Tutorial 41: Multiple Light Shadow Mapping

This tutorial will cover how to implement multiple lights when using shadow mapping. The tutorial is written for DirectX 11 using C++ and HLSL. The code in this tutorial is based on the previous shadow mapping tutorial. Also if you haven't already gone over the multiple light tutorial (Tutorial 30) then I would suggest reviewing that one first as this tutorial assumes you already understand how to illuminate scenes using multiple lights.

Using multiple lights with shadow mapping is an easy extension of the basic shadow mapping technique. Instead of rendering just a single depth map from one light's perspective you now render a depth map for each light in the scene. Then you send a depth map (shadow map) into the shader for each light as well as each light's diffuse color and position. Then for each light you do the exact same shadow process you did for a single light and add all the color results together to get the final pixel value.

To visualize how this works we will setup a scene that has two lights. The following scene has a blue light positioned behind us and to the left. And it also has a second green light positioned behind us and to the right. So if you look at the sphere you can see the green light to the right illuminating the right side of the sphere and you can see the blue light to the left illuminating the left side of the sphere. The cyan color along the midsection of the sphere is the even combination of the blue and green lights.

Now if we render a depth map of the scene from the blue light's perspective and then render a depth map of the scene from the green light's perspective we have what we need to determine where all the shadows will located. We send the two depth maps and the position and color of the two lights into the shader and then perform the shadow map algorithm for each light. This will give us the two final color values for the two lights. We then add those two color values together and we get the following result.

You will see that the green light casts a blue shadow since blue light is the only thing that is illuminating the surface when there is a absence of green light. And likewise the blue light casts a green shadow for the same reason. Where the shadows intersect in the middle of the scene there is only ambient since neither green nor blue light are illuminating the surface.

We will start the code section of the tutorial by examining the revised HLSL shadow shader programs.


Shadow.vs

////////////////////////////////////////////////////////////////////////////////
// Filename: shadow.vs
////////////////////////////////////////////////////////////////////////////////


/////////////
// GLOBALS //
/////////////

We have added a perspective and view matrix for the second light.

cbuffer MatrixBuffer
{
    matrix worldMatrix;
    matrix viewMatrix;
    matrix projectionMatrix;
    matrix lightViewMatrix;
    matrix lightProjectionMatrix;
    matrix lightViewMatrix2;
    matrix lightProjectionMatrix2;
};


//////////////////////
// CONSTANT BUFFERS //
//////////////////////

We have added a position vector for the second light also.

cbuffer LightBuffer2
{
    float3 lightPosition;
    float padding1;
    float3 lightPosition2;
    float padding2;
};


//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
    float4 position : POSITION;
    float2 tex : TEXCOORD0;
    float3 normal : NORMAL;
};

The PixelInputType now has a second light position and a second light viewing position.

struct PixelInputType
{
    float4 position : SV_POSITION;
    float2 tex : TEXCOORD0;
    float3 normal : NORMAL;
    float4 lightViewPosition : TEXCOORD1;
    float3 lightPos : TEXCOORD2;
    float4 lightViewPosition2 : TEXCOORD3;
    float3 lightPos2 : TEXCOORD4;
};


////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType ShadowVertexShader(VertexInputType input)
{
    PixelInputType output;
    float4 worldPosition;
    
    
    // Change the position vector to be 4 units for proper matrix calculations.
    input.position.w = 1.0f;

    // Calculate the position of the vertex against the world, view, and projection matrices.
    output.position = mul(input.position, worldMatrix);
    output.position = mul(output.position, viewMatrix);
    output.position = mul(output.position, projectionMatrix);
    
    // Calculate the position of the vertice as viewed by the light source.
    output.lightViewPosition = mul(input.position, worldMatrix);
    output.lightViewPosition = mul(output.lightViewPosition, lightViewMatrix);
    output.lightViewPosition = mul(output.lightViewPosition, lightProjectionMatrix);

Calculate the second light's viewing position of the vertex.

    // Calculate the position of the vertice as viewed by the second light source.
    output.lightViewPosition2 = mul(input.position, worldMatrix);
    output.lightViewPosition2 = mul(output.lightViewPosition2, lightViewMatrix2);
    output.lightViewPosition2 = mul(output.lightViewPosition2, lightProjectionMatrix2);

    // Store the texture coordinates for the pixel shader.
    output.tex = input.tex;
    
    // Calculate the normal vector against the world matrix only.
    output.normal = mul(input.normal, (float3x3)worldMatrix);
	
    // Normalize the normal vector.
    output.normal = normalize(output.normal);

    // Calculate the position of the vertex in the world.
    worldPosition = mul(input.position, worldMatrix);

    // Determine the light position based on the position of the light and the position of the vertex in the world.
    output.lightPos = lightPosition.xyz - worldPosition.xyz;

    // Normalize the light position vector.
    output.lightPos = normalize(output.lightPos);

Calculate the position of the second light.

    // Determine the second light position based on the position of the light and the position of the vertex in the world.
    output.lightPos2 = lightPosition2.xyz - worldPosition.xyz;

    // Normalize the second light position vector.
    output.lightPos2 = normalize(output.lightPos2);

    return output;
}

Shadow.ps

////////////////////////////////////////////////////////////////////////////////
// Filename: shadow.ps
////////////////////////////////////////////////////////////////////////////////


//////////////
// TEXTURES //
//////////////
Texture2D shaderTexture : register(t0);
Texture2D depthMapTexture : register(t1);

We have added a second depth map texture for the second light.

