr
|
||||
ID3DX11EffectMatrixVariable* m_LightWorldViewProjVariablePtr{};
|
||||
|
||||
ID3DX11EffectSamplerVariable* m_ShadowMapSamplerVariablePtr{};
|
||||
|
||||
TechniqueType m_TechniqueType{TechniqueType::Linear};
|
||||
|
||||
std::array<ID3D11SamplerState*, 3> m_SamplerStates{};
|
||||
|
||||
44
project/src/Effects/ShadowEffect.cpp
Normal file
44
project/src/Effects/ShadowEffect.cpp
Normal file
@@ -0,0 +1,44 @@
|
||||
//
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
|
||||
25
project/src/Effects/ShadowEffect.h
Normal file
25
project/src/Effects/ShadowEffect.h
Normal file
@@ -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
|
||||
45
project/src/Light.cpp
Normal file
45
project/src/Light.cpp
Normal file
@@ -0,0 +1,45 @@
|
||||
#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.
|
||||
// m_ViewMatrix = dae::Matrix::CreateLookAtLH(m_Position, m_Target, m_Up);
|
||||
// m_ProjectionMatrix = dae::Matrix::CreateOrthographic(size, size, nearPlane, farPlane);
|
||||
}
|
||||
|
||||
dae::Vector3 Light::GetTarget() {
|
||||
return m_Target;
|
||||
}
|
||||
|
||||
dae::Vector3 Light::GetPosition() {
|
||||
return m_Position;
|
||||
}
|
||||
34
project/src/Light.h
Normal file
34
project/src/Light.h
Normal file
@@ -0,0 +1,34 @@
|
||||
#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 = 50.0f) const;
|
||||
dae::Matrix GetViewProjectionMatrix(float nearPlane = 0.1f, float farPlane = 100.0f, float size = 50.0f) const;
|
||||
|
||||
void Update();
|
||||
|
||||
dae::Vector3 GetTarget();
|
||||
dae::Vector3 GetPosition();
|
||||
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
|
||||
@@ -144,8 +144,8 @@ namespace dae {
|
||||
return out;
|
||||
}
|
||||
|
||||
Matrix Matrix::CreateLookAtLH(const Vector3& origin, const Vector3& forward, const Vector3& up)
|
||||
{
|
||||
Matrix Matrix::CreateLookAtLH(const Vector3& origin, const Vector3& forward, const Vector3& up)
|
||||
{
|
||||
Vector3 zAxis = (forward - origin).Normalized();
|
||||
Vector3 xAxis = Vector3::Cross(up, zAxis).Normalized();
|
||||
Vector3 yAxis = Vector3::Cross(zAxis, xAxis).Normalized();
|
||||
@@ -161,9 +161,9 @@ namespace dae {
|
||||
{xAxis.z, yAxis.z, zAxis.z},
|
||||
{trans.x, trans.y, trans.z}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
Matrix Matrix::CreatePerspectiveFovLH(float fovy, float aspect, float zn, float zf)
|
||||
Matrix Matrix::CreatePerspectiveFovLH(float fovy, float aspect, float zn, float zf)
|
||||
{
|
||||
return Matrix(
|
||||
{ 1.f / (aspect * fovy), 0, 0, 0 },
|
||||
@@ -282,6 +282,7 @@ namespace dae {
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
const Matrix& Matrix::operator*=(const Matrix& m)
|
||||
{
|
||||
Matrix copy{ *this };
|
||||
@@ -302,5 +303,14 @@ namespace dae {
|
||||
data[3] = {vector3, 1};
|
||||
}
|
||||
|
||||
Matrix Matrix::CreateOrthographic(float size, float size1, float nearPlane, float farPlane) {
|
||||
return Matrix(
|
||||
{2.f / size, 0, 0, 0},
|
||||
{0, 2.f / size1, 0, 0},
|
||||
{0, 0, 1.f / (farPlane - nearPlane), 0},
|
||||
{0, 0, -nearPlane / (farPlane - nearPlane), 1}
|
||||
);
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
}
|
||||
@@ -51,6 +51,8 @@ namespace dae {
|
||||
static Matrix CreateLookAtLH(const Vector3& origin, const Vector3& forward, const Vector3& up);
|
||||
static Matrix CreatePerspectiveFovLH(float fovy, float aspect, float zn, float zf);
|
||||
|
||||
|
||||
|
||||
Vector4& operator[](int index);
|
||||
Vector4 operator[](int index) const;
|
||||
Matrix operator*(const Matrix& m) const;
|
||||
@@ -58,6 +60,8 @@ namespace dae {
|
||||
|
||||
void SetTranslation(Vector3 vector3);
