本文整理汇总了C++中LPDIRECT3DDEVICE9::GetRenderTarget方法的典型用法代码示例。如果您正苦于以下问题:C++ LPDIRECT3DDEVICE9::GetRenderTarget方法的具体用法?C++ LPDIRECT3DDEVICE9::GetRenderTarget怎么用?C++ LPDIRECT3DDEVICE9::GetRenderTarget使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类LPDIRECT3DDEVICE9
的用法示例。
在下文中一共展示了LPDIRECT3DDEVICE9::GetRenderTarget方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
HRESULT HookIDirect3DDevice9::GetRenderTarget(LPVOID _this,
DWORD RenderTargetIndex,
IDirect3DSurface9** ppRenderTarget)
{
LOG_API();
return pD3Dev->GetRenderTarget(RenderTargetIndex, ppRenderTarget);
}
示例2: InitStateDX9
void InitStateDX9(void)
{
// 取得Direct3D 9裝置
LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();
// 關閉打光
device->SetRenderState(D3DRS_LIGHTING, FALSE);
// 使用trilinear
device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
//
device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
//
device->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, FALSE);
device->GetRenderTarget(0, &g_pMainFrameBuffer);
device->GetDepthStencilSurface(&g_pMainDepthBuffer);
int width, height;
GutGetWindowSize(width, height);
g_iFrameBufferWidth = width * 2;
g_iFrameBufferHeight = height * 2;
device->CreateTexture(g_iFrameBufferWidth, g_iFrameBufferHeight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_pTexture, NULL);
device->CreateDepthStencilSurface(g_iFrameBufferWidth, g_iFrameBufferHeight, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, 0, FALSE, &g_pDepthStencil, NULL);
g_pTexture->GetSurfaceLevel(0, &g_pFrameBuffer);
}
示例3:
LPDIRECT3DTEXTURE9 CShimmer::Render(LPDIRECT3DTEXTURE9 tex)
{
LPDIRECT3DSURFACE9 OldSurface = nullptr;
LPDIRECT3DSURFACE9 OldDepth = nullptr;
LPDIRECT3DDEVICE9 Device = Window::Instance()->Device();
//深度バッファはそのまま参照する
Device->GetRenderTarget(0,&OldSurface);
Device->SetRenderTarget(0,Surface);
//陽炎マップをクリアする
Device->Clear(0L,nullptr,(D3DCLEAR_TARGET | D3DCLEAR_STENCIL),0x80808080,1.0f,0);
Effect->Begin(0,0);
//陽炎パーティクルを描画
ShimmerParticle2D::DrawAll();
//背景を送る
Effect->SetTexture(Param[BACK_BUFFER],tex);
//陽炎マップを送る
Effect->SetTexture(Param[SHIMMER_MAP],Texture);
if (_BlurFlag)
{
//ブラーをかける
ConductBlur();
}
else
{
Device->SetRenderTarget(0,ResultSurface);
}
Device->Clear(0L,nullptr,(D3DCLEAR_TARGET | D3DCLEAR_STENCIL),D3DXCOLOR(0.0f,0,0,0),1.0f,0);
//歪ませて描く
Effect->BeginPass(0);
Device->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);
Effect->EndPass();
Effect->End();
//最初のサーフェイスに戻す
Device->SetRenderTarget(0,OldSurface);
//後始末
if (OldSurface != nullptr)
{
OldSurface->Release();
OldSurface = nullptr;
}
return Result;
}
示例4: setRenderTarget
void Graphics::setRenderTarget(RenderTarget* target, int num) {
//if (backBuffer != nullptr) backBuffer->Release();
if (num == 0) {
if (backBuffer == nullptr) {
device->GetRenderTarget(0, &backBuffer);
device->GetDepthStencilSurface(&depthBuffer);
}
affirm(device->SetDepthStencilSurface(target->depthSurface));
}
affirm(device->SetRenderTarget(num, target->colorSurface));
}
示例5: setRenderTarget
void Graphics::setRenderTarget(RenderTarget* target, int num, int additionalTargets) {
