mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 16:31:38 +00:00
d16c6646b7
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5594 fc73d0e0-1445-4013-8a0c-d673dee63da5
514 lines
14 KiB
C
514 lines
14 KiB
C
#include "quakedef.h"
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#ifdef D3D11QUAKE
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#include "winquake.h"
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#include "shader.h"
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#define COBJMACROS
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#include <d3d11.h>
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extern ID3D11Device *pD3DDev11;
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extern ID3D11DeviceContext *d3ddevctx;
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extern D3D_FEATURE_LEVEL d3dfeaturelevel;
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#define D3D_HAVE_FULL_NPOT() (d3dfeaturelevel>=D3D_FEATURE_LEVEL_10_0)
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void D3D11BE_UnbindAllTextures(void);
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ID3D11ShaderResourceView *D3D11_Image_View(const texid_t id)
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{
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if (!id || !id->ptr)
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return NULL;
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if (!id->ptr2)
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ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)id->ptr, NULL, (ID3D11ShaderResourceView**)&id->ptr2);
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return id->ptr2;
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}
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void D3D11_DestroyTexture (texid_t tex)
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{
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if (!tex)
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return;
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if (tex->ptr2)
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ID3D11ShaderResourceView_Release((ID3D11ShaderResourceView*)tex->ptr2);
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tex->ptr2 = NULL;
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if (tex->ptr)
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ID3D11Texture2D_Release((ID3D11Texture2D*)tex->ptr);
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tex->ptr = NULL;
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}
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qboolean D3D11_LoadTextureMips(image_t *tex, const struct pendingtextureinfo *mips)
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{
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unsigned int blockbytes, blockwidth, blockheight;
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HRESULT hr;
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D3D11_TEXTURE2D_DESC tdesc = {0};
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D3D11_SUBRESOURCE_DATA *subresdesc;
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int i, layer;
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if (!sh_config.texfmt[mips->encoding])
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{
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Con_Printf("Texture encoding %i not supported by d3d11\n", mips->encoding);
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return false;
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}
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if (mips->type != (tex->flags & IF_TEXTYPEMASK)>>IF_TEXTYPESHIFT)
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return false;
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tdesc.Width = mips->mip[0].width;
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tdesc.Height = mips->mip[0].height;
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tdesc.ArraySize = 1;
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tdesc.SampleDesc.Count = 1;
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tdesc.SampleDesc.Quality = 0;
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tdesc.Usage = mips->mip[0].data?D3D11_USAGE_IMMUTABLE:D3D11_USAGE_DYNAMIC;
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tdesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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tdesc.CPUAccessFlags = (mips->mip[0].data)?0:D3D11_CPU_ACCESS_WRITE;
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tdesc.MiscFlags = 0;
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tdesc.Format = DXGI_FORMAT_UNKNOWN;
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if (tex->flags & IF_RENDERTARGET)
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{
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tdesc.BindFlags |= D3D11_BIND_RENDER_TARGET;
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tdesc.Usage = D3D11_USAGE_DEFAULT;
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tdesc.CPUAccessFlags = 0;
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}
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if (mips->type == PTI_CUBE)
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{
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tdesc.ArraySize *= 6;
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tdesc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
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}
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// else if (mips->type == PTI_2D_ARRAY)
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// {
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// tdesc.ArraySize *= mips->mip[0].depth;
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// }
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else if (mips->type != PTI_2D)
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return false; //nyi
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//d3d11.1 formats
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#define DXGI_FORMAT_B4G4R4A4_UNORM 115
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//dxgi formats are expressed in little-endian bit order. byte-aligned formats are always in byte order and are thus little-endian even on big-endian machines.
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//so byte aligned have the same order, while misligned need reversed order.
