Exemplo n.º 1
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    = MyRenderer.TargetWidth,
                    height   = MyRenderer.TargetHeight,
                    format   = SlimDX.DXGI.Format.R8G8B8A8_UNorm,
                },
                new Texture.InitDesc()
                {
                    bindFlag = TextureBuffer.BindFlag.IsRenderTarget,
                    width    = MyRenderer.TargetWidth,
                    height   = MyRenderer.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]);
            }
            gBufferBinder_ = new MyRenderer.FrameBuffer();
            gBufferBinder_.color_buffer_  = gbuffers_;
            gBufferBinder_.depth_stencil_ = MyRenderer.DefaultDepthBuffer;

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

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

            // 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("Outline", (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;

            // ラインスプライト
            lineSpriteMaterial_ = new Material();
            lineSpriteMaterial_.SetShader("LineSprite", 0);
            lineTexture_ = new Texture("asset/texture/circle32x32_2.png");

            Lib.Shader.SetConstantBufferUpdateFunc("CB_LineSprite", (o, e) => {
                dynamic cb       = e;
                cb.g_screenScale = new Vector4(hdrResolveBuffer_.Width, hdrResolveBuffer_.Height, 1.0f / hdrResolveBuffer_.Width, 1.0f / hdrResolveBuffer_.Height);
                return(true);
            });

            // デバッグ表示用
            debugViewList_ = new Texture[] {
                hdrResolveBuffer_,
                gbuffers_[0],
                gbuffers_[1],
            };
        }
Exemplo n.º 2
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);
                    }
                }
            }
        }