网上查了很多,很多是rtt,,setRenderTarget()的不多,借鉴shadowmap例子,
初始化
//创建shadowmap纹理 hr = pd3dDevice->CreateTexture( m_TextureSize, m_TextureSize, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &m_pRTTTexture, NULL); //创建深度模板 hr = pd3dDevice->CreateDepthStencilSurface(m_TextureSize, m_TextureSize, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, 0, TRUE, &m_pRTTSurface, NULL);
每帧(这里写在了一个beginscene()和endScene()之间,以提高灵活性,很多都是写了两个beginScene()
V(pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 45, 50, 170), 1.0f, 0)); pd3dDevice->BeginScene();
LPDIRECT3DSURFACE9 backgroundSurface = NULL; pd3dDevice->GetRenderTarget(0, &backgroundSurface); LPDIRECT3DSURFACE9 pOldDS = NULL; pd3dDevice->GetDepthStencilSurface(&pOldDS); LPDIRECT3DSURFACE9 RTTSurface = NULL; g_OccluderObject.ReturnTexture()->GetSurfaceLevel(0, &RTTSurface);
pd3dDevice->SetRenderTarget(0, RTTSurface); pd3dDevice->SetDepthStencilSurface(g_OccluderObject.getRTTSurface()); V(pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 45, 50, 170), 1.0f, 0)); pd3dDevice->BeginScene(); g_OccluderObject.RenderToTexture(pd3dDevice, &g_matView, &g_matProject,&g_matViewRTT, &g_matProjectRTT); pd3dDevice->EndScene(); //恢复以前的背景页面 pd3dDevice->SetRenderTarget(0, backgroundSurface); pd3dDevice->SetDepthStencilSurface(pOldDS); //渲染物体 g_OccluderObject.renderObjectVector(pd3dDevice); g_TextureDebug.OnFrameRender(pd3dDevice, g_OccluderObject.ReturnTexture(), 0); pd3dDevice->EndScene(); backgroundSurface->Release(); backgroundSurface = NULL; RTTSurface->Release(); RTTSurface = NULL; pOldDS->Release(); pOldDS = NULL;
