(转)Shadow Mapping

时间:2021-11-07 09:01:56

原文:丢失,十分抱歉,这篇是在笔记上发现的。SmaEngine 阴影和级联部分是模仿UE的结构设计

 

(转)Shadow Mapping

This tutorial will cover how to implement shadow mapping in DirectX 11 using C++ and HLSL. Before proceeding with this tutorial you should first have a clear understanding of the following concepts: Render to Texture (Tutorial 22), Projective Texturing (Tutorial 27), and Depth Buffers (Tutorial 35).

Shadow mapping is one of the fastest and CPU/GPU efficient methods for rendering shadows in small to medium sized scenes. It is also one of the simpler methods that gives highly realistic results. To understand how shadow mapping works we will start with a basic scene that is illuminated with a single light:

(转)Shadow Mapping

The light that is illuminating the scene is originating from behind and to the right of our current camera position. The light position is very important as the next step is that we will render the scene from the point of view of the light. When we render from the light's point of view we will render just the depth buffer information into a render to texture. This render to texture filled with depth information is called the Shadow Map and looks like the following:

(转)Shadow Mapping

Now that we have the depth information of all the objects in the scene that could possibly cast a shadow we can now figure out where the shadows should occur. When we render the scene we will project the shadow map texture back onto the scene to get the depth of any objects that cast shadows and compare it with the position of the light on a per pixel basis in the pixel shader. If we find the light is closer to the camera then we light the pixel. If we find the object is closer to the camera then we shadow the pixel. Doing so produces the following image:

(转)Shadow Mapping

We will start the code section of the shadow map tutorial by examining the HLSL shaders first.

 
 

Shadow.vs

The shadow shaders are basic single point light shaders modified to handle shadowing.

////////////////////////////////////////////////////////////////////////////////
// Filename: shadow.vs
////////////////////////////////////////////////////////////////////////////////

/////////////
// GLOBALS //
/////////////

The vertex shader will require two light matrices to transform the vertex based on the light's view point which have been added to the MatrixBuffer.

cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
matrix lightViewMatrix;
matrix lightProjectionMatrix;
};

//////////////////////
// CONSTANT BUFFERS //
//////////////////////
cbuffer LightBuffer2
{
float3 lightPosition;
float padding;
};

//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};

The PixelInputType has lightViewPosition for sending the light perspective transformed vertex into the pixel shader.

struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float4 lightViewPosition : TEXCOORD1;
float3 lightPos : TEXCOORD2;
};

////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType ShadowVertexShader(VertexInputType input)
{
PixelInputType output;
float4 worldPosition;

// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;

// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);

Here we transform the vertex based on the light's perspective.

// Calculate the position of the vertice as viewed by the light source.
output.lightViewPosition = mul(input.position, worldMatrix);
output.lightViewPosition = mul(output.lightViewPosition, lightViewMatrix);
output.lightViewPosition = mul(output.lightViewPosition, lightProjectionMatrix);

// Store the texture coordinates for the pixel shader.
output.tex = input.tex;

// Calculate the normal vector against the world matrix only.
output.normal = mul(input.normal, (float3x3)worldMatrix);
        
// Normalize the normal vector.
output.normal = normalize(output.normal);

// Calculate the position of the vertex in the world.
worldPosition = mul(input.position, worldMatrix);

// Determine the light position based on the position of the light and the position of the vertex in the world.
output.lightPos = lightPosition.xyz - worldPosition.xyz;

// Normalize the light position vector.
output.lightPos = normalize(output.lightPos);

return output;
}

 

Shadow.ps

////////////////////////////////////////////////////////////////////////////////
// Filename: shadow.ps
////////////////////////////////////////////////////////////////////////////////

//////////////
// TEXTURES //
//////////////
Texture2D shaderTexture : register(t0);

The depthMapTexture is the shadow map. This texture contains the scene depth buffer rendered from the light's perspective.

Texture2D depthMapTexture : register(t1);

///////////////////
// SAMPLE STATES //
///////////////////

We require a clamp based sampler when sampling the depth buffer so that it doesn't wrap around and sample incorrect information.

SamplerState SampleTypeClamp : register(s0);
SamplerState SampleTypeWrap : register(s1);

//////////////////////
// CONSTANT BUFFERS //
//////////////////////
cbuffer LightBuffer
{
float4 ambientColor;
float4 diffuseColor;
};

//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float4 lightViewPosition : TEXCOORD1;
float3 lightPos : TEXCOORD2;
};

////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 ShadowPixelShader(PixelInputType input) : SV_TARGET
{
float bias;
float4 color;
float2 projectTexCoord;
float depthValue;
float lightDepthValue;
float lightIntensity;
float4 textureColor;

Shadow mapping requires a bias adjustment when comparing the depth of the light and the depth of the object due to the low floating point precision of the depth map.

// Set the bias value for fixing the floating point precision issues.
bias = 0.001f;

// Set the default output color to the ambient light value for all pixels.
color = ambientColor;

Calculate the projected texture coordinates for sampling the shadow map (depth buffer texture) based on the light's viewing position.

// Calculate the projected texture coordinates.
projectTexCoord.x = input.lightViewPosition.x / input.lightViewPosition.w / 2.0f + 0.5f;
projectTexCoord.y = -input.lightViewPosition.y / input.lightViewPosition.w / 2.0f + 0.5f;

Check if the projected coordinates are in the view of the light, if not then the pixel gets just an ambient value.

