Example #1
0
        /// <summary>
        /// 描画
        /// </summary>
        public void Draw()
        {
            var context = GraphicsCore.ImmediateContext;

            UpdateDraw();

            {
                // GBuffer
                using (new ksGpuProfilePoint(context, "Render GBuffer")) {
                    MyRenderer.CurrentDrawCamera = MyRenderer.Camera3D;
                    RenderGBuffer();
                }

                var framebuffer = new MyRenderer.FrameBuffer();
                var edgeBuffer  = hdrResolveBuffer_;
                // アウトライン検出
                using (new ksGpuProfilePoint(context, "Outline")) {
                    framebuffer.color_buffer_ = new Texture[] { hdrResolveBuffer_ };
                    context.SetRenderTargets(framebuffer.color_buffer_, framebuffer.depth_stencil_);
                    prim_.GetMaterial().SetShader("Outline");
                    prim_.GetMaterial().SetShaderViewPS(0, gbuffers_[0]);
                    prim_.GetMaterial().SetShaderViewPS(1, gbuffers_[1]);
                    prim_.GetMaterial().BlendState = RenderState.BlendState.None;
                    prim_.Draw(context);

                    //framebuffer.color_buffer_ = new Texture[] { gbuffers_[1] };
                    //ksRenderer.BeginRender(framebuffer);
                    //fxaaPrim_.GetMaterial().SetShaderViewPS(0, hdrResolveBuffer_);
                    //fxaaPrim_.Draw();
                    //ksRenderer.EndRender();
                    //edgeBuffer = gbuffers_[1];
                }

                // vertexIDによるスプライト描画
                using (new ksGpuProfilePoint(context, "LineSprite")) {
                    framebuffer.color_buffer_ = new Texture[] { gbuffers_[0] };
                    context.SetRenderTargets(framebuffer.color_buffer_, framebuffer.depth_stencil_);
                    if (test)
                    {
                        MyRenderer.D3D11ImmediateContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding());
                        lineSpriteMaterial_.SetShaderViewVS(0, edgeBuffer);
                        lineSpriteMaterial_.SetShaderViewPS(0, lineTexture_);
                        lineSpriteMaterial_.DepthState = RenderState.DepthState.None;
                        lineSpriteMaterial_.BlendState = RenderState.BlendState.Normal;
                        lineSpriteMaterial_.Setup(context);
                        Matrix ident = Matrix.Identity;
                        ShaderManager.SetUniformParams(ref ident);
                        MyRenderer.SetRasterizerState(RenderState.RasterizerState.CullNone);
                        int instance = hdrResolveBuffer_.Width * hdrResolveBuffer_.Height;
                        MyRenderer.D3D11ImmediateContext.DrawInstanced(6, instance, 0, 0);
                    }
                    else
                    {
                        prim_.GetMaterial().SetShader("Direct");
                        prim_.GetMaterial().SetShaderViewPS(0, hdrResolveBuffer_);
                        prim_.GetMaterial().BlendState = RenderState.BlendState.Normal;
                        prim_.Draw(context);
                    }
                }


                // 最終レンダリング
                MyRenderer.BeginRender();
                {
                    // ライティング結果
                    using (new ksGpuProfilePoint(context, "FXAA")) {
                        fxaaPrim_.GetMaterial().SetShaderViewPS(0, gbuffers_[0]);
                        fxaaPrim_.GetMaterial().BlendState = RenderState.BlendState.None;
                        fxaaPrim_.Draw(context);
                    }
                }
            }
        }