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Deferred shading
Deferred shading Deferred shading Szécsi László Egg::render legyen scriptelhet?, hogy mit csinálunk: szedjük szét a rendert lua scriptb?l hívható részfeladatokra elején a beállítások fixen maradnak scriptb?l: render target beállítás scriptb?l: render target t?rlés scriptb?l: színtér rajzolása valamilyen Role szerint Directory.h végére typedef DirectoryIDirect3DSurface9, true RenderTargetDirectory; typedef DirectoryIDirect3DSurface9, true DepthStencilDirectory; Egg tagváltozók RenderTargetDirectory renderTargetDirectory; DepthStencilDirectory depthStencilDirectory; TextureDirectory rttDirectory; createDefaultResourceslokális deferred bufferek LPDIRECT3DSURFACE9 defaultColorBuffer; LPDIRECT3DSURFACE9 defaultDepthStencilBuffer; LPDIRECT3DTEXTURE9 deferredGeometryTexture; LPDIRECT3DSURFACE9 deferredGeometrySurface; LPDIRECT3DTEXTURE9 deferredBrdfTexture; LPDIRECT3DSURFACE9 deferredBrdfSurface; Létrehozás: createDefaultResources const D3DSURFACE_DESC* desc = DXUTGetD3D9BackBufferSurfaceDesc(); float aspect = (float)desc-Width / desc-Height; device-GetRenderTarget(0, defaultColorBuffer); renderTargetDirectory[default] = defaultColorBuffer; device-GetDepthStencilSurface(defaultDepthStencilBuffer); depthStencilDirectory[default] = defaultDepthStencilBuffer; device-CreateTexture( desc-Width, desc-Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A32B32G32R32F, D3DPOOL_DEFAULT, deferredGeometryTexture, NULL); deferredGeometryTexture-GetSurfaceLevel( 0, deferredGeometrySurface); renderTargetDirectory[geometry] = deferredGeometrySurface; rttDirectory[geometry] = deferredGeometryTexture; Létrehozás: createDefaultResources // deferredBrdfTexture, surface ugyanúgy Directory.h void releaseAll(){ iterator i = begin(); iterator e = end(); while(i != e){ if(i-second) i-second-Release(); i++; } clear(); } ~Directory() { releaseAll(); } Felszabadítás:ReleaseDefaultResources renderTargetDirectory.releaseAll(); depthStencilDirectory.releaseAll(); rttDirectory.release
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