Beispiel #1
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="w"></param>
        /// <param name="h"></param>
        public void ScreenSizeChanged(int w, int h)
        {
            csMgr_.ScreenSizeChanged(w, h);
            var bufs = new IShaderView[] { gbuffers_[0], gbuffers_[1], gbuffers_[2], GraphicsCore.DefaultDepthBuffer, lightMgr_.LightBuffer, shadowMap_.Map };

            csMgr_.SetResources(bufs);

            // GBuffer
            for (int i = 0; i < gbufferDesc_.Length; i++)
            {
                gbufferDesc_[i].width  = w;
                gbufferDesc_[i].height = h;
                gbuffers_[i].Dispose();
                gbuffers_[i].Initialize(gbufferDesc_[i]);
            }
            deferredBuffer_.depth_stencil_ = GraphicsCore.DefaultDepthBuffer;
            forwardBuffer_.depth_stencil_  = GraphicsCore.DefaultDepthBuffer;
            uav_.Dispose();
            uavDesc_.width  = w;
            uavDesc_.height = h;
            uav_.Initialize(uavDesc_);
            hdrResolveBuffer_.Dispose();
            hdrResolveDesc_.width  = w;
            hdrResolveDesc_.height = h;
            hdrResolveBuffer_.Initialize(hdrResolveDesc_);
            prim_.GetMaterial().SetShaderViewPS(0, debugViewList_[ViewModel.ViewIndex]);

            // カラーバッファ作り替え
            fxaaPrim_.GetMaterial().SetShaderViewPS(0, hdrResolveBuffer_);
        }
 public void SetResources(int index, IShaderView resource)
 {
     resources_[index] = resource;
 }
Beispiel #3
0
 public void SetShaderViewVS(int index, IShaderView texture)
 {
     vsShaderViews_[index] = texture;
 }
 public void SetShaderResourceCS(int index, IShaderView view)
 {
     context_.ComputeShader.SetShaderResource(view.ShaderResourceView, index);
 }
 public void SetShaderResourceVS(int index, IShaderView view)
 {
     context_.VertexShader.SetShaderResource(view.ShaderResourceView, index);
 }
 /// <summary>
 /// シェーダリソースのセット
 /// </summary>
 public void SetShaderResourcePS(int index, IShaderView view)
 {
     context_.PixelShader.SetShaderResource(view.ShaderResourceView, index);
 }
Beispiel #7
0
        /// <summary>
        /// レンダーターゲット初期化
        /// </summary>
        void InitializeTarget()
        {
            // deferred用MRTバッファ
            gbufferDesc_ = new Texture.InitDesc[] {
                new Texture.InitDesc()
                {
                    bindFlag = TextureBuffer.BindFlag.IsRenderTarget,
                    width    = GraphicsCore.TargetWidth,
                    height   = GraphicsCore.TargetHeight,
                    format   = SlimDX.DXGI.Format.R16G16B16A16_Float,
                },
                new Texture.InitDesc()
                {
                    bindFlag = TextureBuffer.BindFlag.IsRenderTarget,
                    width    = GraphicsCore.TargetWidth,
                    height   = GraphicsCore.TargetHeight,
                    format   = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
                },
                new Texture.InitDesc()
                {
                    bindFlag = TextureBuffer.BindFlag.IsRenderTarget,
                    width    = GraphicsCore.TargetWidth,
                    height   = GraphicsCore.TargetHeight,
                    format   = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
                },
            };
            gbuffers_ = new Texture[gbufferDesc_.Length];
            for (int i = 0; i < gbuffers_.Length; i++)
            {
                gbuffers_[i] = new Texture(gbufferDesc_[i]);
            }
            deferredBuffer_ = new GraphicsCore.FrameBuffer();
            deferredBuffer_.color_buffer_  = gbuffers_;
            deferredBuffer_.depth_stencil_ = GraphicsCore.DefaultDepthBuffer;