|
||||
|
||||
static dae::Matrix CreateOrthographic(float size, float size1, float plane, float plane1);
|
||||
|
||||
private:
|
||||
|
||||
//Row-Major Matrix
|
||||
|
||||
@@ -140,4 +140,8 @@ void Mesh::SetMaterial(Material *pMaterial) {
|
||||
|
||||
void Mesh::CycleCullMode() {
|
||||
m_EffectPtr->NextCullMode();
|
||||
}
|
||||
}
|
||||
|
||||
BaseEffect *Mesh::GetEffect() {
|
||||
return m_EffectPtr;
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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()) {
|
||||
@@ -112,30 +113,52 @@ namespace dae {
|
||||
}
|
||||
|
||||
void Renderer::RenderDirectX() const {
|
||||
//Clear back buffer
|
||||
ColorRGB ChosenClearColor = m_UseUniformClearColor ? m_UniformClearColor : DirectXClearColor;
|
||||
const float clearColor[] = {static_cast<float>(ChosenClearColor.r) / 255.f, static_cast<float>(ChosenClearColor.g) / 255.f,
|
||||
static_cast<float>(ChosenClearColor.b) / 255.f, 1.f};
|
||||
// Clear back buffer
|
||||
ColorRGB chosenClearColor = m_UseUniformClearColor ? m_UniformClearColor : DirectXClearColor;
|
||||
const float clearColor[] = {
|
||||
static_cast<float>(chosenClearColor.r) / 255.f,
|
||||
static_cast<float>(chosenClearColor.g) / 255.f,
|
||||
static_cast<float>(chosenClearColor.b) / 255.f,
|
||||
1.0f
|
||||
};
|
||||
|
||||
m_DeviceContextPtr->ClearRenderTargetView(m_RenderTargetViewPtr, clearColor);
|
||||
|
||||
// Clear depth and stencil buffer
|
||||
m_DeviceContextPtr->ClearDepthStencilView(m_DepthStencilViewPtr, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
|
||||
|
||||
// Set viewport
|
||||
D3D11_VIEWPORT viewport = {};
|
||||
viewport.TopLeftX = 0.0f;
|
||||
viewport.TopLeftY = 0.0f;
|
||||
viewport.Width = static_cast<float>(m_Width);
|
||||
viewport.Height = static_cast<float>(m_Height);
|
||||
viewport.MinDepth = 0.0f;
|
||||
viewport.MaxDepth = 1.0f;
|
||||
m_DeviceContextPtr->RSSetViewports(1, &viewport);
|
||||
|
||||
// Set camera matrix
|
||||
Matrix viewProjMatrix = m_Camera.GetViewProjectionMatrix();
|
||||
for (auto mesh: m_pScene->GetMeshes()) {
|
||||
if (mesh->GetShouldRender()) {
|
||||
Matrix modelMatrix = mesh->GetWorldMatrix();
|
||||
Matrix worldViewProjMatrix = modelMatrix * viewProjMatrix;
|
||||
|
||||
mesh->Render(m_DeviceContextPtr, worldViewProjMatrix);
|
||||
}
|
||||
}
|
||||
// Render all meshes in the scene
|
||||
// for (auto mesh : m_pScene->GetMeshes()) {
|
||||
// if (mesh->GetShouldRender()) {
|
||||
// Matrix modelMatrix = mesh->GetWorldMatrix();
|
||||
// Matrix worldViewProjMatrix = modelMatrix * viewProjMatrix;
|
||||
//
|
||||
// mesh->Render(m_DeviceContextPtr, worldViewProjMatrix);
|
||||
// }
|
||||
// }
|
||||
|
||||
// Call additional scene render logic (e.g., shadow rendering or post-processing)
|
||||
m_pScene->Render(m_DeviceContextPtr, m_RenderTargetViewPtr, m_DepthStencilViewPtr, m_Camera);
|
||||
|
||||
//Present
|
||||
m_SwapChainPtr->Present(0, 0);
|
||||
// Present the rendered frame
|
||||
HRESULT result = m_SwapChainPtr->Present(0, 0);
|
||||
assert(SUCCEEDED(result) && "SwapChain Present failed");
|
||||
}
|
||||
|
||||
|
||||
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));
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -27,6 +27,7 @@ public:
|
||||
|
||||
virtual std::vector<Mesh*>& GetMeshes() = 0;
|
||||
virtual std::vector<std::shared_ptr<Material>>& GetMaterials() = 0;
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
167
project/src/Scenes/ShadowTestScene.cpp
Normal file
167
project/src/Scenes/ShadowTestScene.cpp
Normal file
@@ -0,0 +1,167 @@
|
||||
//
|
||||
// Created by Bram on 14/01/2025.