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switch(mips->encoding)
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{
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case PTI_DEPTH16:
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tdesc.Format = DXGI_FORMAT_D16_UNORM;
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tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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break;
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case PTI_DEPTH24:
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tdesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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break;
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case PTI_DEPTH32:
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tdesc.Format = DXGI_FORMAT_D32_FLOAT;
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tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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break;
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case PTI_DEPTH24_8:
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tdesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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break;
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case PTI_RGB565:
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tdesc.Format = DXGI_FORMAT_B5G6R5_UNORM;
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break;
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case PTI_ARGB1555:
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tdesc.Format = DXGI_FORMAT_B5G5R5A1_UNORM;
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break;
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case PTI_RGBA5551:
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// tdesc.Format = DXGI_FORMAT_A1B5G5R5_UNORM;
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break;
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case PTI_ARGB4444:
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tdesc.Format = DXGI_FORMAT_B4G4R4A4_UNORM; //DX11.1
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break;
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case PTI_RGBA4444:
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// tdesc.Format = DXGI_FORMAT_A4B4G4R4_UNORM;
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break;
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case PTI_RGB8:
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// tdesc.Format = DXGI_FORMAT_R8G8B8_UNORM;
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break;
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case PTI_BGR8:
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// tdesc.Format = DXGI_FORMAT_B8G8R8_UNORM;
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break;
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case PTI_RGB8_SRGB:
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// tdesc.Format = DXGI_FORMAT_R8G8B8_SRGB;
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break;
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case PTI_BGR8_SRGB:
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// tdesc.Format = DXGI_FORMAT_B8G8R8_SRGB;
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break;
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case PTI_RGBA8:
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tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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break;
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case PTI_RGBX8: //d3d11 has no alphaless format. be sure to proprly disable alpha in the shader.
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tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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break;
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case PTI_BGRA8:
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tdesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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break;
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case PTI_BGRX8:
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tdesc.Format = DXGI_FORMAT_B8G8R8X8_UNORM;
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break;
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case PTI_A2BGR10: //mostly for rendertargets, might also be useful for overbight lightmaps.
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tdesc.Format = DXGI_FORMAT_R10G10B10A2_UNORM;
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break;
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case PTI_E5BGR9:
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tdesc.Format = DXGI_FORMAT_R9G9B9E5_SHAREDEXP;
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break;
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case PTI_B10G11R11F:
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tdesc.Format = DXGI_FORMAT_R11G11B10_FLOAT;
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break;
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case PTI_RGBA8_SRGB:
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tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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break;
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case PTI_RGBX8_SRGB: //d3d11 has no alphaless format. be sure to proprly disable alpha in the shader.
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tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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break;
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case PTI_BGRA8_SRGB:
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tdesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
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break;
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case PTI_BGRX8_SRGB:
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tdesc.Format = DXGI_FORMAT_B8G8R8X8_UNORM_SRGB;
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break;
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case PTI_BC1_RGB: //d3d11 provides no way to disable alpha with dxt1. be sure to proprly disable alpha in the shader.
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case PTI_BC1_RGBA:
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tdesc.Format = DXGI_FORMAT_BC1_UNORM;
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break;
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case PTI_BC2_RGBA:
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tdesc.Format = DXGI_FORMAT_BC2_UNORM;
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break;
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case PTI_BC3_RGBA:
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tdesc.Format = DXGI_FORMAT_BC3_UNORM;
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break;
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case PTI_BC1_RGB_SRGB: //d3d11 provides no way to disable alpha with dxt1. be sure to proprly disable alpha in the shader.
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case PTI_BC1_RGBA_SRGB:
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tdesc.Format = DXGI_FORMAT_BC1_UNORM_SRGB;
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break;
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case PTI_BC2_RGBA_SRGB:
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tdesc.Format = DXGI_FORMAT_BC2_UNORM_SRGB;
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break;
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case PTI_BC3_RGBA_SRGB:
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tdesc.Format = DXGI_FORMAT_BC3_UNORM_SRGB;
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break;
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case PTI_BC4_R8:
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tdesc.Format = DXGI_FORMAT_BC4_UNORM;
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break;
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case PTI_BC4_R8_SNORM:
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tdesc.Format = DXGI_FORMAT_BC4_SNORM;
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break;
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case PTI_BC5_RG8:
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tdesc.Format = DXGI_FORMAT_BC5_UNORM;
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break;
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case PTI_BC5_RG8_SNORM:
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tdesc.Format = DXGI_FORMAT_BC5_SNORM;
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break;
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case PTI_BC6_RGB_UFLOAT:
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tdesc.Format = DXGI_FORMAT_BC6H_UF16;
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break;
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case PTI_BC6_RGB_SFLOAT:
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tdesc.Format = DXGI_FORMAT_BC6H_SF16;
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break;
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case PTI_BC7_RGBA:
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tdesc.Format = DXGI_FORMAT_BC7_UNORM;
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break;
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case PTI_BC7_RGBA_SRGB:
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tdesc.Format = DXGI_FORMAT_BC7_UNORM_SRGB;
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break;
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case PTI_R16:
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tdesc.Format = DXGI_FORMAT_R16_UNORM;
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break;
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case PTI_RGBA16:
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tdesc.Format = DXGI_FORMAT_R16G16B16A16_UNORM;
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break;
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case PTI_R16F:
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tdesc.Format = DXGI_FORMAT_R16_FLOAT;
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break;
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case PTI_R32F:
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tdesc.Format = DXGI_FORMAT_R32_FLOAT;
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break;
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case PTI_RGBA16F:
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tdesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
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break;
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case PTI_RGBA32F:
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tdesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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break;
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case PTI_RGB32F:
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tdesc.Format = DXGI_FORMAT_R32G32B32_FLOAT;
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break;
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case PTI_L8: //UNSUPPORTED
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case PTI_P8: //R8, but different usage.