// Determine if the projected coordinates are in the 0 to 1 range. If so then this pixel is in the view of the light.
if((saturate(projectTexCoord.x) == projectTexCoord.x) && (saturate(projectTexCoord.y) == projectTexCoord.y))
{

Now that we are in the view of the light we will retrieve the depth value from the shadow map (depthMapTexture). We only sample the red component since this is a grey scale texture. The depth value we get from the texture translates into the distance to the nearest object. This is important since objects are what cast the shadows and hence why it is called a shadow map.

// Sample the shadow map depth value from the depth texture using the sampler at the projected texture coordinate location.
depthValue = depthMapTexture.Sample(SampleTypeClamp, projectTexCoord).r;

Now that we have the depth of the object for this pixel we need the depth of the light to determine if it is in front or behind the object. We get this from the lightViewPosition. Note that we need to subtract the bias from this or we will get the floating point precision issue.

// Calculate the depth of the light.
lightDepthValue = input.lightViewPosition.z / input.lightViewPosition.w;

// Subtract the bias from the lightDepthValue.
lightDepthValue = lightDepthValue - bias;

Now we perform the comparison between the light depth and the object depth. If the light is closer to us then no shadow. But if the light is behind an object in the shadow map then it gets shadowed. Note that a shadow just means we only apply ambient light, we don't color it black or anything.

// Compare the depth of the shadow map value and the depth of the light to determine whether to shadow or to light this pixel.
// If the light is in front of the object then light the pixel, if not then shadow this pixel since an object (occluder) is casting a shadow on it.
if(lightDepthValue < depthValue)
{

If the light was in front of the object then there is no shadow and we do regular lighting.

// Calculate the amount of light on this pixel.
lightIntensity = saturate(dot(input.normal, input.lightPos));

if(lightIntensity > 0.0f)
{
// Determine the final diffuse color based on the diffuse color and the amount of light intensity.
color += (diffuseColor * lightIntensity);

// Saturate the final light color.
color = saturate(color);
}
}
}

// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleTypeWrap, input.tex);

// Combine the light and texture color.
color = color * textureColor;

return color;
}

 

Shadowshaderclass.h

The ShadowShaderClass is just the LightShaderClass modified for shadows.

////////////////////////////////////////////////////////////////////////////////
// Filename: shadowshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _SHADOWSHADERCLASS_H_
#define _SHADOWSHADERCLASS_H_

//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <d3dx10math.h>
#include <d3dx11async.h>
#include <fstream>
using namespace std;

////////////////////////////////////////////////////////////////////////////////
// Class name: ShadowShaderClass
////////////////////////////////////////////////////////////////////////////////
class ShadowShaderClass
{
private:

The MatrixBufferType has been expanded to hold the view and projection matrix of the light.

        struct MatrixBufferType
        {
                D3DXMATRIX world;
                D3DXMATRIX view;
                D3DXMATRIX projection;
                D3DXMATRIX lightView;
                D3DXMATRIX lightProjection;
        };

        struct LightBufferType
        {
                D3DXVECTOR4 ambientColor;
                D3DXVECTOR4 diffuseColor;
        };

        struct LightBufferType2
        {
                D3DXVECTOR3 lightPosition;
                float padding;
        };

public:
        ShadowShaderClass();
        ShadowShaderClass(const ShadowShaderClass&);
        ~ShadowShaderClass();

        bool Initialize(ID3D11Device*, HWND);
        void Shutdown();
        bool Render(ID3D11DeviceContext*, int, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, ID3D11ShaderResourceView*,
                 ID3D11ShaderResourceView*, D3DXVECTOR3, D3DXVECTOR4, D3DXVECTOR4);

private:
        bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
        void ShutdownShader();
        void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);

        bool SetShaderParameters(ID3D11DeviceContext*, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, ID3D11ShaderResourceView*,
                                 ID3D11ShaderResourceView*, D3DXVECTOR3, D3DXVECTOR4, D3DXVECTOR4);
        void RenderShader(ID3D11DeviceContext*, int);

private:
        ID3D11VertexShader* m_vertexShader;
        ID3D11PixelShader* m_pixelShader;
        ID3D11InputLayout* m_layout;
        ID3D11SamplerState* m_sampleStateWrap;

We now have a second clamp based sampler state.

        ID3D11SamplerState* m_sampleStateClamp;
        ID3D11Buffer* m_matrixBuffer;
        ID3D11Buffer* m_lightBuffer;
        ID3D11Buffer* m_lightBuffer2;
};

#endif

 

Shadowshaderclass.cpp

////////////////////////////////////////////////////////////////////////////////
// Filename: shadowshaderclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "shadowshaderclass.h"

ShadowShaderClass::ShadowShaderClass()
{
        m_vertexShader = 0;
        m_pixelShader = 0;
        m_layout = 0;
        m_sampleStateWrap = 0;

Initialize the new sampler state to null in the class constructor.

        m_sampleStateClamp = 0;
        m_matrixBuffer = 0;
        m_lightBuffer = 0;
        m_lightBuffer2 = 0;
}

ShadowShaderClass::ShadowShaderClass(const ShadowShaderClass& other)
{
}

ShadowShaderClass::~ShadowShaderClass()
{
}

bool ShadowShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
        bool result;

We load the shadow HLSL shader files here.

