/// <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); } } } }