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PDIRECT3DSURFACE9 BackBufferSurface;
// Altes RenderTarget holden
ddf->GetRenderTarget (0, &BackBufferSurface);
// Offscreen surface holen
PDIRECT3DSURFACE9 OffscreenTargetSurface;
OffscreenTargetTexture->GetSurfaceLevel (0, &OffscreenTargetSurface);
// Offscreen surface als Render Target setzen
ddf->SetRenderTarget (0, OffscreenTargetSurface);
// Offscreen surface freigeben (bitte nicht vergessen, gibt sonst Memory Leaks!)
OffscreenTargetSurface->Release();
OffscreenTargetSurface = NULL;
// Clear - Blau (0, 0, 63)
ddf->Clear (0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB (0, 0, 0), 1.0f, 1);
// Begin Scene
ddf->BeginScene ();
// Effekt starten
UINT np;
Effect->Begin (&np, 0);
// for each pass which is not the last of the technique
for (int Pass = 0; Pass < np - 1; Pass++)
{
Effect->BeginPass (Pass);
// Ganz normal rEndern
// Effekt beenden
Effect->EndPass ();
}
// Die Standard renderT setzen
ddf->SetRenderTarget (0, BackBufferSurface);
// [EDIT ]BackBufferSurface freigeben, genauso wichtig!
BackBufferSurface->Release();
BackBufferSurface = NULL;
// Die _Textur_ im Effekt setzen
Effect->SetTexture ("RenderTarget", OffscreenTargetTexture);
// Begin Effect Pass
Effect->BeginPass (1);
// Clearen
ddf->Clear (0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB (255,0,255), 1.0f, 0);
ssimplevertex e[4];
//e[0].Position = tbVector3 (0.0f);
//e[1].Position = tbVector3 (ddf.GetScreenSize().x, 0.0f, 0.0f);
//e[2].Position = tbVector3 (0.0f, ddf.GetScreenSize().y, 0.0f);
//e[3].Position = tbVector3 (-(ddf.GetScreenSize().x/2), -(ddf.GetScreenSize().y/2), 0.0f);
e[0].Position = tbVector3 (-1.0f, 1.0f, 0.0f);
e[1].Position = tbVector3 (1.0f, 1.0f, 0.0f);
e[2].Position = tbVector3 (-1.0f, -1.0f, 0.0f);
e[3].Position = tbVector3 (1.0f, -1.0f, 0.0f);
e[0].Texture = tbVector2 (0.0f, 0.0f);
e[1].Texture = tbVector2 (1.0f, 0.0f);
e[2].Texture = tbVector2 (0.0f, 1.0f);
e[3].Texture = tbVector2 (1.0f, 1.0f);
// draw
ddf.SetFVF (ssimplevertex::fvf);
ddf->DrawPrimitiveUP (D3DPT_TRIANGLESTRIP, 2, &e, sizeof (ssimplevertex));
// End effect pass
Effect->EndPass ();
// End effect usage
Effect->End ();
// End Scene
ddf->EndScene ();
// Present
ddf->Present (NULL, NULL, NULL, NULL);
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