        // Initialize the vertex and pixel shaders.
        result = InitializeShader(device, hwnd, L"../Engine/shadow.vs", L"../Engine/shadow.ps");
        if(!result)
        {
                return false;
        }

        return true;
}

void ShadowShaderClass::Shutdown()
{
        // Shutdown the vertex and pixel shaders as well as the related objects.
        ShutdownShader();

        return;
}

The shadow map texture is sent in as input into the Render function. We then send it into the SetShaderParameters to set it in the shader before rendering.

bool ShadowShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix,
                         D3DXMATRIX projectionMatrix, D3DXMATRIX lightViewMatrix, D3DXMATRIX lightProjectionMatrix,
                         ID3D11ShaderResourceView* texture, ID3D11ShaderResourceView* depthMapTexture, D3DXVECTOR3 lightPosition,
                         D3DXVECTOR4 ambientColor, D3DXVECTOR4 diffuseColor)
{
        bool result;

        // Set the shader parameters that it will use for rendering.
        result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, lightViewMatrix, lightProjectionMatrix, texture,
                                 depthMapTexture, lightPosition, ambientColor, diffuseColor);
        if(!result)
        {
                return false;
        }

        // Now render the prepared buffers with the shader.
        RenderShader(deviceContext, indexCount);

        return true;
}

bool ShadowShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
        HRESULT result;
        ID3D10Blob* errorMessage;
        ID3D10Blob* vertexShaderBuffer;
        ID3D10Blob* pixelShaderBuffer;
        D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
        unsigned int numElements;
        D3D11_SAMPLER_DESC samplerDesc;
        D3D11_BUFFER_DESC matrixBufferDesc;
        D3D11_BUFFER_DESC lightBufferDesc;

There is a new description for the second clamp sampler state used in the pixel shader.

        D3D11_BUFFER_DESC lightBufferDesc2;

        // Initialize the pointers this function will use to null.
        errorMessage = 0;
        vertexShaderBuffer = 0;
        pixelShaderBuffer = 0;

Load the shadow vertex shader program.

        // Compile the vertex shader code.
        result = D3DX11CompileFromFile(vsFilename, NULL, NULL, "ShadowVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL,
                                 &vertexShaderBuffer, &errorMessage, NULL);
        if(FAILED(result))
        {
                // If the shader failed to compile it should have writen something to the error message.
                if(errorMessage)
                {
                        OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
                }
                // If there was nothing in the error message then it simply could not find the shader file itself.
                else
                {
                        MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
                }

                return false;
        }

Load the shadow pixel shader program.

        // Compile the pixel shader code.
        result = D3DX11CompileFromFile(psFilename, NULL, NULL, "ShadowPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL,
                                 &pixelShaderBuffer, &errorMessage, NULL);
        if(FAILED(result))
        {
                // If the shader failed to compile it should have writen something to the error message.
                if(errorMessage)
                {
                        OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
                }
                // If there was nothing in the error message then it simply could not find the file itself.
                else
                {
                        MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
                }

                return false;
        }

        // Create the vertex shader from the buffer.
        result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
        if(FAILED(result))
        {
                return false;
        }

        // Create the pixel shader from the buffer.
        result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
        if(FAILED(result))
        {
                return false;
        }

        // Create the vertex input layout description.
        polygonLayout[0].SemanticName = "POSITION";
        polygonLayout[0].SemanticIndex = 0;
        polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
        polygonLayout[0].InputSlot = 0;
        polygonLayout[0].AlignedByteOffset = 0;
        polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
        polygonLayout[0].InstanceDataStepRate = 0;

        polygonLayout[1].SemanticName = "TEXCOORD";
        polygonLayout[1].SemanticIndex = 0;
        polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
        polygonLayout[1].InputSlot = 0;
        polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
        polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
        polygonLayout[1].InstanceDataStepRate = 0;

        polygonLayout[2].SemanticName = "NORMAL";
        polygonLayout[2].SemanticIndex = 0;
        polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
        polygonLayout[2].InputSlot = 0;
        polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
        polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
        polygonLayout[2].InstanceDataStepRate = 0;

        // Get a count of the elements in the layout.
        numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);

        // Create the vertex input layout.
        result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(),
                                         &m_layout);
        if(FAILED(result))
        {
                return false;
        }

        // Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
        vertexShaderBuffer->Release();
        vertexShaderBuffer = 0;

        pixelShaderBuffer->Release();
        pixelShaderBuffer = 0;

        // Create a wrap texture sampler state description.
        samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
        samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
        samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
        samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
        samplerDesc.MipLODBias = 0.0f;
        samplerDesc.MaxAnisotropy = 1;
        samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
        samplerDesc.BorderColor[0] = 0;
        samplerDesc.BorderColor[1] = 0;
        samplerDesc.BorderColor[2] = 0;
        samplerDesc.BorderColor[3] = 0;
        samplerDesc.MinLOD = 0;
        samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;

        // Create the texture sampler state.
        result = device->CreateSamplerState(&samplerDesc, &m_sampleStateWrap);
        if(FAILED(result))
        {
                return false;
        }

Create the new clamp based sampler state here.

        // Create a clamp texture sampler state description.
        samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
        samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
        samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;

        // Create the texture sampler state.
        result = device->CreateSamplerState(&samplerDesc, &m_sampleStateClamp);
        if(FAILED(result))
        {
                return false;
        }

        // Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
        matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
        matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
        matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
        matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
        matrixBufferDesc.MiscFlags = 0;
        matrixBufferDesc.StructureByteStride = 0;

        // Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
        result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
        if(FAILED(result))
        {
                return false;
        }

        // Setup the description of the light dynamic constant buffer that is in the pixel shader.
        lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
        lightBufferDesc.ByteWidth = sizeof(LightBufferType);
        lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
        lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
        lightBufferDesc.MiscFlags = 0;
        lightBufferDesc.StructureByteStride = 0;

        // Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
        result = device->CreateBuffer(&lightBufferDesc, NULL, &m_lightBuffer);
        if(FAILED(result))
        {
                return false;
        }