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case PTI_R8:
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tdesc.Format = DXGI_FORMAT_R8_UNORM;
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break;
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case PTI_L8A8: //UNSUPPORTED
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case PTI_RG8:
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tdesc.Format = DXGI_FORMAT_R8G8_UNORM;
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break;
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case PTI_R8_SNORM:
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tdesc.Format = DXGI_FORMAT_R8_SNORM;
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break;
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case PTI_RG8_SNORM:
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tdesc.Format = DXGI_FORMAT_R8G8_SNORM;
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break;
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case PTI_L8_SRGB: //no swizzles / single-channel srgb
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case PTI_L8A8_SRGB: //no swizzles / single-channel srgb
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case PTI_ETC1_RGB8: //not invented here...
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case PTI_ETC2_RGB8:
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case PTI_ETC2_RGB8A1:
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case PTI_ETC2_RGB8A8:
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case PTI_ETC2_RGB8_SRGB:
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case PTI_ETC2_RGB8A1_SRGB:
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case PTI_ETC2_RGB8A8_SRGB:
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case PTI_EAC_R11:
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case PTI_EAC_R11_SNORM:
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case PTI_EAC_RG11:
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case PTI_EAC_RG11_SNORM:
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case PTI_ASTC_4X4_LDR: //not invented here...
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case PTI_ASTC_5X4_LDR:
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case PTI_ASTC_5X5_LDR:
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case PTI_ASTC_6X5_LDR:
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case PTI_ASTC_6X6_LDR:
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case PTI_ASTC_8X5_LDR:
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case PTI_ASTC_8X6_LDR:
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case PTI_ASTC_10X5_LDR:
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case PTI_ASTC_10X6_LDR:
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case PTI_ASTC_8X8_LDR:
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case PTI_ASTC_10X8_LDR:
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case PTI_ASTC_10X10_LDR:
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case PTI_ASTC_12X10_LDR:
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case PTI_ASTC_12X12_LDR:
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case PTI_ASTC_4X4_HDR:
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case PTI_ASTC_5X4_HDR:
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case PTI_ASTC_5X5_HDR:
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case PTI_ASTC_6X5_HDR:
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case PTI_ASTC_6X6_HDR:
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case PTI_ASTC_8X5_HDR:
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case PTI_ASTC_8X6_HDR:
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case PTI_ASTC_10X5_HDR:
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case PTI_ASTC_10X6_HDR:
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case PTI_ASTC_8X8_HDR:
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case PTI_ASTC_10X8_HDR:
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case PTI_ASTC_10X10_HDR:
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case PTI_ASTC_12X10_HDR:
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case PTI_ASTC_12X12_HDR:
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case PTI_ASTC_4X4_SRGB:
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case PTI_ASTC_5X4_SRGB:
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case PTI_ASTC_5X5_SRGB:
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case PTI_ASTC_6X5_SRGB:
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case PTI_ASTC_6X6_SRGB:
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case PTI_ASTC_8X5_SRGB:
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case PTI_ASTC_8X6_SRGB:
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case PTI_ASTC_10X5_SRGB:
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case PTI_ASTC_10X6_SRGB:
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case PTI_ASTC_8X8_SRGB:
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case PTI_ASTC_10X8_SRGB:
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case PTI_ASTC_10X10_SRGB:
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case PTI_ASTC_12X10_SRGB:
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case PTI_ASTC_12X12_SRGB:
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#ifdef FTE_TARGET_WEB
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case PTI_WHOLEFILE: //basically webgl only...
