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AlexWIN32

DX11 Problem with Point light shadows

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Hello!
 

A have an issue with my point light shadows realisation.

Capture.PNG.3af9f51e1bde08501f21893411aa8a47.PNG

 

First of all, the pixel shader path:


//....

float3 toLight = plPosW.xyz - input.posW;

float3 fromLight = -toLight;

//...

float depthL = abs(fromLight.x);

if(depthL < abs(fromLight.y))
  depthL = abs(fromLight.y);

if(depthL < abs(fromLight.z))
  depthL = abs(fromLight.z);

float4 pH = mul(float4(0.0f, 0.0f, depthL, 1.0f), lightProj);
pH /= pH.w;

isVisible = lightDepthTex.SampleCmpLevelZero(lightDepthSampler, normalize(fromLight), pH.z).x;



lightProj matrix creation

Matrix4x4 projMat = Matrix4x4::PerspectiveFovLH(0.5f * Pi, 0.01f, 1000.0f, 1.0f);

 

thats how i create Depth cube texture
 

viewport->TopLeftX = 0.0f;
viewport->TopLeftY = 0.0f;
viewport->Width    = static_cast<float>(1024);
viewport->Height   = static_cast<float>(1024);
viewport->MinDepth = 0.0f;
viewport->MaxDepth = 1.0f;

D3D11_TEXTURE2D_DESC textureDesc;
textureDesc.Width = 1024;
textureDesc.Height = 1024;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 6;
textureDesc.Format = DXGI_FORMAT_R24G8_TYPELESS;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
textureDesc.CPUAccessFlags = 0;
textureDesc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;

ID3D11Texture2D* texturePtr;
HR(DeviceKeeper::GetDevice()->CreateTexture2D(&textureDesc, NULL, &texturePtr));

for(int i = 0; i < 6; ++i){

  D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  dsvDesc.Flags = 0;
  dsvDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  dsvDesc.Texture2DArray = D3D11_TEX2D_ARRAY_DSV{0, i, 1};

  ID3D11DepthStencilView *outDsv;
  HR(DeviceKeeper::GetDevice()->CreateDepthStencilView(texturePtr, &dsvDesc, &outDsv));

  edgeDsv = outDsv;
}

D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
srvDesc.TextureCube = D3D11_TEXCUBE_SRV{0, 1};

ID3D11ShaderResourceView *outSRV;
HR(DeviceKeeper::GetDevice()->CreateShaderResourceView(texturePtr, &srvDesc, &outSRV)); 

 

then i create six target oriented cameras and finally draw scene to cube depth according to each camera

Cameras creation code:  

std::vector<Vector3> camDirs = {
  { 1.0f,  0.0f,  0.0f},
  {-1.0f,  0.0f,  0.0f},
  { 0.0f,  1.0f,  0.0f},
  { 0.0f, -1.0f,  0.0f},
  { 0.0f,  0.0f,  1.0f},
  { 0.0f,  0.0f, -1.0f},
  };

  std::vector<Vector3> camUps = {
  {0.0f, 1.0f, 0.0f},  // +X
  {0.0f, 1.0f, 0.0f},  // -X
  {0.0f, 0.0f, -1.0f}, // +Y
  {0.0f, 0.0f, 1.0f},  // -Y
  {0.0f, 1.0f, 0.0f},  // +Z
  {0.0f, 1.0f, 0.0f}   // -Z
  };

  for(size_t b = 0; b < camDirs.size(); b++){
	edgesCameras.SetPos(pl.GetPos());
	edgesCameras.SetTarget(pl.GetPos() + camDirs);
	edgesCameras.SetUp(camUps);
	edgesCameras.SetProjMatrix(projMat);
  } 

 

I will be very gratefull for any help!

P.s sorry for my poor English)

 

Edited by AlexWIN32

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