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Need help with shadow mapping

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#1Jeffreyp  Members

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Posted 18 November 2012 - 05:54 AM

Hi guys,

I need help with my shadow mapping because I get incorrect results.
I think I calculate my light view and light projection matrix wrong.
Because I got a wrong shadow map too.

Here is the code :

DirectX::XMMATRIX CreateLightViewProjectionMatrix(DirectX::XMFLOAT3 slightPos)
{
DirectX::BoundingFrustum frustom(DirectX::XMMatrixIdentity());
DirectX::XMVECTOR up = DirectX::XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
DirectX::XMVECTOR lightDir = DirectX::XMLoadFloat3(&slightPos);
DirectX::XMMATRIX lightRotation = DirectX::XMMatrixLookAtLH(DirectX::XMVectorZero(),
DirectX::XMVectorSet(DirectX::XMVectorGetX(lightDir) * -1.0f,
DirectX::XMVectorGetY(lightDir) * -1.0f,
DirectX::XMVectorGetZ(lightDir) * -1.0f,
DirectX::XMVectorGetW(lightDir) * -1.0f), up);

DirectX::XMFLOAT3 *frustumCorners = new DirectX::XMFLOAT3[frustom.CORNER_COUNT];
frustom.GetCorners(frustumCorners);

for (int i = 0; i < frustom.CORNER_COUNT; i++)
{
DirectX::XMVECTOR trans = DirectX::XMLoadFloat3(&frustumCorners[i]);
trans = DirectX::XMVector3Transform(trans, lightRotation);
DirectX::XMStoreFloat3(&frustumCorners[i], trans);
}

DirectX::BoundingBox lightBox;
lightBox.CreateFromPoints(lightBox, frustom.CORNER_COUNT, frustumCorners, sizeof(DirectX::XMFLOAT3));
delete[] frustumCorners;
DirectX::XMVECTOR lightBoxExtents = DirectX::XMLoadFloat3(&lightBox.Extents);
DirectX::XMVECTOR lightBoxCenter = DirectX::XMLoadFloat3(&lightBox.Center);
DirectX::XMVECTOR lightBoxMax = DirectX::XMVectorAdd(lightBoxCenter, lightBoxExtents);
DirectX::XMVECTOR lightBoxMin = DirectX::XMVectorSubtract(lightBoxCenter, lightBoxExtents);

DirectX::XMVECTOR boxSize = DirectX::XMVectorSubtract(lightBoxMax, lightBoxMin);
DirectX::XMVECTOR halfBoxSize = DirectX::XMVectorScale(boxSize, 0.5f);

DirectX::XMVECTOR lightPosition = DirectX::XMVectorAdd(lightBoxMin, halfBoxSize);
DirectX::XMVectorSetZ(lightPosition, DirectX::XMVectorGetZ(lightBoxMin));

DirectX::XMVECTOR det = DirectX::XMVectorSet(-1.0f, -1.0f, -1.0f, -1.0f);
lightPosition = DirectX::XMVector3Transform(lightPosition,
DirectX::XMMatrixInverse(&det, lightRotation));

DirectX::XMMATRIX lightView = DirectX::XMMatrixLookAtLH(lightPosition,
DirectX::XMVectorSubtract(lightPosition, lightDir),
up);

lightProjection = DirectX::XMMatrixOrthographicLH(DirectX::XMVectorGetX(boxSize), DirectX::XMVectorGetY(boxSize),
-DirectX::XMVectorGetZ(boxSize), DirectX::XMVectorGetZ(boxSize));
return lightView * lightProjection;
}


This is the same code is used in the msdn shadow mapping example(for XNA).
So I don't know what I did wrong.