Texture2D depthMapTexture2 : register(t2);


///////////////////
// SAMPLE STATES //
///////////////////
SamplerState SampleTypeClamp : register(s0);
SamplerState SampleTypeWrap  : register(s1);


//////////////////////
// CONSTANT BUFFERS //
//////////////////////

We have added the diffuse color for the second light.

cbuffer LightBuffer
{
    float4 ambientColor;
    float4 diffuseColor;
    float4 diffuseColor2;
};


//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
    float4 position : SV_POSITION;
    float2 tex : TEXCOORD0;
    float3 normal : NORMAL;
    float4 lightViewPosition : TEXCOORD1;
    float3 lightPos : TEXCOORD2;
    float4 lightViewPosition2 : TEXCOORD3;
    float3 lightPos2 : TEXCOORD4;
};


////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 ShadowPixelShader(PixelInputType input) : SV_TARGET
{
    float bias;
    float4 color;
    float2 projectTexCoord;
    float depthValue;
    float lightDepthValue;
    float lightIntensity;
    float4 textureColor;


    // Set the bias value for fixing the floating point precision issues.
    bias = 0.001f;

    // Set the default output color to the ambient light value for all pixels.
    color = ambientColor;

Calculate the color/shadow for the first light as normal except for that we don't saturate a final light color anymore.

    // Calculate the projected texture coordinates.
    projectTexCoord.x =  input.lightViewPosition.x / input.lightViewPosition.w / 2.0f + 0.5f;
    projectTexCoord.y = -input.lightViewPosition.y / input.lightViewPosition.w / 2.0f + 0.5f;

    // Determine if the projected coordinates are in the 0 to 1 range.  If so then this pixel is in the view of the light.
    if((saturate(projectTexCoord.x) == projectTexCoord.x) && (saturate(projectTexCoord.y) == projectTexCoord.y))
    {
        // Sample the shadow map depth value from the depth texture using the sampler at the projected texture coordinate location.
        depthValue = depthMapTexture.Sample(SampleTypeClamp, projectTexCoord).r;

        // Calculate the depth of the light.
        lightDepthValue = input.lightViewPosition.z / input.lightViewPosition.w;

        // Subtract the bias from the lightDepthValue.
        lightDepthValue = lightDepthValue - bias;

        // Compare the depth of the shadow map value and the depth of the light to determine whether to shadow or to light this pixel.
        // If the light is in front of the object then light the pixel, if not then shadow this pixel since an object (occluder) is casting a shadow on it.
        if(lightDepthValue < depthValue)
        {
            // Calculate the amount of light on this pixel.
            lightIntensity = saturate(dot(input.normal, input.lightPos));
            if(lightIntensity > 0.0f)
            {
                // Determine the final diffuse color based on the diffuse color and the amount of light intensity.
                color += (diffuseColor * lightIntensity);
            }
        }
    }

Now do the same thing for the second light using the second light's shadow map and light variables. And instead of having a separate color result we just add the value to the color result from the first light.

    // Second light.
    projectTexCoord.x =  input.lightViewPosition2.x / input.lightViewPosition2.w / 2.0f + 0.5f;
    projectTexCoord.y = -input.lightViewPosition2.y / input.lightViewPosition2.w / 2.0f + 0.5f;

    if((saturate(projectTexCoord.x) == projectTexCoord.x) && (saturate(projectTexCoord.y) == projectTexCoord.y))
    {
        depthValue = depthMapTexture2.Sample(SampleTypeClamp, projectTexCoord).r;

        lightDepthValue = input.lightViewPosition2.z / input.lightViewPosition2.w;
        lightDepthValue = lightDepthValue - bias;

        if(lightDepthValue < depthValue)
        {
            lightIntensity = saturate(dot(input.normal, input.lightPos2));
            if(lightIntensity > 0.0f)
            {
                color += (diffuseColor2 * lightIntensity);
            }
        }
    }

And then once we have the colors added together we perform the saturate.

    // Saturate the final light color.
    color = saturate(color);

    // Sample the pixel color from the texture using the sampler at this texture coordinate location.
    textureColor = shaderTexture.Sample(SampleTypeWrap, input.tex);

    // Combine the light and texture color.
    color = color * textureColor;

    return color;
}

Shadowshaderclass.h

////////////////////////////////////////////////////////////////////////////////
// Filename: shadowshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _SHADOWSHADERCLASS_H_
#define _SHADOWSHADERCLASS_H_


//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <d3dx10math.h>
#include <d3dx11async.h>
#include <fstream>
using namespace std;


////////////////////////////////////////////////////////////////////////////////
// Class name: ShadowShaderClass
////////////////////////////////////////////////////////////////////////////////
class ShadowShaderClass
{
private:

The MatrixBufferType now has a view and projection matrix for the second light.

	struct MatrixBufferType
	{
		D3DXMATRIX world;
		D3DXMATRIX view;
		D3DXMATRIX projection;
		D3DXMATRIX lightView;
		D3DXMATRIX lightProjection;
		D3DXMATRIX lightView2;
		D3DXMATRIX lightProjection2;
	};

The LightBufferType now has a diffuse color for the second light.

	struct LightBufferType
	{
		D3DXVECTOR4 ambientColor;
		D3DXVECTOR4 diffuseColor;
		D3DXVECTOR4 diffuseColor2;
	};

Also the LightBufferType2 now has a position vector for the second light.

	struct LightBufferType2
	{
		D3DXVECTOR3 lightPosition;
		float padding1;
		D3DXVECTOR3 lightPosition2;
		float padding2;
	};

public:
	ShadowShaderClass();
	ShadowShaderClass(const ShadowShaderClass&);
	~ShadowShaderClass();

	bool Initialize(ID3D11Device*, HWND);
	void Shutdown();
	bool Render(ID3D11DeviceContext*, int, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, ID3D11ShaderResourceView*, 
		    ID3D11ShaderResourceView*, D3DXVECTOR3, D3DXVECTOR4, D3DXVECTOR4, D3DXMATRIX, D3DXMATRIX, ID3D11ShaderResourceView*, D3DXVECTOR3, 
		    D3DXVECTOR4);

private:
	bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
	void ShutdownShader();
	void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);

	bool SetShaderParameters(ID3D11DeviceContext*, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, D3DXMATRIX, ID3D11ShaderResourceView*, 
				 ID3D11ShaderResourceView*, D3DXVECTOR3, D3DXVECTOR4, D3DXVECTOR4, D3DXMATRIX, D3DXMATRIX, ID3D11ShaderResourceView*, 
				 D3DXVECTOR3, D3DXVECTOR4);
	void RenderShader(ID3D11DeviceContext*, int);

private:
	ID3D11VertexShader* m_vertexShader;
	ID3D11PixelShader* m_pixelShader;
	ID3D11InputLayout* m_layout;
	ID3D11SamplerState* m_sampleStateWrap;
	ID3D11SamplerState* m_sampleStateClamp;
	ID3D11Buffer* m_matrixBuffer;
	ID3D11Buffer* m_lightBuffer;
	ID3D11Buffer* m_lightBuffer2;
};

