setRenderTarget()用法总结

本文详细介绍了如何使用RTT(Render To Texture)技术和ShadowMap来实现阴影效果。通过创建纹理和深度模板,设置渲染目标,以及在每帧中进行渲染场景到纹理的过程,展示了完整的实现步骤。

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;

void PrecomputeParticleDensity(CommandBuffer cmd) { if (particleDensityLUT == null) { particleDensityLUT = new RenderTexture(settings.particleDensityLUTSize, settings.particleDensityLUTSize, 0, RenderTextureFormat.RGFloat, RenderTextureReadWrite.Linear); particleDensityLUT.name = "Particle Density LUT"; particleDensityLUT.filterMode = FilterMode.Bilinear; particleDensityLUT.enableRandomWrite = true; particleDensityLUT.Create(); } if (settings.mode == Mode.Common) { cmd.SetRenderTarget(particleDensityLUT); cmd.DrawProcedural(Matrix4x4.identity, material, (int)Pass.PrecomputeDensity, MeshTopology.Triangles, 3); cmd.SetGlobalTexture(particleDensityLUTId, particleDensityLUT); } else if (settings.mode == Mode.Precompute) { int index = cs.FindKernel("ParticleDensityLUT"); cmd.SetComputeTextureParam(cs, index, "_CSParticleDensityLUT", particleDensityLUT); cmd.SetRenderTarget(particleDensityLUT); cmd.DispatchCompute(cs, index, particleDensityLUT.width / 8, particleDensityLUT.height / 8, 1); cmd.SetGlobalTexture(particleDensityLUTId, particleDensityLUT); } } void PrecomputeParticleDensity(CommandBuffer cmd) { if (particleDensityLUT == null) { particleDensityLUT = new RenderTexture(settings.particleDensityLUTSize, settings.particleDensityLUTSize, 0, RenderTextureFormat.RGFloat, RenderTextureReadWrite.Linear); particleDensityLUT.name = "Particle Density LUT"; particleDensityLUT.filterMode = FilterMode.Bilinear; particleDensityLUT.enableRandomWrite = true; particleDensityLUT.Create(); } if (settings.mode == Mode.Common) { cmd.SetRenderTarget(particleDensityLUT); cmd.DrawProcedural(Matrix4x4.identity, material, (int)Pass.PrecomputeDensity, MeshTopology.Triangles, 3); cmd.SetGlobalTexture(particleDensityLUTId, particleDensityLUT); } else if (settings.mode == Mode.Precompute) { int index = cs.FindKernel("ParticleDensityLUT"); cmd.SetComputeTextureParam(cs, index, "_CSParticleDensityLUT", particleDensityLUT); cmd.SetRenderTarget(particleDensityLUT); cmd.DispatchCompute(cs, index, particleDensityLUT.width / 8, particleDensityLUT.height / 8, 1); cmd.SetGlobalTexture(particleDensityLUTId, particleDensityLUT); } }如果将该CommandBuffer输入改为RasterCommandBuffer输入该怎么修改代码
09-18
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