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;