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#endif
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case PTI_MAX: //not actually valid...
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case PTI_EMULATED: //not hardware-compatible.
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break;
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}
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if (tdesc.Format == DXGI_FORMAT_UNKNOWN)
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{
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return false;
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}
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Image_BlockSizeForEncoding(mips->encoding, &blockbytes, &blockwidth, &blockheight);
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if (!mips->mip[0].data)
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{
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subresdesc = alloca(sizeof(*subresdesc));
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subresdesc[0].pSysMem = NULL;
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subresdesc[0].SysMemPitch = 0;
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subresdesc[0].SysMemSlicePitch = 0;
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//one mip, but no data. happens with rendertargets
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tdesc.MipLevels = 1;
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}
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else
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{
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subresdesc = alloca(tdesc.ArraySize*mips->mipcount*sizeof(*subresdesc));
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for (layer = 0; layer < tdesc.ArraySize; layer++)
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{
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for (i = 0; i < mips->mipcount; i++)
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{
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subresdesc[i+layer*mips->mipcount].SysMemPitch = ((mips->mip[i].width+blockwidth-1)/blockwidth) * blockbytes;
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subresdesc[i+layer*mips->mipcount].SysMemSlicePitch = subresdesc[i].SysMemPitch * ((mips->mip[i].width+blockheight-1)/blockheight);
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subresdesc[i+layer*mips->mipcount].pSysMem = (qbyte*)mips->mip[i].data + subresdesc[i+layer*mips->mipcount].SysMemSlicePitch*layer;
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}
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}
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tdesc.MipLevels = mips->mipcount;
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}
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D3D11_DestroyTexture(tex);
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hr = ID3D11Device_CreateTexture2D(pD3DDev11, &tdesc, (mips->mip[0].data?subresdesc:NULL), (ID3D11Texture2D**)&tex->ptr);
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return !FAILED(hr);
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}
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void D3D11_UploadLightmap(lightmapinfo_t *lm)
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{
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extern cvar_t r_lightmap_nearest;
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struct pendingtextureinfo mips;
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image_t *tex;
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lm->modified = false;
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if (!TEXVALID(lm->lightmap_texture))
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{
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lm->lightmap_texture = Image_CreateTexture("***lightmap***", NULL, (r_lightmap_nearest.ival?IF_NEAREST:IF_LINEAR));
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if (!lm->lightmap_texture)
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return;
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}
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tex = lm->lightmap_texture;
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mips.extrafree = NULL;
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mips.type = PTI_2D;
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mips.mip[0].data = lm->lightmaps;
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mips.mip[0].needfree = false;
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mips.mip[0].width = lm->width;
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mips.mip[0].height = lm->height;
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mips.mip[0].datasize = lm->width*lm->height*4;
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switch (lm->fmt)
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{
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default:
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case PTI_A2BGR10:
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case PTI_E5BGR9:
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case PTI_B10G11R11F:
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case PTI_RGBA16F:
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case PTI_RGBA32F:
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mips.encoding = lm->fmt;
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break;
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case PTI_BGRA8:
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mips.encoding = PTI_BGRX8;
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break;
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case PTI_RGBA8:
