-
Notifications
You must be signed in to change notification settings - Fork 4
/
Copy pathshadow.cpp
90 lines (75 loc) · 2.37 KB
/
shadow.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
#include "framework.h"
namespace Framework
{
// ShadowMap implementation
ShadowMap::ShadowMap()
: m_vecLight(0.0f),
m_boundsScene(empty),
m_matProj(0.0f),
m_matWorldToClip(0.0f),
m_matWorldToUvzw(0.0f),
m_matWorldToUvzNormal(0.0f),
m_vecDiam(0.0f)
{
}
void ShadowMap::Init(
ID3D11Device * pDevice,
int2 dims,
DXGI_FORMAT format /* = DXGI_FORMAT_D32_FLOAT */)
{
m_dst.Init(pDevice, dims, format);
LOG("Created shadow map - %dx%d, %s", dims.x, dims.y, NameOfFormat(format));
}
void ShadowMap::Reset()
{
m_dst.Reset();
m_vecLight = float3(0.0f);
m_boundsScene = box3(empty);
m_matProj = float4x4(0.0f);
m_matWorldToClip = float4x4(0.0f);
m_matWorldToUvzw = float4x4(0.0f);
m_matWorldToUvzNormal = float3x3(0.0f);
m_vecDiam = float3(0.0f);
}
void ShadowMap::UpdateMatrix()
{
// Calculate view matrix based on light direction
// Choose a world-space up-vector
float3 vecUp = { 0.0f, 0.0f, 1.0f };
if (all(isnear(m_vecLight.xy, 0.0f)))
vecUp = { 1.0f, 0.0f, 0.0f };
affine3 viewToWorld = affineMatrix(lookatZMatrix3D(-m_vecLight, vecUp), float3(0.0f));
affine3 worldToView = inverseRigid(viewToWorld);
// Transform scene AABB into view space and recalculate bounds
box3 boundsView = xfmBox(m_boundsScene, worldToView);
float3 vecDiamOriginal = boundsView.maxs - boundsView.mins;
// Select maximum diameter along X and Y, so that shadow map texels will be square
float maxXY = max(vecDiamOriginal.x, vecDiamOriginal.y);
m_vecDiam = { maxXY, maxXY, vecDiamOriginal.z };
boundsView = boxExpandAllSides(boundsView, 0.5f * (m_vecDiam - vecDiamOriginal));
// Calculate orthogonal projection matrix to fit the scene bounds
m_matProj = orthoProjD3DStyle(
boundsView.mins.x,
boundsView.maxs.x,
boundsView.mins.y,
boundsView.maxs.y,
-boundsView.maxs.z,
-boundsView.mins.z);
m_matWorldToClip = worldToView * m_matProj;
// Calculate alternate matrix that maps to [0, 1] UV space instead of [-1, 1] clip space
float4x4 matClipToUvzw =
{
0.5f, 0, 0, 0,
0, -0.5f, 0, 0,
0, 0, 1, 0,
0.5f, 0.5f, 0, 1,
};
m_matWorldToUvzw = m_matWorldToClip * matClipToUvzw;
// Calculate inverse transpose matrix for transforming normals
m_matWorldToUvzNormal = transpose(inverse(float3x3(m_matWorldToUvzw)));
}
void ShadowMap::Bind(ID3D11DeviceContext * pCtx)
{
m_dst.Bind(pCtx);
}
}