关于多个镜面蒙板的问题

pandahur 2012-04-08 06:27:49
一个场景里有4个镜面,先将其一起Draw To Stencil Buffer, 然后在渲染每个面的时候如何防止因先后顺序造成的图像重叠覆盖呢?


pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
pd3dDevice->SetRenderState(D3DRS_STENCILREF, 0x1);
pd3dDevice->SetRenderState(D3DRS_STENCILMASK, 0xffffffff);
pd3dDevice->SetRenderState(D3DRS_STENCILWRITEMASK, 0xffffffff);
pd3dDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
pd3dDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
pd3dDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);

pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);

vector<CObject3D*> vecMirror;
for(vector<CObject3D*>::iterator it=m_listOpaque.begin();it!=m_listOpaque.end();it++)
{
if((*it)->m_bIsMirror)
{
D3DXVECTOR3 vNormal((*it)->m_plane.a,(*it)->m_plane.b,(*it)->m_plane.c);
D3DXVECTOR3 vEye = *g_pX3DControl->m_Camera.GetEyePt()-(*it)->m_planeCenter;

FLOAT fRes = D3DXVec3Dot(&vNormal, &vEye);
if(fRes>=0.0f)
continue;
vecMirror.push_back(*it);
(*it)->RenderOneStage(pd3dDevice, m_pAmbientStage, fTime, fElapsedTime);
}
}

pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
pd3dDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_EQUAL);
pd3dDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);

m_bMirrorFlag = true;
for(vector<CObject3D*>::iterator it=vecMirror.begin();it!=vecMirror.end();it++)
{
V(pd3dDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0f, 0L));
pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_DESTCOLOR);
pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ZERO);

D3DXMatrixReflect(&m_MatReflect, &(*it)->m_plane);
StagesPerLight(pd3dDevice,fTime,fElapsedTime,NULL,(*it));
}
m_bMirrorFlag = false;

pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);

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