//============================================================================= // ShadowMapDemo.cpp by Frank Luna (C) 2005 All Rights Reserved. // // Demonstrates shadow mapping. // // Controls: Use mouse to look and 'W', 'S', 'A', and 'D' keys to move. //============================================================================= #include "d3dApp.h" #include "DirectInput.h" #include #include "GfxStats.h" #include #include "Camera.h" #include "Sky.h" #include "Vertex.h" #include "DrawableTex2D.h" struct SpotLight { D3DXCOLOR ambient; D3DXCOLOR diffuse; D3DXCOLOR spec; D3DXVECTOR3 posW; D3DXVECTOR3 dirW; float spotPower; }; class ShadowMapDemo : public D3DApp { public: ShadowMapDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP); ~ShadowMapDemo(); bool checkDeviceCaps(); void onLostDevice(); void onResetDevice(); void updateScene(float dt); void drawScene(); void drawShadowMap(); void buildFX(); private: GfxStats* mGfxStats; Sky* mSky; ID3DXMesh* mSceneMesh; D3DXMATRIX mSceneWorld; std::vector mSceneMtrls; std::vector mSceneTextures; ID3DXMesh* mCarMesh; D3DXMATRIX mCarWorld; std::vector mCarMtrls; std::vector mCarTextures; IDirect3DTexture9* mWhiteTex; DrawableTex2D* mShadowMap; D3DXMATRIX mLightVP; ID3DXEffect* mFX; D3DXHANDLE mhBuildShadowMapTech; D3DXHANDLE mhLightWVP; D3DXHANDLE mhTech; D3DXHANDLE mhWVP; D3DXHANDLE mhWorldInvTrans; D3DXHANDLE mhEyePosW; D3DXHANDLE mhWorld; D3DXHANDLE mhTex; D3DXHANDLE mhShadowMap; D3DXHANDLE mhMtrl; D3DXHANDLE mhLight; SpotLight mLight; }; int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance, PSTR cmdLine, int showCmd) { // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif // Construct camera before application, since the application uses the camera. Camera camera; gCamera = &camera; ShadowMapDemo app(hInstance, "Shadow Map Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING); gd3dApp = &app; DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND); gDInput = &di; return gd3dApp->run(); } ShadowMapDemo::ShadowMapDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP) : D3DApp(hInstance, winCaption, devType, requestedVP) { if(!checkDeviceCaps()) { MessageBox(0, "checkDeviceCaps() Failed", 0, 0); PostQuitMessage(0); } InitAllVertexDeclarations(); mGfxStats = new GfxStats(); mSky = new Sky("grassenvmap1024.dds", 10000.0f); LoadXFile("BasicColumnScene.x", &mSceneMesh, mSceneMtrls, mSceneTextures); D3DXMatrixIdentity(&mSceneWorld); LoadXFile("car.x", &mCarMesh, mCarMtrls, mCarTextures); D3DXMATRIX S, T; D3DXMatrixScaling(&S, 1.5f, 1.5f, 1.5f); D3DXMatrixTranslation(&T, 6.0f, 3.5f, -3.0f); mCarWorld = S*T; HR(D3DXCreateTextureFromFile(gd3dDevice, "whitetex.dds", &mWhiteTex)); // Set some light properties; other properties are set in update function, // where they are animated. mLight.ambient = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f); mLight.diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); mLight.spec = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f); mLight.spotPower = 32.0f; // Create shadow map. D3DVIEWPORT9 vp = {0, 0, 512, 512, 0.0f, 1.0f}; mShadowMap = new DrawableTex2D(512, 512, 1, D3DFMT_R32F, true, D3DFMT_D24X8, vp, false); // Initialize camera. gCamera->pos().y = 20.0f; gCamera->pos().z = -100.0f; gCamera->setSpeed(50.0f); mGfxStats->addVertices(mSceneMesh->GetNumVertices()); mGfxStats->addTriangles(mSceneMesh->GetNumFaces()); mGfxStats->addVertices(mCarMesh->GetNumVertices()); mGfxStats->addTriangles(mCarMesh->GetNumFaces()); mGfxStats->addVertices(mSky->getNumVertices()); mGfxStats->addTriangles(mSky->getNumTriangles()); buildFX(); onResetDevice(); } ShadowMapDemo::~ShadowMapDemo() { delete mGfxStats; delete mSky; ReleaseCOM(mFX); ReleaseCOM(mWhiteTex); delete mShadowMap; ReleaseCOM(mSceneMesh); for(UINT i = 0; i < mSceneTextures.size(); ++i) ReleaseCOM(mSceneTextures[i]); ReleaseCOM(mCarMesh); for(UINT i = 0; i < mCarTextures.size(); ++i) ReleaseCOM(mCarTextures[i]); DestroyAllVertexDeclarations(); } bool ShadowMapDemo::checkDeviceCaps() { D3DCAPS9 caps; HR(gd3dDevice->GetDeviceCaps(&caps)); // Check for vertex shader version 2.0 support. if( caps.VertexShaderVersion < D3DVS_VERSION(2, 0) ) return false; // Check for pixel shader version 2.0 support. if( caps.PixelShaderVersion < D3DPS_VERSION(2, 0) ) return false; // Check render target support. The adapter format can be either the display mode format // for windowed mode, or D3DFMT_X8R8G8B8 for fullscreen mode, so we need to test against // both. We use D3DFMT_R32F as the render texture format and D3DFMT_D24X8 as the // render texture depth format. D3DDISPLAYMODE mode; md3dObject->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &mode); // Windowed. if(FAILED(md3dObject->CheckDeviceFormat(D3DADAPTER_DEFAULT, mDevType, mode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_R32F))) return false; if(FAILED(md3dObject->CheckDepthStencilMatch(D3DADAPTER_DEFAULT, mDevType, mode.Format, D3DFMT_R32F, D3DFMT_D24X8))) return false; // Fullscreen. if(FAILED(md3dObject->CheckDeviceFormat(D3DADAPTER_DEFAULT, mDevType, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_R32F))) return false; if(FAILED(md3dObject->CheckDepthStencilMatch(D3DADAPTER_DEFAULT, mDevType, D3DFMT_X8R8G8B8, D3DFMT_R32F, D3DFMT_D24X8))) return false; return true; } void ShadowMapDemo::onLostDevice() { mGfxStats->onLostDevice(); mSky->onLostDevice(); mShadowMap->onLostDevice(); HR(mFX->OnLostDevice()); } void ShadowMapDemo::onResetDevice() { mGfxStats->onResetDevice(); mSky->onResetDevice(); mShadowMap->onResetDevice(); HR(mFX->OnResetDevice()); // The aspect ratio depends on the backbuffer dimensions, which can // possibly change after a reset. So rebuild the projection matrix. float w = (float)md3dPP.BackBufferWidth; float h = (float)md3dPP.BackBufferHeight; gCamera->setLens(D3DX_PI * 0.25f, w/h, 1.0f, 2000.0f); } void ShadowMapDemo::updateScene(float dt) { mGfxStats->update(dt); gDInput->poll(); gCamera->update(dt, 0, 0); // Animate spot light by rotating it on y-axis with respect to time. D3DXMATRIX lightView; D3DXVECTOR3 lightPosW(125.0f, 50.0f, 0.0f); D3DXVECTOR3 lightTargetW(0.0f, 0.0f, 0.0f); D3DXVECTOR3 lightUpW(0.0f, 1.0f, 0.0f); static float t = 0.0f; t += dt; if( t >= 2.0f*D3DX_PI ) t = 0.0f; D3DXMATRIX Ry; D3DXMatrixRotationY(&Ry, t); D3DXVec3TransformCoord(&lightPosW, &lightPosW, &Ry); D3DXMatrixLookAtLH(&lightView, &lightPosW, &lightTargetW, &lightUpW); D3DXMATRIX lightLens; float lightFOV = D3DX_PI*0.25f; D3DXMatrixPerspectiveFovLH(&lightLens, lightFOV, 1.0f, 1.0f, 200.0f); mLightVP = lightView*lightLens; // Setup a spotlight corresponding to the projector. D3DXVECTOR3 lightDirW = lightTargetW - lightPosW; D3DXVec3Normalize(&lightDirW, &lightDirW); mLight.posW = lightPosW; mLight.dirW = lightDirW; } void ShadowMapDemo::drawScene() { drawShadowMap(); HR(gd3dDevice->BeginScene()); mSky->draw(); HR(mFX->SetTechnique(mhTech)); HR(mFX->SetValue(mhLight, &mLight, sizeof(SpotLight))); HR(mFX->SetValue(mhEyePosW, &gCamera->pos(), sizeof(D3DXVECTOR3))); HR(mFX->SetTexture(mhShadowMap, mShadowMap->d3dTex())); UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); HR(mFX->BeginPass(0)); // Draw Scene mesh. HR(mFX->SetMatrix(mhLightWVP, &(mSceneWorld*mLightVP))); HR(mFX->SetMatrix(mhWVP, &(mSceneWorld*gCamera->viewProj()))); HR(mFX->SetMatrix(mhWorld, &mSceneWorld)); for(UINT j = 0; j < mSceneMtrls.size(); ++j) { HR(mFX->SetValue(mhMtrl, &mSceneMtrls[j], sizeof(Mtrl))); if(mSceneTextures[j] != 0) { HR(mFX->SetTexture(mhTex, mSceneTextures[j])); } else { HR(mFX->SetTexture(mhTex, mWhiteTex)); } HR(mFX->CommitChanges()); HR(mSceneMesh->DrawSubset(j)); } // Draw car mesh. HR(mFX->SetMatrix(mhLightWVP, &(mCarWorld*mLightVP))); HR(mFX->SetMatrix(mhWVP, &(mCarWorld*gCamera->viewProj()))); HR(mFX->SetMatrix(mhWorld, &mCarWorld)); for(UINT j = 0; j < mCarMtrls.size(); ++j) { HR(mFX->SetValue(mhMtrl, &mCarMtrls[j], sizeof(Mtrl))); if(mCarTextures[j] != 0) { HR(mFX->SetTexture(mhTex, mCarTextures[j])); } else { HR(mFX->SetTexture(mhTex, mWhiteTex)); } HR(mFX->CommitChanges()); HR(mCarMesh->DrawSubset(j)); } HR(mFX->EndPass()); HR(mFX->End()); mGfxStats->display(); HR(gd3dDevice->EndScene()); // Present the backbuffer. HR(gd3dDevice->Present(0, 0, 0, 0)); } void ShadowMapDemo::drawShadowMap() { mShadowMap->beginScene(); HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0)); HR(mFX->SetTechnique(mhBuildShadowMapTech)); UINT numPasses = 0; HR(mFX->Begin(&numPasses, 0)); HR(mFX->BeginPass(0)); // Draw scene mesh. HR(mFX->SetMatrix(mhLightWVP, &(mSceneWorld*mLightVP))); HR(mFX->CommitChanges()); for(UINT j = 0; j < mSceneMtrls.size(); ++j) { for(UINT j = 0; j < mSceneMtrls.size(); ++j) { HR(mSceneMesh->DrawSubset(j)); } } // Draw car mesh. HR(mFX->SetMatrix(mhLightWVP, &(mCarWorld*mLightVP))); HR(mFX->CommitChanges()); for(UINT j = 0; j < mCarMtrls.size(); ++j) { for(UINT j = 0; j < mCarMtrls.size(); ++j) { HR(mCarMesh->DrawSubset(j)); } } HR(mFX->EndPass()); HR(mFX->End()); mShadowMap->endScene(); } void ShadowMapDemo::buildFX() { // Create the FX from a .fx file. ID3DXBuffer* errors = 0; HR(D3DXCreateEffectFromFile(gd3dDevice, "LightShadow.fx", 0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors)); if( errors ) MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0); // Obtain handles. mhTech = mFX->GetTechniqueByName("LightShadowTech"); mhBuildShadowMapTech = mFX->GetTechniqueByName("BuildShadowMapTech"); mhLightWVP = mFX->GetParameterByName(0, "gLightWVP"); mhWVP = mFX->GetParameterByName(0, "gWVP"); mhWorld = mFX->GetParameterByName(0, "gWorld"); mhMtrl = mFX->GetParameterByName(0, "gMtrl"); mhLight = mFX->GetParameterByName(0, "gLight"); mhEyePosW = mFX->GetParameterByName(0, "gEyePosW"); mhTex = mFX->GetParameterByName(0, "gTex"); mhShadowMap = mFX->GetParameterByName(0, "gShadowMap"); }