# Khaotic Engine Reborn: enginecustom/src/src/system/shadow_map.cpp Source File

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shadow_map.cpp
#include "shadow_map.h"
shadow_map::shadow_map()
: depth_texture_(nullptr), depth_stencil_view_(nullptr), shader_resource_view_(nullptr), width_(0), height_(0) {}
shadow_map::~shadow_map() {
shutdown();
}
bool shadow_map::initialize(ID3D11Device* device, int width, int height) {
width_ = width;
height_ = height;
D3D11_TEXTURE2D_DESC texDesc = {};
texDesc.Width = width;
texDesc.Height = height;
texDesc.MipLevels = 1;
texDesc.ArraySize = 1;
texDesc.Format = DXGI_FORMAT_R24G8_TYPELESS;
texDesc.SampleDesc.Count = 1;
texDesc.Usage = D3D11_USAGE_DEFAULT;
texDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
if (FAILED(device->CreateTexture2D(&texDesc, nullptr, &depth_texture_)))
return false;
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc = {};
dsvDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice = 0;
if (FAILED(device->CreateDepthStencilView(depth_texture_, &dsvDesc, &depth_stencil_view_)))
return false;
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
if (FAILED(device->CreateShaderResourceView(depth_texture_, &srvDesc, &shader_resource_view_)))
return false;
return true;
}
void shadow_map::shutdown() {
if (shader_resource_view_) { shader_resource_view_->Release(); shader_resource_view_ = nullptr; }
if (depth_stencil_view_) { depth_stencil_view_->Release(); depth_stencil_view_ = nullptr; }
if (depth_texture_) { depth_texture_->Release(); depth_texture_ = nullptr; }
}
void shadow_map::set_render_target(ID3D11DeviceContext* context) {
context->OMSetRenderTargets(0, nullptr, depth_stencil_view_);
}
void shadow_map::clear_render_target(ID3D11DeviceContext* context, float depth) {
context->ClearDepthStencilView(depth_stencil_view_, D3D11_CLEAR_DEPTH, depth, 0);
}
ID3D11ShaderResourceView* shadow_map::get_shader_resource_view() {
return shader_resource_view_;
}