/// <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_); }
/// <summary> /// /// </summary> /// <param name="w"></param> /// <param name="h"></param> public void ScreenSizeChanged(int w, int h) { // 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]); } gBufferBinder_.depth_stencil_ = MyRenderer.DefaultDepthBuffer; hdrResolveBuffer_.Dispose(); hdrResolveDesc_.width = w; hdrResolveDesc_.height = h; hdrResolveBuffer_.Initialize(hdrResolveDesc_); // カラーバッファ作り替え fxaaPrim_.GetMaterial().SetShaderViewPS(0, hdrResolveBuffer_); }