• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

Shadow Mapping with DirectX 11

2 posts in this topic

I am having a hard time finding a tutorial for implementing shadow mapping with non-deprecated DirectX 11.


I've found two guides:







Both of these guides seem to work completely differently, and I can't figure out why.  So far, I've just been trying to get it to correctly render the depth information to the texture, and then make the pixel shader do something with that texture just to convince me the first pass is doing anything at all.


In the first guide, the source download doesn't work.  Also, apparently this person is uses techniques or effects, which are deprecated.  I can't figure out how to translate this part into modern DirectX:

pEffect->GetVariableByName("shadowMap")->AsShaderResource()->SetResource( pShadowMapSRView );
//unbind shadow map as SRV and call apply on scene rendering technique
pEffect->GetVariableByName("shadowMap")->AsShaderResource()->SetResource( 0 );
pShadowMapTechnique->GetPassByIndex(0)->Apply( 0 );


The two tutorials seem to have completely different methods for setting up the render targets, and I have no idea which to actually use.  The second tutorial I linked (rastertek) seems to not have most of the stuff the first tutorial has.


The guide that comes with the MSDN DirectX SDK uses deprecated effects API commands as well.

I've found many articles on state-of-the-art shadowing techniques, but I just want it to do *something* before I move onto more complicated stuff.





Share this post

Link to post
Share on other sites

If you want to write it from scratch, then here are the basic steps:

  1. Do normal application initialization (create device and output swap chain).
  2. Create shadow map render target (probably good to start out with the R32 DXGI format texture)
  3. For frame rendering, do the shadow pass and write only depth into the shadow map.  The view/projection matrices are determined by the location and nature of your light.
  4. Then bind your output render target, and bind the shadow map as a shader resource view to your pixel shader.  Sample it and do the depth comparison to determine if it is in shadow or not.

If you understand these general steps, then try to implement them on your own instead of relying on the tutorials.  In general, I find that most tutorials like that are too superficial to show you really how the algorithm works.  Once you implement the thing yourself, you will have lots more experience and understand it better too.


And of course, if any of those steps don't work for you, you can always ask a specific question here to get some further guidance.


Share this post

Link to post
Share on other sites

I understand the steps and the math.  I don't know the exact DirectX 11 commands to use.  


I have a working DirectX 11 game engine I've built completely from scratch, but this is my first time trying to render to do something like this.  I don't see the point of figuring out this part myself, because that equates to just guessing the DirectX API.


I actually finally just got it to render the shadow map directly as a texture to the ground, just to see if the shadow map was even being built in the first place, which was what my goal was in the first place, and which was what I was stumped on because NONE of the tutorials are updated with modern DirectX commands.  


Just throwing a random crappy model from 3DS max I threw together in five minutes to test it gives this, http://i.imgur.com/ltbdWNE.jpg


which is what I wanted.


I'm not sure what exactly the issue was, but something I did fixed it.  

Edited by Vexal

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0

  • Similar Content

    • By bowerbirdcn
      hi, guys, how to understand the math used in CDXUTDirectionWidget ::UpdateLightDir 
      the  following code snippet is taken from MS DXTU source code
        D3DXMATRIX mInvView;
          D3DXMatrixInverse( &mInvView, NULL, &m_mView );
          mInvView._41 = mInvView._42 = mInvView._43 = 0;
          D3DXMATRIX mLastRotInv;
          D3DXMatrixInverse( &mLastRotInv, NULL, &m_mRotSnapshot );
          D3DXMATRIX mRot = *m_ArcBall.GetRotationMatrix();
          m_mRotSnapshot = mRot;
          // Accumulate the delta of the arcball's rotation in view space.
          // Note that per-frame delta rotations could be problematic over long periods of time.
          m_mRot *= m_mView * mLastRotInv * mRot * mInvView;
          // Since we're accumulating delta rotations, we need to orthonormalize 
          // the matrix to prevent eventual matrix skew
          D3DXVECTOR3* pXBasis = ( D3DXVECTOR3* )&m_mRot._11;
          D3DXVECTOR3* pYBasis = ( D3DXVECTOR3* )&m_mRot._21;
          D3DXVECTOR3* pZBasis = ( D3DXVECTOR3* )&m_mRot._31;
          D3DXVec3Normalize( pXBasis, pXBasis );
          D3DXVec3Cross( pYBasis, pZBasis, pXBasis );
          D3DXVec3Normalize( pYBasis, pYBasis );
          D3DXVec3Cross( pZBasis, pXBasis, pYBasis );
    • By YixunLiu
      I have a surface mesh and I want to use a cone to cut a hole on the surface mesh.
      Anybody know a fast method to calculate the intersected boundary of these two geometries?
    • By hiya83
      Hi, I tried searching for this but either I failed or couldn't find anything. I know there's D11/D12 interop and there are extensions for GL/D11 (though not very efficient). I was wondering if there's any Vulkan/D11 or Vulkan/D12 interop?
    • By lonewolff
      Hi Guys,
      I am just wondering if it is possible to acquire the address of the backbuffer if an API (based on DX11) only exposes the 'device' and 'context' pointers?
      Any advice would be greatly appreciated
    • By MarcusAseth
      bool InitDirect3D::Init() { if (!D3DApp::Init()) { return false; } //Additional Initialization //Disable Alt+Enter Fullscreen Toggle shortkey IDXGIFactory* factory; CreateDXGIFactory(__uuidof(IDXGIFactory), reinterpret_cast<void**>(&factory)); factory->MakeWindowAssociation(mhWindow, DXGI_MWA_NO_WINDOW_CHANGES); factory->Release(); return true; }  
      As stated on the title and displayed on the code above, regardless of it Alt+Enter still takes effect...
      I recall something from the book during the swapChain creation, where in order to create it one has to use the same factory used to create the ID3D11Device, therefore I tested and indeed using that same factory indeed it work.
      How is that one particular factory related to my window and how come the MakeWindowAssociation won't take effect with a newly created factory?
      Also what's even the point of being able to create this Factories if they won't work,?(except from that one associated with the ID3D11Device) 
  • Popular Now