ReloadShaders (4种 m_pSHScene m_pSHSkyBox m_pSHWater, m_pSHRefractiveMask)
simpleVP.cg skyboxVP.cg waterVP.cg refractiveMaskFP.cg
SHADER 传入 POS, T0 ,T1 ,T2
Init()
创建 m_pRTRefraction 折射RenderTarget
创建 m_pRTReflection 反射RenderTarget
取出 m_plD3DBackbufferSurf, m_plD3DDepthStencilSurfAA
创建 m_plD3DDepthStencilSurf
Render()
RenderScene(0) Scene, Sky->plD3DBackbufferSurf
CreateRefractionMap() Water->plD3DBackbufferSurf -> copyto -> m_pRTRefraction
CreateReflectionMap() -> SetRenderTarget(m_pRTReflection), RenderScene(1); SetRenderTarget(plD3DBackbufferSurf),
RenderWater() 0-m_pWavesBump 1-m_pRTRefraction 2-m_pRTReflection