#endif

Shadowshaderclass.cpp

////////////////////////////////////////////////////////////////////////////////
// Filename: shadowshaderclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "shadowshaderclass.h"


ShadowShaderClass::ShadowShaderClass()
{
	m_vertexShader = 0;
	m_pixelShader = 0;
	m_layout = 0;
	m_sampleStateWrap = 0;
	m_sampleStateClamp = 0;
	m_matrixBuffer = 0;
	m_lightBuffer = 0;
	m_lightBuffer2 = 0;
}


ShadowShaderClass::ShadowShaderClass(const ShadowShaderClass& other)
{
}


ShadowShaderClass::~ShadowShaderClass()
{
}


bool ShadowShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
{
	bool result;


	// Initialize the vertex and pixel shaders.
	result = InitializeShader(device, hwnd, L"../Engine/shadow.vs", L"../Engine/shadow.ps");
	if(!result)
	{
		return false;
	}

	return true;
}


void ShadowShaderClass::Shutdown()
{
	// Shutdown the vertex and pixel shaders as well as the related objects.
	ShutdownShader();

	return;
}

The render function now takes as input a view matrix, a projection matrix, a depth map texture, a position, and a diffuse color for the second light. These variables are then passed into the SetShaderParameters function.

bool ShadowShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, 
			       D3DXMATRIX projectionMatrix, D3DXMATRIX lightViewMatrix, D3DXMATRIX lightProjectionMatrix, 
			       ID3D11ShaderResourceView* texture, ID3D11ShaderResourceView* depthMapTexture, D3DXVECTOR3 lightPosition, 
			       D3DXVECTOR4 ambientColor, D3DXVECTOR4 diffuseColor, D3DXMATRIX lightViewMatrix2, D3DXMATRIX lightProjectionMatrix2, 
			       ID3D11ShaderResourceView* depthMapTexture2, D3DXVECTOR3 lightPosition2, D3DXVECTOR4 diffuseColor2)
{
	bool result;


	// Set the shader parameters that it will use for rendering.
	result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, lightViewMatrix, lightProjectionMatrix, texture, 
				     depthMapTexture, lightPosition, ambientColor, diffuseColor, lightViewMatrix2, lightProjectionMatrix2, depthMapTexture2,
				     lightPosition2, diffuseColor2);
	if(!result)
	{
		return false;
	}

	// Now render the prepared buffers with the shader.
	RenderShader(deviceContext, indexCount);

	return true;
}


bool ShadowShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
{
	HRESULT result;
	ID3D10Blob* errorMessage;
	ID3D10Blob* vertexShaderBuffer;
	ID3D10Blob* pixelShaderBuffer;
	D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
	unsigned int numElements;
	D3D11_SAMPLER_DESC samplerDesc;
	D3D11_BUFFER_DESC matrixBufferDesc;
	D3D11_BUFFER_DESC lightBufferDesc;
	D3D11_BUFFER_DESC lightBufferDesc2;


	// Initialize the pointers this function will use to null.
	errorMessage = 0;
	vertexShaderBuffer = 0;
	pixelShaderBuffer = 0;

	// Compile the vertex shader code.
	result = D3DX11CompileFromFile(vsFilename, NULL, NULL, "ShadowVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL, 
				       &vertexShaderBuffer, &errorMessage, NULL);
	if(FAILED(result))
	{
		// If the shader failed to compile it should have writen something to the error message.
		if(errorMessage)
		{
			OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
		}
		// If there was nothing in the error message then it simply could not find the shader file itself.
		else
		{
			MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
		}

		return false;
	}

	// Compile the pixel shader code.
	result = D3DX11CompileFromFile(psFilename, NULL, NULL, "ShadowPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, NULL, 
				       &pixelShaderBuffer, &errorMessage, NULL);
	if(FAILED(result))
	{
		// If the shader failed to compile it should have writen something to the error message.
		if(errorMessage)
		{
			OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
		}
		// If there was nothing in the error message then it simply could not find the file itself.
		else
		{
			MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
		}

		return false;
	}

	// Create the vertex shader from the buffer.
	result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
	if(FAILED(result))
	{
		return false;
	}

	// Create the pixel shader from the buffer.
	result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
	if(FAILED(result))
	{
		return false;
	}

	// Create the vertex input layout description.
	polygonLayout[0].SemanticName = "POSITION";
	polygonLayout[0].SemanticIndex = 0;
	polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
	polygonLayout[0].InputSlot = 0;
	polygonLayout[0].AlignedByteOffset = 0;
	polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
	polygonLayout[0].InstanceDataStepRate = 0;

	polygonLayout[1].SemanticName = "TEXCOORD";
	polygonLayout[1].SemanticIndex = 0;
	polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
	polygonLayout[1].InputSlot = 0;
	polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
	polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
	polygonLayout[1].InstanceDataStepRate = 0;

	polygonLayout[2].SemanticName = "NORMAL";
	polygonLayout[2].SemanticIndex = 0;
	polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
	polygonLayout[2].InputSlot = 0;
	polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
	polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
	polygonLayout[2].InstanceDataStepRate = 0;

	// Get a count of the elements in the layout.
	numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);

	// Create the vertex input layout.
	result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), 
					   &m_layout);
	if(FAILED(result))
	{
		return false;
	}

	// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
	vertexShaderBuffer->Release();
	vertexShaderBuffer = 0;

	pixelShaderBuffer->Release();
	pixelShaderBuffer = 0;

	// Create a wrap texture sampler state description.
	samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
	samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
	samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
	samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
	samplerDesc.MipLODBias = 0.0f;
	samplerDesc.MaxAnisotropy = 1;
	samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
	samplerDesc.BorderColor[0] = 0;
	samplerDesc.BorderColor[1] = 0;
	samplerDesc.BorderColor[2] = 0;
	samplerDesc.BorderColor[3] = 0;
	samplerDesc.MinLOD = 0;
	samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;