        // Setup the description of the light dynamic constant buffer that is in the vertex shader.
        lightBufferDesc2.Usage = D3D11_USAGE_DYNAMIC;
        lightBufferDesc2.ByteWidth = sizeof(LightBufferType2);
        lightBufferDesc2.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
        lightBufferDesc2.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
        lightBufferDesc2.MiscFlags = 0;
        lightBufferDesc2.StructureByteStride = 0;

        // Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
        result = device->CreateBuffer(&lightBufferDesc2, NULL, &m_lightBuffer2);
        if(FAILED(result))
        {
                return false;
        }

        return true;
}

void ShadowShaderClass::ShutdownShader()
{
        // Release the light constant buffers.
        if(m_lightBuffer)
        {
                m_lightBuffer->Release();
                m_lightBuffer = 0;
        }

        if(m_lightBuffer2)
        {
                m_lightBuffer2->Release();
                m_lightBuffer2 = 0;
        }

        // Release the matrix constant buffer.
        if(m_matrixBuffer)
        {
                m_matrixBuffer->Release();
                m_matrixBuffer = 0;
        }

        // Release the sampler states.
        if(m_sampleStateWrap)
        {
                m_sampleStateWrap->Release();
                m_sampleStateWrap = 0;
        }

Release the new clamp sampler state here.

        if(m_sampleStateClamp)
        {
                m_sampleStateClamp->Release();
                m_sampleStateClamp = 0;
        }

        // Release the layout.
        if(m_layout)
        {
                m_layout->Release();
                m_layout = 0;
        }

        // Release the pixel shader.
        if(m_pixelShader)
        {
                m_pixelShader->Release();
                m_pixelShader = 0;
        }

        // Release the vertex shader.
        if(m_vertexShader)
        {
                m_vertexShader->Release();
                m_vertexShader = 0;
        }

        return;
}

void ShadowShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
        char* compileErrors;
        unsigned long bufferSize, i;
        ofstream fout;

        // Get a pointer to the error message text buffer.
        compileErrors = (char*)(errorMessage->GetBufferPointer());

        // Get the length of the message.
        bufferSize = errorMessage->GetBufferSize();

        // Open a file to write the error message to.
        fout.open("shader-error.txt");

        // Write out the error message.
        for(i=0; i<bufferSize; i++)
        {
                fout << compileErrors[i];
        }

        // Close the file.
        fout.close();

        // Release the error message.
        errorMessage->Release();
        errorMessage = 0;

        // Pop a message up on the screen to notify the user to check the text file for compile errors.
        MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);

        return;
}

bool ShadowShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix,
                                         D3DXMATRIX projectionMatrix, D3DXMATRIX lightViewMatrix, D3DXMATRIX lightProjectionMatrix,
                                         ID3D11ShaderResourceView* texture, ID3D11ShaderResourceView* depthMapTexture, D3DXVECTOR3 lightPosition,
                                         D3DXVECTOR4 ambientColor, D3DXVECTOR4 diffuseColor)
{
        HRESULT result;
        D3D11_MAPPED_SUBRESOURCE mappedResource;
        unsigned int bufferNumber;
        MatrixBufferType* dataPtr;
        LightBufferType* dataPtr2;
        LightBufferType2* dataPtr3;

        // Transpose the matrices to prepare them for the shader.
        D3DXMatrixTranspose(&worldMatrix, &worldMatrix);
        D3DXMatrixTranspose(&viewMatrix, &viewMatrix);
        D3DXMatrixTranspose(&projectionMatrix, &projectionMatrix);

Transpose the light matrices before sending them into the vertex shader.

        D3DXMatrixTranspose(&lightViewMatrix, &lightViewMatrix);
        D3DXMatrixTranspose(&lightProjectionMatrix, &lightProjectionMatrix);

        // Lock the constant buffer so it can be written to.
        result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
        if(FAILED(result))
        {
                return false;
        }

        // Get a pointer to the data in the constant buffer.
        dataPtr = (MatrixBufferType*)mappedResource.pData;

        // Copy the matrices into the constant buffer.
        dataPtr->world = worldMatrix;
        dataPtr->view = viewMatrix;
        dataPtr->projection = projectionMatrix;

Copy the light matrices into the matrix constant buffer.

        dataPtr->lightView = lightViewMatrix;
        dataPtr->lightProjection = lightProjectionMatrix;

        // Unlock the constant buffer.
        deviceContext->Unmap(m_matrixBuffer, 0);

        // Set the position of the constant buffer in the vertex shader.
        bufferNumber = 0;

        // Now set the constant buffer in the vertex shader with the updated values.
        deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);

        // Set shader texture resource in the pixel shader.
        deviceContext->PSSetShaderResources(0, 1, &texture);

The shadow map texture is set in the pixel shader here.

        deviceContext->PSSetShaderResources(1, 1, &depthMapTexture);

        // Lock the light constant buffer so it can be written to.
        result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
        if(FAILED(result))
        {
                return false;
        }

        // Get a pointer to the data in the constant buffer.
        dataPtr2 = (LightBufferType*)mappedResource.pData;

        // Copy the lighting variables into the constant buffer.
        dataPtr2->ambientColor = ambientColor;
        dataPtr2->diffuseColor = diffuseColor;

        // Unlock the constant buffer.
        deviceContext->Unmap(m_lightBuffer, 0);

        // Set the position of the light constant buffer in the pixel shader.
        bufferNumber = 0;

        // Finally set the light constant buffer in the pixel shader with the updated values.
        deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);

        // Lock the second light constant buffer so it can be written to.
        result = deviceContext->Map(m_lightBuffer2, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
        if(FAILED(result))
        {
                return false;
        }

