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DX12龙书系列十五:阴影

DX12龙书系列十五:阴影

shadowmap的基本原理就不再介绍了,直接看我们要怎么修改实现阴影。

我们把ShadowMap的逻辑分离出来,单独新建一个类。我们需要创建一个默认堆,用来存储对应的阴影深度图。

void ShadowMap::BuildResource()
	D3D12_RESOURCE_DESC texDesc;
	ZeroMemory(&texDesc, sizeof(D3D12_RESOURCE_DESC));
	texDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
	texDesc.Alignment = 0;
	texDesc.Width = mWidth;
	texDesc.Height = mHeight;
	texDesc.DepthOrArraySize = 1;
	texDesc.MipLevels = 1;
	texDesc.Format = mFormat;
	texDesc.SampleDesc.Count = 1;
	texDesc.SampleDesc.Quality = 0;
	texDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
	texDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
         D3D12_CLEAR_VALUE optClear;
         optClear.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
         optClear.DepthStencil.Depth = 1.0f;
         optClear.DepthStencil.Stencil = 0;
	ThrowIfFailed(md3dDevice->CreateCommittedResource(
		&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
		D3D12_HEAP_FLAG_NONE,
		&texDesc,
        D3D12_RESOURCE_STATE_GENERIC_READ,
		&optClear,
		IID_PPV_ARGS(&mShadowMap)));
}

同样的,就像深度图一样,我们也需要创建对应的DSV,因为还需要在shader里面访问,所以还要创建对应的SRV。

void ShadowMap::BuildDescriptors()
    // Create SRV to resource so we can sample the shadow map in a shader program.
	D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
	srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
        srvDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS; 
	srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
	srvDesc.Texture2D.MostDetailedMip = 0;
	srvDesc.Texture2D.MipLevels = 1;
	srvDesc.Texture2D.ResourceMinLODClamp = 0.0f;
        srvDesc.Texture2D.PlaneSlice = 0;
        md3dDevice->CreateShaderResourceView(mShadowMap.Get(), &srvDesc, mhCpuSrv);
	// Create DSV to resource so we can render to the shadow map.
	D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc; 
        dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
        dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
        dsvDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
        dsvDesc.Texture2D.MipSlice = 0;
	md3dDevice->CreateDepthStencilView(mShadowMap.Get(), &dsvDesc, mhCpuDsv);
void ShadowMapApp::UpdateShadowTransform(GameTimer& gt)
	// Only the first "main" light casts a shadow.
	XMVECTOR lightDir = XMLoadFloat3(&mRotatedLightDirections[0]);
	XMVECTOR lightPos = -2.0f * mSceneBounds.Radius * lightDir;
	XMVECTOR targetPos = XMLoadFloat3(&mSceneBounds.Center);
	XMVECTOR lightUp = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
	XMMATRIX lightView = XMMatrixLookAtLH(lightPos, targetPos, lightUp);
	XMStoreFloat3(&mLightPosW, lightPos);
	// Transform bounding sphere to light space.
	XMFLOAT3 sphereCenterLS;
	XMStoreFloat3(&sphereCenterLS, XMVector3TransformCoord(targetPos, lightView));
	// Ortho frustum in light space encloses scene.
	float l = sphereCenterLS.x - mSceneBounds.Radius;
	float b = sphereCenterLS.y - mSceneBounds.Radius;
	float n = sphereCenterLS.z - mSceneBounds.Radius;
	float r = sphereCenterLS.x + mSceneBounds.Radius;
	float t = sphereCenterLS.y + mSceneBounds.Radius;
	float f = sphereCenterLS.z + mSceneBounds.Radius;
	mLightNearZ = n;
	mLightFarZ = f;
	XMMATRIX lightProj = XMMatrixOrthographicOffCenterLH(l, r, b, t, n, f);
	// Transform NDC space [-1,+1]^2 to texture space [0,1]^2
	XMMATRIX T(
		0.5f, 0.0f, 0.0f, 0.0f,
		0.0f, -0.5f, 0.0f, 0.0f,
		0.0f, 0.0f, 1.0f, 0.0f,
		0.5f, 0.5f, 0.0f, 1.0f);
	XMMATRIX S = lightView * lightProj * T;
	XMStoreFloat4x4(&mLightView, lightView);
	XMStoreFloat4x4(&mLightProj, lightProj);
	XMStoreFloat4x4(&mShadowTransform, S);
}

