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ShadowMap.cpp
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ShadowMap.cpp
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#include "ShadowMap.h"
ShadowMap::ShadowMap(Microsoft::WRL::ComPtr<ID3D12Device>& dev, UINT width, UINT height, LightType type, UINT dsvDescriptorSize)
: mD3Device(dev), mType(type), mDsvDescriptorSize(dsvDescriptorSize)
{
mWidth = width;
mHeight = height;
mViewport = { 0.0f, 0.0f, (float)width, (float)height, 0.0f, 1.0f };
mScissorRect = { 0, 0, (int)width, (int)height };
BuildResource();
}
UINT ShadowMap::Width()const
{
return mWidth;
}
UINT ShadowMap::Height()const
{
return mHeight;
}
ID3D12Resource* ShadowMap::Resource()
{
return mShadowMap.Get();
}
CD3DX12_GPU_DESCRIPTOR_HANDLE ShadowMap::Srv() const
{
return mGpuSrv;
}
CD3DX12_CPU_DESCRIPTOR_HANDLE ShadowMap::Dsv() const
{
return mCpuDsv;
}
D3D12_VIEWPORT ShadowMap::Viewport() const
{
return mViewport;
}
D3D12_RECT ShadowMap::ScissorRect() const
{
return mScissorRect;
}
void ShadowMap::BuildDescriptors(CD3DX12_CPU_DESCRIPTOR_HANDLE hCpuSrv,
CD3DX12_GPU_DESCRIPTOR_HANDLE hGpuSrv,
CD3DX12_CPU_DESCRIPTOR_HANDLE hCpuDsv)
{
// Save references to the descriptors.
mCpuSrv = hCpuSrv;
mGpuSrv = hGpuSrv;
mCpuDsv = hCpuDsv;
// Create the descriptors
BuildDescriptors();
}
void ShadowMap::OnResize(UINT newWidth, UINT newHeight)
{
if ((mWidth != newWidth) || (mHeight != newHeight))
{
mWidth = newWidth;
mHeight = newHeight;
BuildResource();
// New resource, so we need new descriptors to that resource.
BuildDescriptors();
}
}
/*
Returns number of srv/uav/cbv's used by default.
type = 0: srv/uav/cbv count. (default behaviour)
type = 1: dsv count.
type = 2: rtv count
*/
UINT ShadowMap::DescriptorCount(int type) const
{
switch (type)
{
// SRV/UAV/CBV
case 0:
return 1;
// DSV
case 1:
if (mType == LightType::POINT)
return 6; // for the current non-GS technique, that is..
return 1;
// RTV
case 2:
return 0;
default:
ThrowIfFailed(1);
return 0;
}
}
// Note that this is delayed; it's called by the main app as it creates the descriptors
// That means we can construct the shadowmap _before_ creating the descriptor heaps etc.
void ShadowMap::BuildDescriptors()
{
D3D12_SRV_DIMENSION viewDim = {};
ZeroMemory(&viewDim, sizeof(D3D12_SRV_DIMENSION));
if (mType == LightType::DIRECTIONAL || mType == LightType::SPOT)
viewDim = D3D12_SRV_DIMENSION_TEXTURE2D;
else if (mType == LightType::POINT)
viewDim = D3D12_SRV_DIMENSION_TEXTURECUBE;
else
ThrowIfFailed(1);
// Create SRV to resource so we can sample the shadow map in a shader program.
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
srvDesc.ViewDimension = viewDim;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = 1;
srvDesc.Texture2D.ResourceMinLODClamp = 0.0f;
srvDesc.Texture2D.PlaneSlice = 0;
mD3Device->CreateShaderResourceView(mShadowMap.Get(), &srvDesc, mCpuSrv);
// Create DSV to resource so we can render to the shadow map.
if (mType != LightType::POINT)
{
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
dsvDesc.Texture2D.MipSlice = 0;
mD3Device->CreateDepthStencilView(mShadowMap.Get(), &dsvDesc, mCpuDsv);
}
// The alternative here is to use the geometry shader to 6-fold duplicate scene geometry and so do only 1 render pass
else
{
auto dsvHandle = mCpuDsv; // mCpuDsv points to the start of where we can allocate our 6 dsvs
for (size_t i = 0; i < 6; ++i) // 6 faces in a cube!
{
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc{};
dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
dsvDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
dsvDesc.Texture2DArray.FirstArraySlice = i;
dsvDesc.Texture2DArray.ArraySize = 1;
dsvDesc.Texture2DArray.MipSlice = 0;
mD3Device->CreateDepthStencilView(mShadowMap.Get(), &dsvDesc, dsvHandle);
dsvHandle.Offset(1, mDsvDescriptorSize);
}
}
}
void ShadowMap::BuildResource()
{
if (mType == LightType::DIRECTIONAL || mType == LightType::SPOT)
{
D3D12_RESOURCE_DESC texDesc;
ZeroMemory(&texDesc, sizeof(D3D12_RESOURCE_DESC));
texDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
texDesc.Alignment = 0;
texDesc.Width = mWidth;
texDesc.Height = mHeight;
texDesc.DepthOrArraySize = 1;
texDesc.MipLevels = 1;
texDesc.Format = mFormat;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
texDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
D3D12_CLEAR_VALUE optClear;
optClear.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
optClear.DepthStencil.Depth = 1.0f;
optClear.DepthStencil.Stencil = 0;
ThrowIfFailed(mD3Device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&texDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
&optClear,
IID_PPV_ARGS(&mShadowMap)));
}
else if (mType == LightType::POINT)
{
D3D12_RESOURCE_DESC texDesc;
ZeroMemory(&texDesc, sizeof(D3D12_RESOURCE_DESC));
texDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
texDesc.Alignment = 0;
texDesc.Width = mWidth;
texDesc.Height = mHeight;
texDesc.DepthOrArraySize = 6;
texDesc.MipLevels = 1;
texDesc.Format = mFormat;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
texDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
D3D12_CLEAR_VALUE optClear;
optClear.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
optClear.DepthStencil.Depth = 1.0f;
optClear.DepthStencil.Stencil = 0;
ThrowIfFailed(mD3Device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&texDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
&optClear,
IID_PPV_ARGS(&mShadowMap)
));
}
else
{
ThrowIfFailed(1); // HRESULT is a fail if it is non-negative
}
}