        // Get a pointer to the data in the constant buffer.
        dataPtr3 = (LightBufferType2*)mappedResource.pData;

        // Copy the lighting variables into the constant buffer.
        dataPtr3->lightPosition = lightPosition;
        dataPtr3->padding = 0.0f;

        // Unlock the constant buffer.
        deviceContext->Unmap(m_lightBuffer2, 0);

        // Set the position of the light constant buffer in the vertex shader.
        bufferNumber = 1;

        // Finally set the light constant buffer in the pixel shader with the updated values.
        deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer2);

        return true;
}

void ShadowShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
{
        // Set the vertex input layout.
        deviceContext->IASetInputLayout(m_layout);

        // Set the vertex and pixel shaders that will be used to render this triangle.
        deviceContext->VSSetShader(m_vertexShader, NULL, 0);
        deviceContext->PSSetShader(m_pixelShader, NULL, 0);

The new clamp sampler state is set in the pixel shader here.

        // Set the sampler states in the pixel shader.
        deviceContext->PSSetSamplers(0, 1, &m_sampleStateClamp);
        deviceContext->PSSetSamplers(1, 1, &m_sampleStateWrap);

        // Render the triangle.
        deviceContext->DrawIndexed(indexCount, 0, 0);

        return;
}

 

Lightclass.h

The LightClass was modified for this tutorial so that lights can have their own view and projection matrices associated with them.

////////////////////////////////////////////////////////////////////////////////
// Filename: lightclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _LIGHTCLASS_H_
#define _LIGHTCLASS_H_

//////////////
// INCLUDES //
//////////////
#include <d3dx10math.h>

////////////////////////////////////////////////////////////////////////////////
// Class name: LightClass
////////////////////////////////////////////////////////////////////////////////
class LightClass
{
public:
        LightClass();
        LightClass(const LightClass&);
        ~LightClass();

        void SetAmbientColor(float, float, float, float);
        void SetDiffuseColor(float, float, float, float);
        void SetPosition(float, float, float);
        void SetLookAt(float, float, float);

        D3DXVECTOR4 GetAmbientColor();
        D3DXVECTOR4 GetDiffuseColor();
        D3DXVECTOR3 GetPosition();

        void GenerateViewMatrix();
        void GenerateProjectionMatrix(float, float);

        void GetViewMatrix(D3DXMATRIX&);
        void GetProjectionMatrix(D3DXMATRIX&);

private:
        D3DXVECTOR4 m_ambientColor;
        D3DXVECTOR4 m_diffuseColor;
        D3DXVECTOR3 m_position;
        D3DXVECTOR3 m_lookAt;
        D3DXMATRIX m_viewMatrix;
        D3DXMATRIX m_projectionMatrix;
};

#endif

 

Lightclass.cpp

////////////////////////////////////////////////////////////////////////////////
// Filename: lightclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "lightclass.h"

LightClass::LightClass()
{
}

LightClass::LightClass(const LightClass& other)
{
}

LightClass::~LightClass()
{
}

void LightClass::SetAmbientColor(float red, float green, float blue, float alpha)
{
        m_ambientColor = D3DXVECTOR4(red, green, blue, alpha);
        return;
}

void LightClass::SetDiffuseColor(float red, float green, float blue, float alpha)
{
        m_diffuseColor = D3DXVECTOR4(red, green, blue, alpha);
        return;
}

void LightClass::SetPosition(float x, float y, float z)
{
        m_position = D3DXVECTOR3(x, y, z);
        return;
}

The SetLookAt function sets the m_lookAt vector so that we can set where the light is looking at. This vector is used to build the light's view matrix.

void LightClass::SetLookAt(float x, float y, float z)
{
        m_lookAt.x = x;
        m_lookAt.y = y;
        m_lookAt.z = z;
        return;
}

D3DXVECTOR4 LightClass::GetAmbientColor()
{
        return m_ambientColor;
}

D3DXVECTOR4 LightClass::GetDiffuseColor()
{
        return m_diffuseColor;
}

D3DXVECTOR3 LightClass::GetPosition()
{
        return m_position;
}

The view matrix for the light is built using the up vector, the lookAt vector, and the position of the light.

void LightClass::GenerateViewMatrix()
{
        D3DXVECTOR3 up;

        // Setup the vector that points upwards.
        up.x = 0.0f;
        up.y = 1.0f;
        up.z = 0.0f;

        // Create the view matrix from the three vectors.
        D3DXMatrixLookAtLH(&m_viewMatrix, &m_position, &m_lookAt, &up);
        
        return;
}

The projection matrix for the light is built using the field of view, viewing aspect ratio, and the near and far plane of the light range. The light we are projecting is more of a square spotlight than a true point light, but this is necessary since we need to align with the sampling from a square shadow map texture. That is why the field of view and aspect ratio are setup for a square projection.

void LightClass::GenerateProjectionMatrix(float screenDepth, float screenNear)
{
        float fieldOfView, screenAspect;

        // Setup field of view and screen aspect for a square light source.
        fieldOfView = (float)D3DX_PI / 2.0f;
        screenAspect = 1.0f;

        // Create the projection matrix for the light.
        D3DXMatrixPerspectiveFovLH(&m_projectionMatrix, fieldOfView, screenAspect, screenNear, screenDepth);

        return;
}

We also have two new functions to return the view and projection matrices.

void LightClass::GetViewMatrix(D3DXMATRIX& viewMatrix)
{
        viewMatrix = m_viewMatrix;
        return;
}

void LightClass::GetProjectionMatrix(D3DXMATRIX& projectionMatrix)
{
        projectionMatrix = m_projectionMatrix;
        return;
}

 

Graphicsclass.h

////////////////////////////////////////////////////////////////////////////////
// Filename: graphicsclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _GRAPHICSCLASS_H_
#define _GRAPHICSCLASS_H_

///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "d3dclass.h"
#include "cameraclass.h"
#include "modelclass.h"
#include "lightclass.h"

We have included headers for the render to texture, depth shader, and shadow shader classes.

