/// <summary> /// キューブマップにレンダリング /// </summary> public static void RenderingCubeMap(GraphicsContext context, Texture cubemap, Texture depth, Vector3 position, Action sceneDrawFunc) { GraphicsCore.FrameBuffer frameBuffer = new GraphicsCore.FrameBuffer() { color_buffer_ = new Texture[1] { cubemap }, depth_stencil_ = depth, is_array_buffer_ = true, }; Camera backupCamera = GraphicsCore.CurrentDrawCamera; Camera camera = new Camera(); // 右手対応のためx反転している Matrix projection = Matrix.PerspectiveFovRH((float)System.Math.PI / 2.0f, 1.0f, 0.1f, 1000.0f) * Matrix.Scaling(-1, 1, 1); Matrix view = Matrix.LookAtRH(position, Vector3.Zero, Vector3.UnitZ); camera.InitializeExternal(view, projection); GraphicsCore.CurrentDrawCamera = camera; GraphicsCore.SetRasterizerState(RenderState.RasterizerState.CullFront); // 各面をレンダリング for (int i = 0; i < 6; ++i) { Vector3 lookAt = new Vector3(); Vector3 upVec = new Vector3(); switch (i) { case 0: lookAt = new Vector3(1.0f, 0.0f, 0.0f); upVec = new Vector3(0.0f, 1.0f, 0.0f); break; case 1: lookAt = new Vector3(-1.0f, 0.0f, 0.0f); upVec = new Vector3(0.0f, 1.0f, 0.0f); break; case 2: lookAt = new Vector3(0.0f, 1.0f, 0.0f); upVec = new Vector3(0.0f, 0.0f, -1.0f); break; case 3: lookAt = new Vector3(0.0f, -1.0f, 0.0f); upVec = new Vector3(0.0f, 0.0f, 1.0f); break; case 4: lookAt = new Vector3(0.0f, 0.0f, 1.0f); upVec = new Vector3(0.0f, 1.0f, 0.0f); break; case 5: lookAt = new Vector3(0.0f, 0.0f, -1.0f); upVec = new Vector3(0.0f, 1.0f, 0.0f); break; } frameBuffer.array_buffer_index_ = i; view = Matrix.LookAtRH(position, position + lookAt, upVec); camera.SetViewMatrix(ref view); camera.Update(); // TODO:要対応 //GraphicsCore.BeginRender(frameBuffer); //sceneDrawFunc(); //GraphicsCore.EndRender(); } GraphicsCore.CurrentDrawCamera = backupCamera; GraphicsCore.SetRasterizerState(RenderState.RasterizerState.CullBack); }
/// <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); } } } }