|
||||
//
|
||||
|
||||
#include "ShadowTestScene.h"
|
||||
#include "../Utils.h"
|
||||
#include "../Effects/ShadowEffect.h"
|
||||
#include "../Effects/Effect.h"
|
||||
#include "../Buffers/DX11Viewport.h"
|
||||
|
||||
void ShadowTestScene::Initialize(ID3D11Device *DevicePtr, ID3D11DeviceContext *DeviceContextPtr, Camera *camera) {
|
||||
// Initialize shadow map buffer
|
||||
m_ShadowMapBuffer = new ShadowMapBuffer(DevicePtr, 1024 * 4, 1024 * 4); // Example resolution: 1024x1024
|
||||
if(!m_ShadowMapBuffer->Initialize()){
|
||||
assert(true && "Shadow map buffer failed to initialize");
|
||||
}
|
||||
// Initialize light source
|
||||
m_Light.SetPosition({-20.0f, 30.0f, 0.0f});
|
||||
m_Light.SetTarget({0, -5, 40});
|
||||
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 material = std::make_shared<Material>();
|
||||
// material->diffuseTexturePtr = Texture::LoadFromFile("resources/vehicle_diffuse.png", DevicePtr);
|
||||
|
||||
auto shadowEffect = new ShadowEffect(DevicePtr, L"resources/shadowEffect.fx");
|
||||
auto otherEffect = new Effect(DevicePtr, L"resources/SuperSimpleDiffuse.fx");
|
||||
|
||||
auto shadowMesh = new ShadowMesh(DevicePtr, vertices, indices, material, shadowEffect, otherEffect);
|
||||
|
||||
|
||||
// std::vector<std::unique_ptr<Utils::MaterialMesh>> materialMeshes;
|
||||
// Utils::LoadObjWithMaterials("resources/scene.obj", materialMeshes, true, DevicePtr);
|
||||
// for (const auto &mesh: materialMeshes) {
|
||||
// if (mesh->vertices.size() > 0) {
|
||||
// std::shared_ptr<Material> material = std::make_shared<Material>();
|
||||
// BaseEffect *effect = new Effect(DevicePtr, L"resources/SuperSimpleDiffuse.fx");
|
||||
// ShadowEffect* shadowEffect = new ShadowEffect(DevicePtr, L"resources/shadowEffect.fx");
|
||||
// material->diffuseTexturePtr = Texture::LoadFromFile("./resources/diorama/" + mesh->diffuse_texture, DevicePtr);
|
||||
//
|
||||
// if (mesh->opacity_map != "") {
|
||||
//// continue;
|
||||
//// effect = new FireEffect(DevicePtr, L"resources/Fire.fx");
|
||||
//// material->diffuseTexturePtr = Texture::LoadFromFile("./resources/diorama/" + mesh->diffuse_texture, DevicePtr);
|
||||
// } else {
|
||||
// }
|
||||
//
|
||||
// m_shadowMeshes.push_back(new ShadowMesh(DevicePtr, mesh->vertices, mesh->indices, material, shadowEffect, effect));
|
||||
//
|
||||
// Matrix worldMatrix = m_shadowMeshes.back()->GetWorldMatrix();
|
||||
// worldMatrix *= Matrix::CreateScale(2.f, 2.f, 2.f);
|
||||
// worldMatrix *= Matrix::CreateScale(-1.f, 1.f, 1.f); // Mirror the model (Possible loading fault)
|
||||
// m_shadowMeshes.back()->SetWorldMatrix(worldMatrix);
|
||||
// }
|
||||
// }
|
||||
|
||||
|
||||
//Move forward 100
|
||||
shadowMesh->SetWorldMatrix(Matrix::CreateTranslation(Vector3(0, -5, 40)));
|