#include "rendertextureclass.h"
#include "depthshaderclass.h"
#include "shadowshaderclass.h"

/////////////
// GLOBALS //
/////////////
const bool FULL_SCREEN = true;
const bool VSYNC_ENABLED = true;
const float SCREEN_DEPTH = 100.0f;
const float SCREEN_NEAR = 1.0f;

We also added a new define for the shadow map size so it can be easily tweaked.

const int SHADOWMAP_WIDTH = 1024;
const int SHADOWMAP_HEIGHT = 1024;

////////////////////////////////////////////////////////////////////////////////
// Class name: GraphicsClass
////////////////////////////////////////////////////////////////////////////////
class GraphicsClass
{
public:
        GraphicsClass();
        GraphicsClass(const GraphicsClass&);
        ~GraphicsClass();

        bool Initialize(int, int, HWND);
        void Shutdown();
        bool Frame(float, float, float, float, float, float);

private:
        bool RenderSceneToTexture();
        bool Render();

private:
        D3DClass* m_D3D;
        CameraClass* m_Camera;

We will use a cube, a sphere, and a ground model for the scene.

        ModelClass *m_CubeModel, *m_GroundModel, *m_SphereModel;
        LightClass* m_Light;

The new render to texture, depth shader, and shadow shader objects are defined here.

        RenderTextureClass* m_RenderTexture;
        DepthShaderClass* m_DepthShader;
        ShadowShaderClass* m_ShadowShader;
};

#endif

 

Graphicsclass.cpp

////////////////////////////////////////////////////////////////////////////////
// Filename: graphicsclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "graphicsclass.h"

GraphicsClass::GraphicsClass()
{
        m_D3D = 0;
        m_Camera = 0;
        m_CubeModel = 0;
        m_GroundModel = 0;
        m_SphereModel = 0;
        m_Light = 0;
        m_RenderTexture = 0;
        m_DepthShader = 0;        
        m_ShadowShader = 0;
}

GraphicsClass::GraphicsClass(const GraphicsClass& other)
{
}

GraphicsClass::~GraphicsClass()
{
}

bool GraphicsClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
{
        bool result;

        // Create the Direct3D object.
        m_D3D = new D3DClass;
        if(!m_D3D)
        {
                return false;
        }

        // Initialize the Direct3D object.
        result = m_D3D->Initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR);
        if(!result)
        {
                MessageBox(hwnd, L"Could not initialize Direct3D.", L"Error", MB_OK);
                return false;
        }

        // Create the camera object.
        m_Camera = new CameraClass;
        if(!m_Camera)
        {
                return false;
        }

        // Set the initial position of the camera.
        m_Camera->SetPosition(0.0f, 0.0f, -10.0f);

We setup the cube model here.

        // Create the cube model object.
        m_CubeModel = new ModelClass;
        if(!m_CubeModel)
        {
                return false;
        }

        // Initialize the cube model object.
        result = m_CubeModel->Initialize(m_D3D->GetDevice(), "../Engine/data/cube.txt", L"../Engine/data/wall01.dds");
        if(!result)
        {
                MessageBox(hwnd, L"Could not initialize the cube model object.", L"Error", MB_OK);
                return false;
        }

        // Set the position for the cube model.
        m_CubeModel->SetPosition(-2.0f, 2.0f, 0.0f);

We setup the sphere model here.

        // Create the sphere model object.
        m_SphereModel = new ModelClass;
        if(!m_SphereModel)
        {
                return false;
        }

        // Initialize the sphere model object.
        result = m_SphereModel->Initialize(m_D3D->GetDevice(), "../Engine/data/sphere.txt", L"../Engine/data/ice.dds");
        if(!result)
        {
                MessageBox(hwnd, L"Could not initialize the sphere model object.", L"Error", MB_OK);
                return false;
        }

        // Set the position for the sphere model.
        m_SphereModel->SetPosition(2.0f, 2.0f, 0.0f);

We setup the ground model here.

        // Create the ground model object.
        m_GroundModel = new ModelClass;
        if(!m_GroundModel)
        {
                return false;
        }

        // Initialize the ground model object.
        result = m_GroundModel->Initialize(m_D3D->GetDevice(), "../Engine/data/plane01.txt", L"../Engine/data/metal001.dds");
        if(!result)
        {
                MessageBox(hwnd, L"Could not initialize the ground model object.", L"Error", MB_OK);
                return false;
        }

        // Set the position for the ground model.
        m_GroundModel->SetPosition(0.0f, 1.0f, 0.0f);

        // Create the light object.
        m_Light = new LightClass;
        if(!m_Light)
        {
                return false;
        }

        // Initialize the light object.
        m_Light->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
        m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);

The lookAt is now set in the light object and then we can generate the projection matrix that this light will have.

        m_Light->SetLookAt(0.0f, 0.0f, 0.0f);
        m_Light->GenerateProjectionMatrix(SCREEN_DEPTH, SCREEN_NEAR);

We create a render to texture object that will be used as the shadow map. The depth buffer of the scene will be rendered from the light's perspective onto this render to texture object.