	// Create the texture sampler state.
	result = device->CreateSamplerState(&samplerDesc, &m_sampleStateWrap);
	if(FAILED(result))
	{
		return false;
	}

	// Create a clamp texture sampler state description.
	samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
	samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
	samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;

	// Create the texture sampler state.
	result = device->CreateSamplerState(&samplerDesc, &m_sampleStateClamp);
	if(FAILED(result))
	{
		return false;
	}

	// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
	matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
	matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
	matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
	matrixBufferDesc.MiscFlags = 0;
	matrixBufferDesc.StructureByteStride = 0;

	// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
	result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
	if(FAILED(result))
	{
		return false;
	}

	// Setup the description of the light dynamic constant buffer that is in the pixel shader.
	lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
	lightBufferDesc.ByteWidth = sizeof(LightBufferType);
	lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
	lightBufferDesc.MiscFlags = 0;
	lightBufferDesc.StructureByteStride = 0;

	// Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
	result = device->CreateBuffer(&lightBufferDesc, NULL, &m_lightBuffer);
	if(FAILED(result))
	{
		return false;
	}

	// Setup the description of the light dynamic constant buffer that is in the vertex shader.
	lightBufferDesc2.Usage = D3D11_USAGE_DYNAMIC;
	lightBufferDesc2.ByteWidth = sizeof(LightBufferType2);
	lightBufferDesc2.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	lightBufferDesc2.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
	lightBufferDesc2.MiscFlags = 0;
	lightBufferDesc2.StructureByteStride = 0;

	// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
	result = device->CreateBuffer(&lightBufferDesc2, NULL, &m_lightBuffer2);
	if(FAILED(result))
	{
		return false;
	}

	return true;
}


void ShadowShaderClass::ShutdownShader()
{
	// Release the light constant buffers.
	if(m_lightBuffer)
	{
		m_lightBuffer->Release();
		m_lightBuffer = 0;
	}

	if(m_lightBuffer2)
	{
		m_lightBuffer2->Release();
		m_lightBuffer2 = 0;
	}

	// Release the matrix constant buffer.
	if(m_matrixBuffer)
	{
		m_matrixBuffer->Release();
		m_matrixBuffer = 0;
	}

	// Release the sampler states.
	if(m_sampleStateWrap)
	{
		m_sampleStateWrap->Release();
		m_sampleStateWrap = 0;
	}

	if(m_sampleStateClamp)
	{
		m_sampleStateClamp->Release();
		m_sampleStateClamp = 0;
	}

	// Release the layout.
	if(m_layout)
	{
		m_layout->Release();
		m_layout = 0;
	}

	// Release the pixel shader.
	if(m_pixelShader)
	{
		m_pixelShader->Release();
		m_pixelShader = 0;
	}

	// Release the vertex shader.
	if(m_vertexShader)
	{
		m_vertexShader->Release();
		m_vertexShader = 0;
	}

	return;
}


void ShadowShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
{
	char* compileErrors;
	unsigned long bufferSize, i;
	ofstream fout;


	// Get a pointer to the error message text buffer.
	compileErrors = (char*)(errorMessage->GetBufferPointer());

	// Get the length of the message.
	bufferSize = errorMessage->GetBufferSize();

	// Open a file to write the error message to.
	fout.open("shader-error.txt");

	// Write out the error message.
	for(i=0; i<bufferSize; i++)
	{
		fout << compileErrors[i];
	}

	// Close the file.
	fout.close();

	// Release the error message.
	errorMessage->Release();
	errorMessage = 0;

	// Pop a message up on the screen to notify the user to check the text file for compile errors.
	MessageBox(hwnd, L"Error compiling shader.  Check shader-error.txt for message.", shaderFilename, MB_OK);

	return;
}

The second light variables are now set in the shader through this function.

bool ShadowShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, D3DXMATRIX worldMatrix, D3DXMATRIX viewMatrix, 
					    D3DXMATRIX projectionMatrix, D3DXMATRIX lightViewMatrix, D3DXMATRIX lightProjectionMatrix, 
					    ID3D11ShaderResourceView* texture, ID3D11ShaderResourceView* depthMapTexture, D3DXVECTOR3 lightPosition,
					    D3DXVECTOR4 ambientColor, D3DXVECTOR4 diffuseColor, D3DXMATRIX lightViewMatrix2, 
					    D3DXMATRIX lightProjectionMatrix2, ID3D11ShaderResourceView* depthMapTexture2, D3DXVECTOR3 lightPosition2, 
					    D3DXVECTOR4 diffuseColor2)
{
	HRESULT result;
	D3D11_MAPPED_SUBRESOURCE mappedResource;
	unsigned int bufferNumber;
	MatrixBufferType* dataPtr;
	LightBufferType* dataPtr2;
	LightBufferType2* dataPtr3;


	// Transpose the matrices to prepare them for the shader.
	D3DXMatrixTranspose(&worldMatrix, &worldMatrix);
	D3DXMatrixTranspose(&viewMatrix, &viewMatrix);
	D3DXMatrixTranspose(&projectionMatrix, &projectionMatrix);
	D3DXMatrixTranspose(&lightViewMatrix, &lightViewMatrix);
	D3DXMatrixTranspose(&lightProjectionMatrix, &lightProjectionMatrix);
	D3DXMatrixTranspose(&lightViewMatrix2, &lightViewMatrix2);
	D3DXMatrixTranspose(&lightProjectionMatrix2, &lightProjectionMatrix2);

	// Lock the constant buffer so it can be written to.
	result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
	if(FAILED(result))
	{
		return false;
	}

	// Get a pointer to the data in the constant buffer.
	dataPtr = (MatrixBufferType*)mappedResource.pData;