我们根据灯光的位置和朝向,可以算出灯光空间下的中心点坐标,然后把对应的正交矩阵算出来,因为我们要把最终的值存进贴图里,所以要从[-1,1]转到[0,1]的范围。

void ShadowMapApp::UpdateShadowPassCB(GameTimer& gt)
	XMMATRIX view = XMLoadFloat4x4(&mLightView);
	XMMATRIX proj = XMLoadFloat4x4(&mLightProj);
	XMMATRIX viewProj = XMMatrixMultiply(view, proj);
	XMMATRIX invView = XMMatrixInverse(&XMMatrixDeterminant(view), view);
	XMMATRIX invProj = XMMatrixInverse(&XMMatrixDeterminant(proj), proj);
	XMMATRIX invViewProj = XMMatrixInverse(&XMMatrixDeterminant(viewProj), viewProj);
	UINT w = mShadowMap->Width();
	UINT h = mShadowMap->Height();
	XMStoreFloat4x4(&mShadowPassCB.view, XMMatrixTranspose(view));
	XMStoreFloat4x4(&mShadowPassCB.invView, XMMatrixTranspose(invView));
	XMStoreFloat4x4(&mShadowPassCB.proj, XMMatrixTranspose(proj));
	XMStoreFloat4x4(&mShadowPassCB.invProj, XMMatrixTranspose(invProj));
	XMStoreFloat4x4(&mShadowPassCB.viewProj, XMMatrixTranspose(viewProj));
	XMStoreFloat4x4(&mShadowPassCB.invViewProj, XMMatrixTranspose(invViewProj));
	mShadowPassCB.eyePos = mLightPosW;
	mShadowPassCB.RenderTargetSize = XMFLOAT2((float)w, (float)h);
	mShadowPassCB.InvRenderTargetSize = XMFLOAT2(1.0f / w, 1.0f / h);
	mShadowPassCB.nearZ = mLightNearZ;
	mShadowPassCB.farZ = mLightFarZ;
	auto currPassCB = currentFrameRes->passUploader.get();
	currPassCB->CopyData(1, mShadowPassCB);
void ShadowMapApp::DrawSceneToShadowMap(ID3D12GraphicsCommandList* mCommandList)
	mCommandList->RSSetViewports(1, &mShadowMap->Viewport());
	mCommandList->RSSetScissorRects(1, &mShadowMap->ScissorRect());
	// Change to DEPTH_WRITE.
	mCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(mShadowMap->Resource(),
		D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_DEPTH_WRITE));
	UINT passCBByteSize = DXUtil::calcConstantBufferByteSize(sizeof(PassConstants));
	// Clear the back buffer and depth buffer.
	mCommandList->ClearDepthStencilView(mShadowMap->Dsv(),
		D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0, 0, nullptr);
	// Set null render target because we are only going to draw to
	// depth buffer.  Setting a null render target will disable color writes.
	// Note the active PSO also must specify a render target count of 0.
	mCommandList->OMSetRenderTargets(0, nullptr, false, &mShadowMap->Dsv());
	// Bind the pass constant buffer for the shadow map pass.
	auto passCB = currentFrameRes->passUploader->getRes();
	D3D12_GPU_VIRTUAL_ADDRESS passCBAddress = passCB->GetGPUVirtualAddress() + 1 * passCBByteSize;
	mCommandList->SetGraphicsRootConstantBufferView(1, passCBAddress);
	mCommandList->SetPipelineState(psoMap["shadow_opaque"].Get());
	DrawRenderItems(mCommandList, renderItemLayer[(int)RenderLayer::Opaque]);
	// Change back to GENERIC_READ so we can read the texture in a shader.
	mCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(mShadowMap->Resource(),
		D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_GENERIC_READ));
}

渲染的时候,我们把RenderTarget设置为null,因为我们只需要depth的信息就好了,这样性能会更好。

然后看一下shader,首先是阴影:

struct VertexIn
	float3 PosL    : POSITION;
	float2 TexC    : TEXCOORD;
struct VertexOut
	float4 PosH    : SV_POSITION;
	float2 TexC    : TEXCOORD;
VertexOut VS(VertexIn vin)
	VertexOut vout = (VertexOut)0.0f;
	MaterialData matData = gMaterialData[gMaterialIndex];
    // Transform to world space.
    float4 posW = mul(float4(vin.PosL, 1.0f), gWorld);
    // Transform to homogeneous clip space.
    vout.PosH = mul(posW, gViewProj);
	// Output vertex attributes for interpolation across triangle.
	float4 texC = mul(float4(vin.TexC, 0.0f, 1.0f), gTexTransform);
	vout.TexC = mul(texC, matData.MatTransform).xy;
    return vout;
// This is only used for alpha cut out geometry, so that shadows 
// show up correctly.  Geometry that does not need to sample a
// texture can use a NULL pixel shader for depth pass.
void PS(VertexOut pin) 
	// Fetch the material data.
	MaterialData matData = gMaterialData[gMaterialIndex];
	float4 diffuseAlbedo = matData.DiffuseAlbedo;
    uint diffuseMapIndex = matData.DiffuseMapIndex;
	// Dynamically look up the texture in the array.
	diffuseAlbedo *= gTextureMaps[diffuseMapIndex].Sample(gsamAnisotropicWrap, pin.TexC);
#ifdef ALPHA_TEST
    // Discard pixel if texture alpha < 0.1.  We do this test as soon 
    // as possible in the shader so that we can potentially exit the
    // shader early, thereby skipping the rest of the shader code.
    clip(diffuseAlbedo.a - 0.1f);
#endif
}