        // Create the render to texture object.
        m_RenderTexture = new RenderTextureClass;
        if(!m_RenderTexture)
        {
                return false;
        }

        // Initialize the render to texture object.
        result = m_RenderTexture->Initialize(m_D3D->GetDevice(), SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT, SCREEN_DEPTH, SCREEN_NEAR);
        if(!result)
        {
                MessageBox(hwnd, L"Could not initialize the render to texture object.", L"Error", MB_OK);
                return false;
        }

The depth shader object is created and initialized here.

        // Create the depth shader object.
        m_DepthShader = new DepthShaderClass;
        if(!m_DepthShader)
        {
                return false;
        }

        // Initialize the depth shader object.
        result = m_DepthShader->Initialize(m_D3D->GetDevice(), hwnd);
        if(!result)
        {
                MessageBox(hwnd, L"Could not initialize the depth shader object.", L"Error", MB_OK);
                return false;
        }

The shadow shader object is created and initialized here.

        // Create the shadow shader object.
        m_ShadowShader = new ShadowShaderClass;
        if(!m_ShadowShader)
        {
                return false;
        }

        // Initialize the shadow shader object.
        result = m_ShadowShader->Initialize(m_D3D->GetDevice(), hwnd);
        if(!result)
        {
                MessageBox(hwnd, L"Could not initialize the shadow shader object.", L"Error", MB_OK);
                return false;
        }

        return true;
}

void GraphicsClass::Shutdown()
{
        // Release the shadow shader object.
        if(m_ShadowShader)
        {
                m_ShadowShader->Shutdown();
                delete m_ShadowShader;
                m_ShadowShader = 0;
        }

        // Release the depth shader object.
        if(m_DepthShader)
        {
                m_DepthShader->Shutdown();
                delete m_DepthShader;
                m_DepthShader = 0;
        }

        // Release the render to texture object.
        if(m_RenderTexture)
        {
                m_RenderTexture->Shutdown();
                delete m_RenderTexture;
                m_RenderTexture = 0;
        }

        // Release the light object.
        if(m_Light)
        {
                delete m_Light;
                m_Light = 0;
        }

        // Release the ground model object.
        if(m_GroundModel)
        {
                m_GroundModel->Shutdown();
                delete m_GroundModel;
                m_GroundModel = 0;
        }

        // Release the sphere model object.
        if(m_SphereModel)
        {
                m_SphereModel->Shutdown();
                delete m_SphereModel;
                m_SphereModel = 0;
        }

        // Release the cube model object.
        if(m_CubeModel)
        {
                m_CubeModel->Shutdown();
                delete m_CubeModel;
                m_CubeModel = 0;
        }

        // Release the camera object.
        if(m_Camera)
        {
                delete m_Camera;
                m_Camera = 0;
        }

        // Release the D3D object.
        if(m_D3D)
        {
                m_D3D->Shutdown();
                delete m_D3D;
                m_D3D = 0;
        }

        return;
}

bool GraphicsClass::Frame(float posX, float posY, float posZ, float rotX, float rotY, float rotZ)
{
        bool result;
        static float lightPositionX = -5.0f;

        // Set the position of the camera.
        m_Camera->SetPosition(posX, posY, posZ);
        m_Camera->SetRotation(rotX, rotY, rotZ);

During the frame we move the light from left to right to see the shadows move in accordance with the light's position.

        // Update the position of the light each frame.
        lightPositionX += 0.05f;
        if(lightPositionX > 5.0f)
        {
                lightPositionX = -5.0f;
        }

        // Update the position of the light.
        m_Light->SetPosition(lightPositionX, 8.0f, -5.0f);

        // Render the graphics scene.
        result = Render();
        if(!result)
        {
                return false;
        }

        return true;
}

The RenderSceneToTexture function is called at the beginning of the frame rendering. We basically render the depth buffer of the scene from the perspective of the light into the render to texture object which then becomes our shadow map.

bool GraphicsClass::RenderSceneToTexture()
{
        D3DXMATRIX worldMatrix, lightViewMatrix, lightProjectionMatrix, translateMatrix;
        float posX, posY, posZ;
        bool result;

Set the render to texture to be the rendering target.

        // Set the render target to be the render to texture.
        m_RenderTexture->SetRenderTarget(m_D3D->GetDeviceContext());

        // Clear the render to texture.
        m_RenderTexture->ClearRenderTarget(m_D3D->GetDeviceContext(), 0.0f, 0.0f, 0.0f, 1.0f);

Generate the view matrix of the light.

        // Generate the light view matrix based on the light's position.
        m_Light->GenerateViewMatrix();

        // Get the world matrix from the d3d object.
        m_D3D->GetWorldMatrix(worldMatrix);

        // Get the view and orthographic matrices from the light object.
        m_Light->GetViewMatrix(lightViewMatrix);
        m_Light->GetProjectionMatrix(lightProjectionMatrix);

Render all the objects in the scene using the depth shader and the light view and projection matrices.

        // Setup the translation matrix for the cube model.
        m_CubeModel->GetPosition(posX, posY, posZ);
        D3DXMatrixTranslation(&worldMatrix, posX, posY, posZ);

        // Render the cube model with the depth shader.
        m_CubeModel->Render(m_D3D->GetDeviceContext());
        result = m_DepthShader->Render(m_D3D->GetDeviceContext(), m_CubeModel->GetIndexCount(), worldMatrix, lightViewMatrix, lightProjectionMatrix);
        if(!result)
        {
                return false;
        }

        // Reset the world matrix.
        m_D3D->GetWorldMatrix(worldMatrix);

        // Setup the translation matrix for the sphere model.
        m_SphereModel->GetPosition(posX, posY, posZ);
        D3DXMatrixTranslation(&worldMatrix, posX, posY, posZ);