	// Copy the matrices into the constant buffer.
	dataPtr->world = worldMatrix;
	dataPtr->view = viewMatrix;
	dataPtr->projection = projectionMatrix;
	dataPtr->lightView = lightViewMatrix;
	dataPtr->lightProjection = lightProjectionMatrix;
	dataPtr->lightView2 = lightViewMatrix2;
	dataPtr->lightProjection2 = lightProjectionMatrix2;

	// Unlock the constant buffer.
	deviceContext->Unmap(m_matrixBuffer, 0);

	// Set the position of the constant buffer in the vertex shader.
	bufferNumber = 0;

	// Now set the constant buffer in the vertex shader with the updated values.
	deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);

	// Set shader texture resources in the pixel shader.
	deviceContext->PSSetShaderResources(0, 1, &texture);
	deviceContext->PSSetShaderResources(1, 1, &depthMapTexture);
	deviceContext->PSSetShaderResources(2, 1, &depthMapTexture2);

	// Lock the light constant buffer so it can be written to.
	result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
	if(FAILED(result))
	{
		return false;
	}

	// Get a pointer to the data in the constant buffer.
	dataPtr2 = (LightBufferType*)mappedResource.pData;

	// Copy the lighting variables into the constant buffer.
	dataPtr2->ambientColor = ambientColor;
	dataPtr2->diffuseColor = diffuseColor;
	dataPtr2->diffuseColor2 = diffuseColor2;

	// Unlock the constant buffer.
	deviceContext->Unmap(m_lightBuffer, 0);

	// Set the position of the light constant buffer in the pixel shader.
	bufferNumber = 0;

	// Finally set the light constant buffer in the pixel shader with the updated values.
	deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);

	// Lock the second light constant buffer so it can be written to.
	result = deviceContext->Map(m_lightBuffer2, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
	if(FAILED(result))
	{
		return false;
	}

	// Get a pointer to the data in the constant buffer.
	dataPtr3 = (LightBufferType2*)mappedResource.pData;

	// Copy the lighting variables into the constant buffer.
	dataPtr3->lightPosition = lightPosition;
	dataPtr3->lightPosition2 = lightPosition2;
	dataPtr3->padding1 = 0.0f;
	dataPtr3->padding2 = 0.0f;

	// Unlock the constant buffer.
	deviceContext->Unmap(m_lightBuffer2, 0);

	// Set the position of the light constant buffer in the vertex shader.
	bufferNumber = 1;

	// Finally set the light constant buffer in the vertex shader with the updated values.
	deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer2);

	return true;
}


void ShadowShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
{
	// Set the vertex input layout.
	deviceContext->IASetInputLayout(m_layout);

	// Set the vertex and pixel shaders that will be used to render this triangle.
	deviceContext->VSSetShader(m_vertexShader, NULL, 0);
	deviceContext->PSSetShader(m_pixelShader, NULL, 0);

	// Set the sampler states in the pixel shader.
	deviceContext->PSSetSamplers(0, 1, &m_sampleStateClamp);
	deviceContext->PSSetSamplers(1, 1, &m_sampleStateWrap);

	// Render the triangle.
	deviceContext->DrawIndexed(indexCount, 0, 0);

	return;
}

Graphicsclass.h

////////////////////////////////////////////////////////////////////////////////
// Filename: graphicsclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _GRAPHICSCLASS_H_
#define _GRAPHICSCLASS_H_


///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "d3dclass.h"
#include "cameraclass.h"
#include "modelclass.h"
#include "lightclass.h"
#include "rendertextureclass.h"
#include "depthshaderclass.h"
#include "shadowshaderclass.h"


/////////////
// GLOBALS //
/////////////
const bool FULL_SCREEN = true;
const bool VSYNC_ENABLED = true;
const float SCREEN_DEPTH = 100.0f;
const float SCREEN_NEAR = 1.0f;
const int SHADOWMAP_WIDTH = 1024;
const int SHADOWMAP_HEIGHT = 1024;


////////////////////////////////////////////////////////////////////////////////
// Class name: GraphicsClass
////////////////////////////////////////////////////////////////////////////////
class GraphicsClass
{
public:
	GraphicsClass();
	GraphicsClass(const GraphicsClass&);
	~GraphicsClass();

	bool Initialize(int, int, HWND);
	void Shutdown();
	bool Frame(float, float, float, float, float, float);

private:
	bool RenderSceneToTexture();

There is now an additional function for rendering the scene from the second light's perspective onto a second depth map texture.

	bool RenderSceneToTexture2();
	bool Render();

private:
	D3DClass* m_D3D;
	CameraClass* m_Camera;
	ModelClass *m_CubeModel, *m_GroundModel, *m_SphereModel;
	LightClass* m_Light;
	RenderTextureClass* m_RenderTexture;
	DepthShaderClass* m_DepthShader;
	ShadowShaderClass* m_ShadowShader;

We have added a second light and a second render to texture object for the second light.

	LightClass* m_Light2;
	RenderTextureClass* m_RenderTexture2;
};

#endif

Graphicsclass.cpp

////////////////////////////////////////////////////////////////////////////////
// Filename: graphicsclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "graphicsclass.h"


GraphicsClass::GraphicsClass()
{
	m_D3D = 0;
	m_Camera = 0;
	m_CubeModel = 0;
	m_GroundModel = 0;
	m_SphereModel = 0;
	m_Light = 0;
	m_RenderTexture = 0;
	m_DepthShader = 0;	
	m_ShadowShader = 0;

Initialize the second light and second render to texture to null in the class constructor.

	m_Light2 = 0;
	m_RenderTexture2 = 0;
}


GraphicsClass::GraphicsClass(const GraphicsClass& other)
{
}


GraphicsClass::~GraphicsClass()
{
}


bool GraphicsClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
{
	bool result;


	// Create the Direct3D object.
	m_D3D = new D3DClass;
	if(!m_D3D)
	{
		return false;
	}

	// Initialize the Direct3D object.
	result = m_D3D->Initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR);
	if(!result)
	{
		MessageBox(hwnd, L"Could not initialize Direct3D.", L"Error", MB_OK);
		return false;
	}

	// Create the camera object.
	m_Camera = new CameraClass;
	if(!m_Camera)
	{
		return false;
	}