这里要注意,PS我们不需要任何返回值,但如果你有alpha_test,那么我们可以通过clip防止他写入深度图。

VertexOut VS(VertexIn vin)
	VertexOut vout = (VertexOut)0.0f;
	// Fetch the material data.
	MaterialData matData = gMaterialData[gMaterialIndex];
    // Transform to world space.
    float4 posW = mul(float4(vin.PosL, 1.0f), gWorld);
    vout.PosW = posW.xyz;
    // Assumes nonuniform scaling; otherwise, need to use inverse-transpose of world matrix.
    vout.NormalW = mul(vin.NormalL, (float3x3)gWorld);
	vout.TangentW = mul(vin.TangentU, (float3x3)gWorld);
    // Transform to homogeneous clip space.
    vout.PosH = mul(posW, gViewProj);
	// Output vertex attributes for interpolation across triangle.
	float4 texC = mul(float4(vin.TexC, 0.0f, 1.0f), gTexTransform);
	vout.TexC = mul(texC, matData.MatTransform).xy;
    // Generate projective tex-coords to project shadow map onto scene.
    vout.ShadowPosH = mul(posW, gShadowTransform);
    return vout;
float4 PS(VertexOut pin) : SV_Target
	// Fetch the material data.
	MaterialData matData = gMaterialData[gMaterialIndex];
	float4 diffuseAlbedo = matData.DiffuseAlbedo;
	float3 fresnelR0 = matData.FresnelR0;
	float  roughness = matData.Roughness;
	uint diffuseMapIndex = matData.DiffuseMapIndex;
	uint normalMapIndex = matData.NormalMapIndex;
    // Dynamically look up the texture in the array.
    diffuseAlbedo *= gTextureMaps[diffuseMapIndex].Sample(gsamAnisotropicWrap, pin.TexC);
#ifdef ALPHA_TEST
    // Discard pixel if texture alpha < 0.1.  We do this test as soon 
    // as possible in the shader so that we can potentially exit the
    // shader early, thereby skipping the rest of the shader code.
    clip(diffuseAlbedo.a - 0.1f);
#endif
	// Interpolating normal can unnormalize it, so renormalize it.
    pin.NormalW = normalize(pin.NormalW);
	float4 normalMapSample = gTextureMaps[normalMapIndex].Sample(gsamAnisotropicWrap, pin.TexC);
	float3 bumpedNormalW = NormalSampleToWorldSpace(normalMapSample.rgb, pin.NormalW, pin.TangentW);
	// Uncomment to turn off normal mapping.
    //bumpedNormalW = pin.NormalW;
    // Vector from point being lit to eye. 
    float3 toEyeW = normalize(gEyePosW - pin.PosW);
    // Light terms.
    float4 ambient = gAmbientLight*diffuseAlbedo;
    // Only the first light casts a shadow.
    float3 shadowFactor = float3(1.0f, 1.0f, 1.0f);
    shadowFactor[0] = CalcShadowFactor(pin.ShadowPosH);
    const float shininess = (1.0f - roughness) * normalMapSample.a;
    Material mat = { diffuseAlbedo, fresnelR0, shininess };
    float4 directLight = ComputeLighting(gLights, mat, pin.PosW,
        bumpedNormalW, toEyeW, shadowFactor);
    float4 litColor = ambient + directLight;
	// Add in specular reflections.
    float3 r = reflect(-toEyeW, bumpedNormalW);
    float4 reflectionColor = gCubeMap.Sample(gsamLinearWrap, r);
    float3 fresnelFactor = SchlickFresnel(fresnelR0, bumpedNormalW, r);
    litColor.rgb += shininess * fresnelFactor * reflectionColor.rgb;
    // Common convention to take alpha from diffuse albedo.
    litColor.a = diffuseAlbedo.a;
    return litColor;
float CalcShadowFactor(float4 shadowPosH)
    // Complete projection by doing division by w.
    shadowPosH.xyz /= shadowPosH.w;
    // Depth in NDC space.
    float depth = shadowPosH.z;
    uint width, height, numMips;
    gShadowMap.GetDimensions(0, width, height, numMips);
    // Texel size.
    float dx = 1.0f / (float)width;
    float percentLit = 0.0f;
    const float2 offsets[9] =
        float2(-dx,  -dx), float2(0.0f,  -dx), float2(dx,  -dx),
        float2(-dx, 0.0f), float2(0.0f, 0.0f), float2(dx, 0.0f),
        float2(-dx,  +dx), float2(0.0f,  +dx), float2(dx,  +dx)
    [unroll]
    for(int i = 0; i < 9; ++i)