||||
//
|
||||
m_shadowMeshes.push_back(shadowMesh);
|
||||
// m_shadowMaterials.push_back(material);
|
||||
}
|
||||
|
||||
void ShadowTestScene::Update() {
|
||||
|
||||
// m_Light.SetTarget(lightTarget);
|
||||
Vector3 pos = m_Light.GetPosition();
|
||||
pos.y = sin(SDL_GetTicks() / 1000.f) * 10.f + 10.f;
|
||||
m_Light.SetPosition(pos);
|
||||
|
||||
|
||||
m_Light.Update();
|
||||
}
|
||||
|
||||
void ShadowTestScene::Render(ID3D11DeviceContext *devicePtr, ID3D11RenderTargetView *renderTargetViewPtr,
|
||||
ID3D11DepthStencilView *depthStencilViewPtr, const Camera &camera) {
|
||||
// Shadow map pass
|
||||
|
||||
// Set the viewport to match the shadow map size
|
||||
DX11Viewport ShadowViewport(1024 * 4, 1024 * 4);
|
||||
ShadowViewport.Apply(devicePtr);
|
||||
|
||||
devicePtr->OMSetRenderTargets(0, nullptr, m_ShadowMapBuffer->GetDepthStencilView()); // Set the shadow map as the render target
|
||||
devicePtr->ClearDepthStencilView(m_ShadowMapBuffer->GetDepthStencilView(), D3D11_CLEAR_DEPTH, 1.0f, 0); // Clear the shadow map
|
||||
ID3D11ShaderResourceView* shadowMap = m_ShadowMapBuffer->GetShaderResourceView(); // Get the shadow map shader resource view
|
||||
devicePtr->PSSetShaderResources(0, 1, &shadowMap); // Set the shadow map as a shader resource
|
||||
|
||||
devicePtr->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
||||
ID3D11SamplerState* shadowSampler = m_ShadowMapBuffer->GetSamplerState();
|
||||
devicePtr->PSSetSamplers(0, 1, &shadowSampler);
|
||||
|
||||
auto lightViewProjection = m_Light.GetViewProjectionMatrix();
|
||||
|
||||
for (auto* mesh : m_shadowMeshes) {
|
||||
Matrix lightWorldViewProj = mesh->GetWorldMatrix() * lightViewProjection;
|
||||
dynamic_cast<ShadowMesh*>(mesh)->RenderShadow(devicePtr, lightWorldViewProj);
|
||||
}
|
||||
|
||||
ID3D11DepthStencilView* nullDepthStencilView = nullptr;
|
||||
devicePtr->OMSetRenderTargets(1, &renderTargetViewPtr, nullDepthStencilView);
|
||||
|
||||
// Set the depthmap correctly
|
||||
|
||||
DX11Viewport ColorViewport(640, 480);
|
||||
ColorViewport.Apply(devicePtr);
|
||||
|
||||
|
||||
devicePtr->OMSetRenderTargets(1, &renderTargetViewPtr, depthStencilViewPtr);
|
||||
ColorRGB DirectXClearColor{ .39f * 255.f, .59f * 255.f, .93f * 255.f };
|
||||
|
||||
const float clearColor[] = {
|
||||
static_cast<float>(DirectXClearColor.r) / 255.f,
|
||||
static_cast<float>(DirectXClearColor.g) / 255.f,
|
||||
static_cast<float>(DirectXClearColor.b) / 255.f,
|
||||
1.0f
|
||||
};
|
||||
devicePtr->ClearRenderTargetView(renderTargetViewPtr, clearColor);
|
||||
devicePtr->ClearDepthStencilView(depthStencilViewPtr, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
|
||||
for (auto* mesh : m_shadowMeshes) {
|
||||
Matrix worldViewProj = mesh->GetWorldMatrix() * camera.GetViewProjectionMatrix();