            uavDesc_ = new Texture.InitDesc {
                bindFlag = TextureBuffer.BindFlag.IsRenderTarget | TextureBuffer.BindFlag.IsUnorderedAccess,
                width    = GraphicsCore.TargetWidth,
                height   = GraphicsCore.TargetHeight,
                format   = SlimDX.DXGI.Format.R16G16B16A16_Float,
            };
            uav_ = new Texture(uavDesc_);
            csMgr_.SetUAVs(new Texture[] { uav_ });
            var bufs = new IShaderView[] { gbuffers_[0], gbuffers_[1], gbuffers_[2], GraphicsCore.DefaultDepthBuffer, lightMgr_.LightBuffer, shadowMap_.Map };

            csMgr_.SetResources(bufs);

            hdrResolveDesc_ = new Texture.InitDesc()
            {
                bindFlag = TextureBuffer.BindFlag.IsRenderTarget,
                width    = GraphicsCore.TargetWidth,
                height   = GraphicsCore.TargetHeight,
                format   = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
            };
            hdrResolveBuffer_ = new Texture(hdrResolveDesc_);

            forwardBuffer_ = new GraphicsCore.FrameBuffer();
            forwardBuffer_.color_buffer_  = new Texture[] { uav_ };
            forwardBuffer_.depth_stencil_ = GraphicsCore.DefaultDepthBuffer;

            hdrResultBuffer_ = new GraphicsCore.FrameBuffer();
            hdrResultBuffer_.color_buffer_  = new Texture[] { hdrResolveBuffer_ };
            hdrResultBuffer_.depth_stencil_ = null;

            // キューブマップ
            int cubeSize = 128;

            globalCapture_ = new ReflectionCapture(cubeSize, new Vector3(0, 3, 0));
            localCapture_  = new List <ReflectionCapture>();
            giTextures_    = new Texture[3];
            if (System.IO.File.Exists("asset/gitex_r.dds"))
            {
                giTextures_[0] = new Texture("asset/gitex_r.dds");
                giTextures_[1] = new Texture("asset/gitex_g.dds");
                giTextures_[2] = new Texture("asset/gitex_b.dds");
                csMgr_.SetResources(6, giTextures_[0]);
                csMgr_.SetResources(7, giTextures_[1]);
                csMgr_.SetResources(8, giTextures_[2]);
                cubeMapRenderEnable_ = false;
            }

            // グリッド上で生成
            if (cubeMapRenderEnable_)
            {
                Vector3 bounds = cubeMapInfo_.boundingMax - cubeMapInfo_.boundingMin;
                for (int z = 0; z < cubeMapInfo_.numZ; z++)
                {
                    for (int y = 0; y < cubeMapInfo_.numY; y++)
                    {
                        for (int x = 0; x < cubeMapInfo_.numX; x++)
                        {
                            Vector3 add = new Vector3(bounds.X * ((float)x / (cubeMapInfo_.numX - 1)),
                                                      bounds.Y * ((float)y / (cubeMapInfo_.numY - 1)),
                                                      bounds.Z * ((float)z / (cubeMapInfo_.numZ - 1))
                                                      );
                            Vector3 pos = cubeMapInfo_.boundingMin + add;
                            localCapture_.Add(new ReflectionCapture(cubeSize, pos));
                        }
                    }
                }
            }

            // アンチなし用プリム
            Lib.Rect rect = new Lib.Rect(new Vector3(-1.0f, 1.0f, 0.0f), new Vector3(1.0f, -1.0f, 0.0f));
            prim_ = new Prim("Direct", (uint)Shader.VertexAttr.TEXCOORD0);
            prim_.AddRect(ref rect);
            prim_.GetMaterial().SetShaderViewPS(0, gbuffers_[0]);
            prim_.GetMaterial().DepthState = RenderState.DepthState.None;

            // FXAA
            fxaaPrim_ = new Prim("FXAA", (uint)Shader.VertexAttr.TEXCOORD0);
            fxaaPrim_.AddRect(ref rect);
            fxaaPrim_.GetMaterial().SetShaderViewPS(0, hdrResolveBuffer_);
            fxaaPrim_.GetMaterial().DepthState = RenderState.DepthState.None;

            // デバッグ表示用
            debugViewList_ = new Texture[] {
                hdrResolveBuffer_,
                gbuffers_[0],
                gbuffers_[1],
                gbuffers_[2],
                shadowMap_.Map,
                toneMap_.LuminanceAvgTexture,
            };
        }