	// Set the initial position of the camera.
	m_Camera->SetPosition(0.0f, 0.0f, -10.0f);
	
	// Create the cube model object.
	m_CubeModel = new ModelClass;
	if(!m_CubeModel)
	{
		return false;
	}

	// Initialize the cube model object.
	result = m_CubeModel->Initialize(m_D3D->GetDevice(), "../Engine/data/cube.txt", L"../Engine/data/wall01.dds");
	if(!result)
	{
		MessageBox(hwnd, L"Could not initialize the cube model object.", L"Error", MB_OK);
		return false;
	}

	// Set the position for the cube model.
	m_CubeModel->SetPosition(-2.0f, 2.0f, 0.0f);

	// Create the sphere model object.
	m_SphereModel = new ModelClass;
	if(!m_SphereModel)
	{
		return false;
	}

	// Initialize the sphere model object.
	result = m_SphereModel->Initialize(m_D3D->GetDevice(), "../Engine/data/sphere.txt", L"../Engine/data/ice.dds");
	if(!result)
	{
		MessageBox(hwnd, L"Could not initialize the sphere model object.", L"Error", MB_OK);
		return false;
	}

	// Set the position for the sphere model.
	m_SphereModel->SetPosition(2.0f, 2.0f, 0.0f);

	// Create the ground model object.
	m_GroundModel = new ModelClass;
	if(!m_GroundModel)
	{
		return false;
	}

	// Initialize the ground model object.
	result = m_GroundModel->Initialize(m_D3D->GetDevice(), "../Engine/data/plane01.txt", L"../Engine/data/metal001.dds");
	if(!result)
	{
		MessageBox(hwnd, L"Could not initialize the ground model object.", L"Error", MB_OK);
		return false;
	}

	// Set the position for the ground model.
	m_GroundModel->SetPosition(0.0f, 1.0f, 0.0f);

	// Create the light object.
	m_Light = new LightClass;
	if(!m_Light)
	{
		return false;
	}

	// Initialize the light object.
	m_Light->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
	m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
	m_Light->SetLookAt(0.0f, 0.0f, 0.0f);
	m_Light->GenerateProjectionMatrix(SCREEN_DEPTH, SCREEN_NEAR);

	// Create the render to texture object.
	m_RenderTexture = new RenderTextureClass;
	if(!m_RenderTexture)
	{
		return false;
	}

	// Initialize the render to texture object.
	result = m_RenderTexture->Initialize(m_D3D->GetDevice(), SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT, SCREEN_DEPTH, SCREEN_NEAR);
	if(!result)
	{
		MessageBox(hwnd, L"Could not initialize the render to texture object.", L"Error", MB_OK);
		return false;
	}

	// Create the depth shader object.
	m_DepthShader = new DepthShaderClass;
	if(!m_DepthShader)
	{
		return false;
	}

	// Initialize the depth shader object.
	result = m_DepthShader->Initialize(m_D3D->GetDevice(), hwnd);
	if(!result)
	{
		MessageBox(hwnd, L"Could not initialize the depth shader object.", L"Error", MB_OK);
		return false;
	}

	// Create the shadow shader object.
	m_ShadowShader = new ShadowShaderClass;
	if(!m_ShadowShader)
	{
		return false;
	}

	// Initialize the shadow shader object.
	result = m_ShadowShader->Initialize(m_D3D->GetDevice(), hwnd);
	if(!result)
	{
		MessageBox(hwnd, L"Could not initialize the shadow shader object.", L"Error", MB_OK);
		return false;
	}

Setup the second light object and second render to texture object.

	// Create the second light object.
	m_Light2 = new LightClass;
	if(!m_Light2)
	{
		return false;
	}

	// Initialize the second light object.
	m_Light2->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
	m_Light2->SetLookAt(0.0f, 0.0f, 0.0f);
	m_Light2->GenerateProjectionMatrix(SCREEN_DEPTH, SCREEN_NEAR);

	// Create the second render to texture object.
	m_RenderTexture2 = new RenderTextureClass;
	if(!m_RenderTexture2)
	{
		return false;
	}

	// Initialize the second render to texture object.
	result = m_RenderTexture2->Initialize(m_D3D->GetDevice(), SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT, SCREEN_DEPTH, SCREEN_NEAR);
	if(!result)
	{
		MessageBox(hwnd, L"Could not initialize the second render to texture object.", L"Error", MB_OK);
		return false;
	}

	return true;
}


void GraphicsClass::Shutdown()
{

The second light object and second render to texture object are released in the Shutdown function.

	// Release the second render to texture object.
	if(m_RenderTexture2)
	{
		m_RenderTexture2->Shutdown();
		delete m_RenderTexture2;
		m_RenderTexture2 = 0;
	}

	// Release the second light object.
	if(m_Light2)
	{
		delete m_Light2;
		m_Light2 = 0;
	}

	// Release the shadow shader object.
	if(m_ShadowShader)
	{
		m_ShadowShader->Shutdown();
		delete m_ShadowShader;
		m_ShadowShader = 0;
	}

	// Release the depth shader object.
	if(m_DepthShader)
	{
		m_DepthShader->Shutdown();
		delete m_DepthShader;
		m_DepthShader = 0;
	}

	// Release the render to texture object.
	if(m_RenderTexture)
	{
		m_RenderTexture->Shutdown();
		delete m_RenderTexture;
		m_RenderTexture = 0;
	}

	// Release the light object.
	if(m_Light)
	{
		delete m_Light;
		m_Light = 0;
	}

	// Release the ground model object.
	if(m_GroundModel)
	{
		m_GroundModel->Shutdown();
		delete m_GroundModel;
		m_GroundModel = 0;
	}

	// Release the sphere model object.
	if(m_SphereModel)
	{
		m_SphereModel->Shutdown();
		delete m_SphereModel;
		m_SphereModel = 0;
	}

	// Release the cube model object.
	if(m_CubeModel)
	{
		m_CubeModel->Shutdown();
		delete m_CubeModel;
		m_CubeModel = 0;
	}

	// Release the camera object.
	if(m_Camera)
	{
		delete m_Camera;
		m_Camera = 0;
	}

	// Release the D3D object.
	if(m_D3D)
	{
		m_D3D->Shutdown();
		delete m_D3D;
		m_D3D = 0;
	}

	return;
}


bool GraphicsClass::Frame(float posX, float posY, float posZ, float rotX, float rotY, float rotZ)
{
	bool result;


	// Set the position of the camera.
	m_Camera->SetPosition(posX, posY, posZ);
	m_Camera->SetRotation(rotX, rotY, rotZ);

Set the first light behind the camera and to the right. Set the second light behind the camera and to the left.