|
||||
Matrix lightWorldViewProj = mesh->GetWorldMatrix() * lightViewProjection;
|
||||
|
||||
auto* effect = dynamic_cast<ShadowMesh*>(mesh)->GetColorEffectPtr() ;
|
||||
|
||||
dynamic_cast<Effect*>(effect)->SetWorldViewProjMatrix(worldViewProj);
|
||||
dynamic_cast<Effect*>(effect)->SetWorldMatrix(mesh->GetWorldMatrix());
|
||||
dynamic_cast<Effect*>(effect)->SetShadowMapSampler(shadowSampler);
|
||||
dynamic_cast<Effect*>(effect)->SetShadowMap(shadowMap);
|
||||
dynamic_cast<Effect*>(effect)->SetLightViewProjMatrix(lightWorldViewProj);
|
||||
|
||||
|
||||
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;
|
||||
}
|
||||
42
project/src/Scenes/ShadowTestScene.h
Normal file
42
project/src/Scenes/ShadowTestScene.h
Normal file
@@ -0,0 +1,42 @@
|
||||
#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;
|
||||
|
||||
float angle = 0.0f;
|
||||
|
||||
void RenderShadowMapToScreen(ID3D11DeviceContext *devicePtr, ID3D11RenderTargetView *renderTargetViewPtr);
|
||||
};
|
||||
|
||||
|
||||
#endif //GP1_DIRECTX_SHADOWTESTSCENE_H
|
||||
118
project/src/ShadowMesh.cpp
Normal file
118
project/src/ShadowMesh.cpp
Normal file
@@ -0,0 +1,118 @@
|
||||
#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;
|
||||
|
||||
m_Material = material;
|
||||
|
||||
m_ColorEffectPtr->SetMaterial(material.get());
|
||||
|
||||
|
||||
// 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_ColorEffectPtr->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->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->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;
|
||||
}
|
||||
63
project/src/ShadowMesh.h
Normal file
63
project/src/ShadowMesh.h
Normal file
@@ -0,0 +1,63 @@
|
||||
#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;
|
||||
|
||||
ShadowEffect* GetShadowEffectPtr(){ return m_ShadowEffectPtr; }
|
||||
BaseEffect* GetColorEffectPtr(){ return m_ColorEffectPtr; }
|
||||
|
||||
|
||||
private:
|
||||
// Shadow effect
|
||||
ShadowEffect* m_ShadowEffectPtr;
|
||||
|
||||
// Color effect for final render
|
||||
BaseEffect* m_ColorEffectPtr;
|
||||
|
||||
// Buffers
|
||||
ID3D11InputLayout* m_InputLayoutPtr;
|
||||
ID3D11Buffer* m_VertexBufferPtr;
|
||||
ID3D11Buffer* m_IndexBufferPtr;
|
||||
|
||||
|
||||
//Shadow buffers
|
||||
ID3D11InputLayout* m_ShadowInputLayoutPtr;
|
||||
ID3D11Buffer* m_ShadowVertexBufferPtr;
|
||||
ID3D11Buffer* m_ShadowIndexBufferPtr;
|
||||
|
||||
|
||||
// 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
|
||||
@@ -133,6 +133,7 @@ int main(int argc, char *args[]) {
|
||||
const uint32_t height = 480;
|
||||
|
||||
|
||||
|
||||
SDL_Window *pWindow = SDL_CreateWindow(
|
||||
"DirectX - Bram Verhulst - 2GD11E",
|
||||
SDL_WINDOWPOS_UNDEFINED,
|
||||
|
||||
Reference in New Issue
Block a user