Render to Texture
RTT(Render to Texture):渲染到纹理。普通的图形渲染流程中,最终结果是渲染到帧缓存中,最后显示到屏幕上,然后可以把纹理继续应用到场景绘制中,比如渲染一个场景A到纹理中,在另一个场景B的一个电视屏幕上把刚才的纹理贴上去,就像是在播放A一样,再比如各种镜子中的景象也是一样道理。
1 创建一张Texture2D 存储生成的图像,并绑定D3D11_BIND_SHADER_RESOURCE 作为Shader纹理资源
还有D3D11_BIND_RENDER_TARGET ,绑定为渲染目标视图。
D3D11_TEXTURE2D_DESC texDesc;
texDesc.Width = D3d->GetWidth();
texDesc.Height = D3d->GetHeight();
texDesc.MipLevels = 1;
texDesc.ArraySize = 1;
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Usage = D3D11_USAGE_DEFAULT;
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET | D3D11_BIND_UNORDERED_ACCESS;
texDesc.CPUAccessFlags = 0;
texDesc.MiscFlags = 0;
ID3D11Texture2D* offscreenTex = nullptr;
HR(D3d->GetDevice()->CreateTexture2D(&texDesc, 0, &offscreenTex));
HR(D3d->GetDevice()->CreateRenderTargetView(offscreenTex, nullptr, &OffscreenRTV));
HR(D3d->GetDevice()->CreateShaderResourceView(offscreenTex, nullptr, &OffscreenSRV));
ReleaseCOM(offscreenTex);
2 设置Context的目标视图为刚才创建的OffscreenRTV目标视图, Context->OMSetRenderTargets(1, &OffscreenRTV, m_pDepthStencilView);然后绘制的图形将保存在刚才创建的纹理中,而不是后台缓存中。
利用RTT生成的画中画
项目Github地址https://github.com/xinhua302/Graphics-Engine