	// Set the position of the first light.
	m_Light->SetPosition(5.0f, 8.0f, -5.0f);

	// Set the position of the second light.
	m_Light2->SetPosition(-5.0f, 8.0f, -5.0f);

	// Render the graphics scene.
	result = Render();
	if(!result)
	{
		return false;
	}

	return true;
}


bool GraphicsClass::RenderSceneToTexture()
{
	D3DXMATRIX worldMatrix, lightViewMatrix, lightProjectionMatrix, translateMatrix;
	float posX, posY, posZ;
	bool result;


	// Set the render target to be the render to texture.
	m_RenderTexture->SetRenderTarget(m_D3D->GetDeviceContext());

	// Clear the render to texture.
	m_RenderTexture->ClearRenderTarget(m_D3D->GetDeviceContext(), 0.0f, 0.0f, 0.0f, 1.0f);

	// Generate the light view matrix based on the light's position.
	m_Light->GenerateViewMatrix();

	// Get the world matrix from the d3d object.
	m_D3D->GetWorldMatrix(worldMatrix);

	// Get the view and orthographic matrices from the light object.
	m_Light->GetViewMatrix(lightViewMatrix);
	m_Light->GetProjectionMatrix(lightProjectionMatrix);

	// Setup the translation matrix for the cube model.
	m_CubeModel->GetPosition(posX, posY, posZ);
	D3DXMatrixTranslation(&worldMatrix, posX, posY, posZ);

	// Render the cube model with the depth shader.
	m_CubeModel->Render(m_D3D->GetDeviceContext());
	result = m_DepthShader->Render(m_D3D->GetDeviceContext(), m_CubeModel->GetIndexCount(), worldMatrix, lightViewMatrix, lightProjectionMatrix);
	if(!result)
	{
		return false;
	}

	// Reset the world matrix.
	m_D3D->GetWorldMatrix(worldMatrix);

	// Setup the translation matrix for the sphere model.
	m_SphereModel->GetPosition(posX, posY, posZ);
	D3DXMatrixTranslation(&worldMatrix, posX, posY, posZ);

	// Render the sphere model with the depth shader.
	m_SphereModel->Render(m_D3D->GetDeviceContext());
	result = m_DepthShader->Render(m_D3D->GetDeviceContext(), m_SphereModel->GetIndexCount(), worldMatrix, lightViewMatrix, lightProjectionMatrix);
	if(!result)
	{
		return false;
	}

	// Reset the world matrix.
	m_D3D->GetWorldMatrix(worldMatrix);

	// Setup the translation matrix for the ground model.
	m_GroundModel->GetPosition(posX, posY, posZ);
	D3DXMatrixTranslation(&worldMatrix, posX, posY, posZ);

	// Render the ground model with the depth shader.
	m_GroundModel->Render(m_D3D->GetDeviceContext());
	result = m_DepthShader->Render(m_D3D->GetDeviceContext(), m_GroundModel->GetIndexCount(), worldMatrix, lightViewMatrix, lightProjectionMatrix);
	if(!result)
	{
		return false;
	}

	// Reset the render target back to the original back buffer and not the render to texture anymore.
	m_D3D->SetBackBufferRenderTarget();

	// Reset the viewport back to the original.
	m_D3D->ResetViewport();

	return true;
}

This is the new function for rendering the scene from the second light's perspective onto the second render to texture object.

bool GraphicsClass::RenderSceneToTexture2()
{
	D3DXMATRIX worldMatrix, lightViewMatrix, lightProjectionMatrix, translateMatrix;
	float posX, posY, posZ;
	bool result;


	// Set the render target to be the render to texture.
	m_RenderTexture2->SetRenderTarget(m_D3D->GetDeviceContext());

	// Clear the render to texture.
	m_RenderTexture2->ClearRenderTarget(m_D3D->GetDeviceContext(), 0.0f, 0.0f, 0.0f, 1.0f);

	// Generate the light view matrix based on the light's position.
	m_Light2->GenerateViewMatrix();

	// Get the world matrix from the d3d object.
	m_D3D->GetWorldMatrix(worldMatrix);

	// Get the view and orthographic matrices from the light object.
	m_Light2->GetViewMatrix(lightViewMatrix);
	m_Light2->GetProjectionMatrix(lightProjectionMatrix);

	// Setup the translation matrix for the cube model.
	m_CubeModel->GetPosition(posX, posY, posZ);
	D3DXMatrixTranslation(&worldMatrix, posX, posY, posZ);

	// Render the cube model with the depth shader.
	m_CubeModel->Render(m_D3D->GetDeviceContext());
	result = m_DepthShader->Render(m_D3D->GetDeviceContext(), m_CubeModel->GetIndexCount(), worldMatrix, lightViewMatrix, lightProjectionMatrix);
	if(!result)
	{
		return false;
	}

	// Reset the world matrix.
	m_D3D->GetWorldMatrix(worldMatrix);

	// Setup the translation matrix for the sphere model.
	m_SphereModel->GetPosition(posX, posY, posZ);
	D3DXMatrixTranslation(&worldMatrix, posX, posY, posZ);

	// Render the sphere model with the depth shader.
	m_SphereModel->Render(m_D3D->GetDeviceContext());
	result = m_DepthShader->Render(m_D3D->GetDeviceContext(), m_SphereModel->GetIndexCount(), worldMatrix, lightViewMatrix, lightProjectionMatrix);
	if(!result)
	{
		return false;
	}

	// Reset the world matrix.
	m_D3D->GetWorldMatrix(worldMatrix);