        // Render the sphere model with the depth shader.
        m_SphereModel->Render(m_D3D->GetDeviceContext());
        result = m_DepthShader->Render(m_D3D->GetDeviceContext(), m_SphereModel->GetIndexCount(), worldMatrix, lightViewMatrix, lightProjectionMatrix);
        if(!result)
        {
                return false;
        }

        // Reset the world matrix.
        m_D3D->GetWorldMatrix(worldMatrix);

        // Setup the translation matrix for the ground model.
        m_GroundModel->GetPosition(posX, posY, posZ);
        D3DXMatrixTranslation(&worldMatrix, posX, posY, posZ);

        // Render the ground model with the depth shader.
        m_GroundModel->Render(m_D3D->GetDeviceContext());
        result = m_DepthShader->Render(m_D3D->GetDeviceContext(), m_GroundModel->GetIndexCount(), worldMatrix, lightViewMatrix, lightProjectionMatrix);
        if(!result)
        {
                return false;
        }

Set the rendering target back to normal.

        // Reset the render target back to the original back buffer and not the render to texture anymore.
        m_D3D->SetBackBufferRenderTarget();

        // Reset the viewport back to the original.
        m_D3D->ResetViewport();

        return true;
}

bool GraphicsClass::Render()
{
        D3DXMATRIX worldMatrix, viewMatrix, projectionMatrix, translateMatrix;
        D3DXMATRIX lightViewMatrix, lightProjectionMatrix;
        bool result;
        float posX, posY, posZ;

First render the depth information to the render to texture object to get our shadow map.

        // First render the scene to a texture.
        result = RenderSceneToTexture();
        if(!result)
        {
                return false;
        }

        // Clear the buffers to begin the scene.
        m_D3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);

        // Generate the view matrix based on the camera's position.
        m_Camera->Render();

Generate a light view matrix.

        // Generate the light view matrix based on the light's position.
        m_Light->GenerateViewMatrix();

        // Get the world, view, and projection matrices from the camera and d3d objects.
        m_Camera->GetViewMatrix(viewMatrix);
        m_D3D->GetWorldMatrix(worldMatrix);
        m_D3D->GetProjectionMatrix(projectionMatrix);

Retrieve the two matrices for the light.

        // Get the light's view and projection matrices from the light object.
        m_Light->GetViewMatrix(lightViewMatrix);
        m_Light->GetProjectionMatrix(lightProjectionMatrix);

Now render each model using the shadow map shader, the light matrices, and the shadow map texture.

        // Setup the translation matrix for the cube model.
        m_CubeModel->GetPosition(posX, posY, posZ);
        D3DXMatrixTranslation(&worldMatrix, posX, posY, posZ);
        
        // Put the cube model vertex and index buffers on the graphics pipeline to prepare them for drawing.
        m_CubeModel->Render(m_D3D->GetDeviceContext());

        // Render the model using the shadow shader.
        result = m_ShadowShader->Render(m_D3D->GetDeviceContext(), m_CubeModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, lightViewMatrix,
                                        lightProjectionMatrix, m_CubeModel->GetTexture(), m_RenderTexture->GetShaderResourceView(), m_Light->GetPosition(),
                                        m_Light->GetAmbientColor(), m_Light->GetDiffuseColor());
        if(!result)
        {
                return false;
        }

        // Reset the world matrix.
        m_D3D->GetWorldMatrix(worldMatrix);

        // Setup the translation matrix for the sphere model.
        m_SphereModel->GetPosition(posX, posY, posZ);
        D3DXMatrixTranslation(&worldMatrix, posX, posY, posZ);

        // Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
        m_SphereModel->Render(m_D3D->GetDeviceContext());
        result = m_ShadowShader->Render(m_D3D->GetDeviceContext(), m_SphereModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, lightViewMatrix,
                                        lightProjectionMatrix, m_SphereModel->GetTexture(), m_RenderTexture->GetShaderResourceView(), m_Light->GetPosition(),
                                        m_Light->GetAmbientColor(), m_Light->GetDiffuseColor());
        if(!result)
        {
                return false;
        }

        // Reset the world matrix.
        m_D3D->GetWorldMatrix(worldMatrix);

        // Setup the translation matrix for the ground model.
        m_GroundModel->GetPosition(posX, posY, posZ);
        D3DXMatrixTranslation(&worldMatrix, posX, posY, posZ);

        // Render the ground model using the shadow shader.
        m_GroundModel->Render(m_D3D->GetDeviceContext());
        result = m_ShadowShader->Render(m_D3D->GetDeviceContext(), m_GroundModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, lightViewMatrix,
                                        lightProjectionMatrix, m_GroundModel->GetTexture(), m_RenderTexture->GetShaderResourceView(), m_Light->GetPosition(),
                                        m_Light->GetAmbientColor(), m_Light->GetDiffuseColor());
        if(!result)
        {
                return false;
        }

        // Present the rendered scene to the screen.
        m_D3D->EndScene();

        return true;
}

 

Summary

We can now add shadows to any of our scenes using a render to texture of the depth information from the light's perspective. The variable inputs and same checks can be used with any other shader program to add shadows.

(转)Shadow Mapping

 
 

To Do Exercises

1. Compile the code and run the program. Use the arrow keys, A, Z, PgUp, and PgDn keys to navigate around the scene and examine the shadows. Press escape to quit.

2. Set the bias to 0.0f in the pixel shader to see the effect when no bias is set.

3. Set the bias to a higher value such as 0.3f to see how it moves the shadows away from their expected position.

4. Set the SHADOWMAP_WIDTH and SHADOWMAP_HEIGHT to a lower value such as 256 to see the effect a low resolution shadow map produces.

5. Move the sphere closer to the cube to see that they shadow each other.