Patch - Deth Shader integration for shadow map - V10.6.1

This commit is contained in:
2025-05-28 15:02:43 +02:00
parent 1af71960c3
commit 0e11ead55b
6 changed files with 150 additions and 11 deletions

View File

@@ -43,6 +43,8 @@
#include <DirectXMath.h>
#include <mutex>
#include "shadow_map.h"
/////////////
// GLOBALS //
@@ -236,6 +238,9 @@ private :
position_class* position_;
int drawcalls_;
shadow_map* shadow_map_;
ID3D11ShaderResourceView* shadow_map_srv_;
// ------------------------------------ //
// ------------- OBJECTS -------------- //
// ------------------------------------ //
@@ -258,7 +263,6 @@ private :
std::vector<light_class*> lights_;
int num_lights_;
light_class* sun_light_;
XMFLOAT3 true_light_position_;
model_class* light_model_;
@@ -270,7 +274,6 @@ private :
font_shader_class* font_shader_;
bitmap_class* bitmap_;
sprite_class* sprite_;
bool enable_cel_shading_;
// ----------------------------------- //

View File

@@ -0,0 +1,23 @@
#pragma once
#include <d3d11.h>
#include <directxmath.h>
class shadow_map {
public:
shadow_map();
~shadow_map();
bool initialize(ID3D11Device* device, int width, int height);
void shutdown();
void set_render_target(ID3D11DeviceContext* context);
void clear_render_target(ID3D11DeviceContext* context, float depth = 1.0f);
ID3D11ShaderResourceView* get_shader_resource_view();
private:
ID3D11Texture2D* depth_texture_;
ID3D11DepthStencilView* depth_stencil_view_;
ID3D11ShaderResourceView* shader_resource_view_;
int width_, height_;
};