	// Setup the translation matrix for the ground model.
	m_GroundModel->GetPosition(posX, posY, posZ);
	D3DXMatrixTranslation(&worldMatrix, posX, posY, posZ);

	// Render the ground model with the depth shader.
	m_GroundModel->Render(m_D3D->GetDeviceContext());
	result = m_DepthShader->Render(m_D3D->GetDeviceContext(), m_GroundModel->GetIndexCount(), worldMatrix, lightViewMatrix, lightProjectionMatrix);
	if(!result)
	{
		return false;
	}

	// Reset the render target back to the original back buffer and not the render to texture anymore.
	m_D3D->SetBackBufferRenderTarget();

	// Reset the viewport back to the original.
	m_D3D->ResetViewport();

	return true;
}


bool GraphicsClass::Render()
{
	D3DXMATRIX worldMatrix, viewMatrix, projectionMatrix, translateMatrix;
	D3DXMATRIX lightViewMatrix, lightProjectionMatrix;
	D3DXMATRIX lightViewMatrix2, lightProjectionMatrix2;
	bool result;
	float posX, posY, posZ;


	// First render the scene to a texture.
	result = RenderSceneToTexture();
	if(!result)
	{
		return false;
	}

The scene is rendered from the second light's perspective onto the second render to texture.

	// Render the scene to texture again but use the second light's view point.
	result = RenderSceneToTexture2();
	if(!result)
	{
		return false;
	}

	// Clear the buffers to begin the scene.
	m_D3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);

	// Generate the view matrix based on the camera's position.
	m_Camera->Render();

	// Generate the light view matrix based on the light's position.
	m_Light->GenerateViewMatrix();

Generate the view matrix for the second light.

	// Do the same for the second light.
	m_Light2->GenerateViewMatrix();

	// Get the world, view, and projection matrices from the camera and d3d objects.
	m_Camera->GetViewMatrix(viewMatrix);
	m_D3D->GetWorldMatrix(worldMatrix);
	m_D3D->GetProjectionMatrix(projectionMatrix);

	// Get the light's view and projection matrices from the light object.
	m_Light->GetViewMatrix(lightViewMatrix);
	m_Light->GetProjectionMatrix(lightProjectionMatrix);

Get the view and projection matrix from the second light.

	// Do the same for the second light.
	m_Light2->GetViewMatrix(lightViewMatrix2);
	m_Light2->GetProjectionMatrix(lightProjectionMatrix2);

Now perform all the rendering passing in the additional second light parameters into the shadow shader.

	// Setup the translation matrix for the cube model.
	m_CubeModel->GetPosition(posX, posY, posZ);
	D3DXMatrixTranslation(&worldMatrix, posX, posY, posZ);
	
	// Put the cube model vertex and index buffers on the graphics pipeline to prepare them for drawing.
	m_CubeModel->Render(m_D3D->GetDeviceContext());

	// Render the model using the shadow shader.
	result = m_ShadowShader->Render(m_D3D->GetDeviceContext(), m_CubeModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, lightViewMatrix, 
					lightProjectionMatrix, m_CubeModel->GetTexture(), m_RenderTexture->GetShaderResourceView(), m_Light->GetPosition(),
					m_Light->GetAmbientColor(), m_Light->GetDiffuseColor(), lightViewMatrix2, lightProjectionMatrix2, 
					m_RenderTexture2->GetShaderResourceView(), m_Light2->GetPosition(), m_Light2->GetDiffuseColor());
	if(!result)
	{
		return false;
	}

	// Reset the world matrix.
	m_D3D->GetWorldMatrix(worldMatrix);

	// Setup the translation matrix for the sphere model.
	m_SphereModel->GetPosition(posX, posY, posZ);
	D3DXMatrixTranslation(&worldMatrix, posX, posY, posZ);

	// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
	m_SphereModel->Render(m_D3D->GetDeviceContext());
	result = m_ShadowShader->Render(m_D3D->GetDeviceContext(), m_SphereModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, lightViewMatrix, 
					lightProjectionMatrix, m_SphereModel->GetTexture(), m_RenderTexture->GetShaderResourceView(), m_Light->GetPosition(), 
					m_Light->GetAmbientColor(), m_Light->GetDiffuseColor(), lightViewMatrix2, lightProjectionMatrix2, 
					m_RenderTexture2->GetShaderResourceView(), m_Light2->GetPosition(), m_Light2->GetDiffuseColor());
	if(!result)
	{
		return false;
	}

	// Reset the world matrix.
	m_D3D->GetWorldMatrix(worldMatrix);

	// Setup the translation matrix for the ground model.
	m_GroundModel->GetPosition(posX, posY, posZ);
	D3DXMatrixTranslation(&worldMatrix, posX, posY, posZ);

	// Render the ground model using the shadow shader.
	m_GroundModel->Render(m_D3D->GetDeviceContext());
	result = m_ShadowShader->Render(m_D3D->GetDeviceContext(), m_GroundModel->GetIndexCount(), worldMatrix, viewMatrix, projectionMatrix, lightViewMatrix,
					lightProjectionMatrix, m_GroundModel->GetTexture(), m_RenderTexture->GetShaderResourceView(), m_Light->GetPosition(), 
					m_Light->GetAmbientColor(), m_Light->GetDiffuseColor(), lightViewMatrix2, lightProjectionMatrix2, 
					m_RenderTexture2->GetShaderResourceView(), m_Light2->GetPosition(), m_Light2->GetDiffuseColor());
	if(!result)
	{
		return false;
	}

	// Present the rendered scene to the screen.
	m_D3D->EndScene();

	return true;
}

Summary

We can now illuminate the scene with multiple lights that all cast shadows.


To Do Exercises

1. Compile and run the program. Use the arrow keys, A, Z, PgUp, PgDn to navigate and view the scene.

2. Modify the color and position of the lights to see the effect on the scene.

3. Rewrite the code to handle three lights. Change the program flow in the shader and the GraphicsClass to use for loops to loop through each light. Set the lights, render textures, and such to be arrays to facilitate the for loops.


Source Code

Source Code and Data Files: dx11src41.zip

Executable: dx11exe41.zip

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