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mips.encoding = PTI_RGBX8;
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break;
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case PTI_L8:
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mips.encoding = PTI_R8; //FIXME: unspported
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break;
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}
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mips.mipcount = 1;
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D3D11_LoadTextureMips(tex, &mips);
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tex->width = lm->width;
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tex->height = lm->height;
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lm->lightmap_texture = tex;
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}
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#ifdef RTLIGHTS
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static const int shadowfmt = 1;
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static const int shadowfmts[][3] =
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{
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//sampler, creation, render
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{DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT},
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{DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_D16_UNORM},
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{DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM}
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};
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image_t shadowmap_texture[2];
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ID3D11DepthStencilView *shadowmap_dsview[2];
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ID3D11RenderTargetView *shadowmap_rtview[2];
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texid_t D3D11_GetShadowMap(int id)
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{
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texid_t tex = &shadowmap_texture[id];
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if (!tex->ptr)
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{
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return r_nulltex;
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}
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if (!tex->ptr2)
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{
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D3D11_SHADER_RESOURCE_VIEW_DESC desc;
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desc.Format = shadowfmts[shadowfmt][0];
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desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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desc.Texture2D.MostDetailedMip = 0;
|
|
desc.Texture2D.MipLevels = -1;
|
|
ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)tex->ptr, &desc, (ID3D11ShaderResourceView**)&tex->ptr2);
|
|
}
|
|
return tex;
|
|
}
|
|
void D3D11_TerminateShadowMap(void)
|
|
{
|
|
int i;
|
|
for (i = 0; i < sizeof(shadowmap_texture)/sizeof(shadowmap_texture[0]); i++)
|
|
{
|
|
if (shadowmap_dsview[i])
|
|
ID3D11DepthStencilView_Release(shadowmap_dsview[i]);
|
|
shadowmap_dsview[i] = NULL;
|
|
D3D11_DestroyTexture(&shadowmap_texture[i]);
|
|
}
|
|
}
|
|
qboolean D3D11_BeginShadowMap(int id, int w, int h)
|
|
{
|
|
D3D11_TEXTURE2D_DESC texdesc;
|
|
HRESULT hr;
|
|
|
|
if (!shadowmap_dsview[id] && !shadowmap_rtview[id])
|
|
{
|
|
memset(&texdesc, 0, sizeof(texdesc));
|
|
|
|
texdesc.Width = w;
|
|
texdesc.Height = h;
|
|
texdesc.MipLevels = 1;
|
|
texdesc.ArraySize = 1;
|
|
texdesc.Format = shadowfmts[shadowfmt][1];
|
|
texdesc.SampleDesc.Count = 1;
|
|
texdesc.SampleDesc.Quality = 0;
|
|
texdesc.Usage = D3D11_USAGE_DEFAULT;
|
|
texdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
|
|
texdesc.CPUAccessFlags = 0;
|
|
texdesc.MiscFlags = 0;
|
|
|
|
if (shadowfmt == 2)
|
|
texdesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
|
|
|
|
// Create the texture
|
|
if (!shadowmap_texture[id].ptr)
|
|
{
|
|
hr = ID3D11Device_CreateTexture2D(pD3DDev11, &texdesc, NULL, (ID3D11Texture2D **)&shadowmap_texture[id].ptr);
|
|
if (FAILED(hr))
|
|
return false;
|
|
}
|
|
|
|
|
|
if (shadowfmt == 2)
|
|
{
|
|
hr = ID3D11Device_CreateRenderTargetView(pD3DDev11, (ID3D11Resource *)shadowmap_texture[id].ptr, NULL, &shadowmap_rtview[id]);
|
|
}
|
|
else
|
|
{
|
|
D3D11_DEPTH_STENCIL_VIEW_DESC rtdesc;
|
|
rtdesc.Format = shadowfmts[shadowfmt][2];
|
|
rtdesc.Flags = 0;
|
|
rtdesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
|
|
rtdesc.Texture2D.MipSlice = 0;
|
|
hr = ID3D11Device_CreateDepthStencilView(pD3DDev11, (ID3D11Resource *)shadowmap_texture[id].ptr, &rtdesc, &shadowmap_dsview[id]);
|
|
}
|
|
if (FAILED(hr))
|
|
return false;
|
|
}
|
|
D3D11BE_UnbindAllTextures();
|
|
if (shadowfmt == 2)
|
|
{
|
|
float colours[4] = {0, 1, 0, 0};
|
|
colours[0] = frandom();
|
|
colours[1] = frandom();
|
|
colours[2] = frandom();
|
|
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &shadowmap_rtview[id], shadowmap_dsview[id]);
|
|
ID3D11DeviceContext_ClearRenderTargetView(d3ddevctx, shadowmap_rtview[id], colours);
|
|
}
|
|
else
|
|
{
|
|
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 0, NULL, shadowmap_dsview[id]);
|
|
ID3D11DeviceContext_ClearDepthStencilView(d3ddevctx, shadowmap_dsview[id], D3D11_CLEAR_DEPTH, 1.0f, 0);
|
|
}
|
|
return true;
|
|
}
|
|
void D3D11_EndShadowMap(void)
|
|
{
|
|
extern ID3D11RenderTargetView *fb_backbuffer;
|
|
extern ID3D11DepthStencilView *fb_backdepthstencil;
|
|
ID3D11DeviceContext_OMSetRenderTargets(d3ddevctx, 1, &fb_backbuffer, fb_backdepthstencil);
|
|
}
|
|
#endif
|
|
|
|
#endif
|