// if (backBuffer != nullptr) backBuffer->Release();
System::makeCurrent(target->contextId);
if (num == 0) {
if (backBuffer == nullptr) {
device->GetRenderTarget(0, &backBuffer);
device->GetDepthStencilSurface(&depthBuffer);
}
affirm(device->SetDepthStencilSurface(target->depthSurface));
}
affirm(device->SetRenderTarget(num, target->colorSurface));
}
示例6:
void Graphics4::setRenderTargets(RenderTarget** targets, int count) {
// if (backBuffer != nullptr) backBuffer->Release();
System::makeCurrent(targets[0]->contextId);
if (backBuffer == nullptr) {
device->GetRenderTarget(0, &backBuffer);
device->GetDepthStencilSurface(&depthBuffer);
}
Microsoft::affirm(device->SetDepthStencilSurface(targets[0]->depthSurface));
for (int i = 0; i < count; ++i) {
Microsoft::affirm(device->SetRenderTarget(i, targets[i]->colorSurface));
}
}
示例7: CopyRenderTargetToBackground
static bool CopyRenderTargetToBackground()
{
bool ret = false;
LPDIRECT3DDEVICE9 device = (LPDIRECT3DDEVICE9)GetUseDirect3DDevice9();
if (device == NULL) return nullptr;
HRESULT hr;
IDirect3DSurface9* tempRender = nullptr;
IDirect3DSurface9* tempDepth = nullptr;
hr = device->GetRenderTarget(0, &tempRender);
if (FAILED(hr))
{
goto Exit;
}
hr = device->GetDepthStencilSurface(&tempDepth);
if (FAILED(hr))
{
goto Exit;
}
device->SetRenderTarget(0, g_dx9_backgroundSurface);
device->SetDepthStencilSurface(nullptr);
D3DSURFACE_DESC desc;
tempRender->GetDesc(&desc);
const bool isSame = (desc.Width == g_backgroundWidth && desc.Height == g_backgroundHeight);
device->StretchRect(
tempRender,
nullptr,
g_dx9_backgroundSurface,
nullptr,
(isSame ? D3DTEXF_POINT : D3DTEXF_LINEAR)
);
device->SetRenderTarget(0, tempRender);
device->SetDepthStencilSurface(tempDepth);
ret = true;
Exit:;
ES_SAFE_RELEASE(tempRender);
ES_SAFE_RELEASE(tempDepth);
return ret;
}
示例8: Render
VOID Render(float timeDelta)
{
SetupMatrix() ;
g_ModelViewCamera->OnFrameMove();
// Save render target
g_pd3dDevice->GetRenderTarget(0, &g_pOldRenderTarget) ;
g_pd3dDevice->SetRenderTarget(0, g_pRenderSurface) ;
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0 );
// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
// Without this line, the teapot won't show up, what's the inner stuff of SetTexture?
g_pd3dDevice->SetTexture(0, NULL) ;
// Disable lighting, since we didn't specify color for vertex
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING , FALSE );
g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME) ;
D3DXMATRIX word ;
D3DXMatrixTranslation(&word, 0.0f, 0.0f, 0.0f) ;
static float totalTime = 0.0f ;
totalTime += timeDelta * 2 ;
D3DXMATRIX rot ;
D3DXMatrixRotationY(&rot, totalTime) ;
word *= rot ;
g_pd3dDevice->SetTransform(D3DTS_WORLD, &word) ;
g_pTeapotMesh->DrawSubset(0) ;
// End the scene
g_pd3dDevice->EndScene();
}
// Restore the back buffer
g_pd3dDevice->SetRenderTarget(0, g_pOldRenderTarget) ;
RenderCube(timeDelta) ;
// Present the back-buffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
示例9: CopyRenderTargetToBackground
//----------------------------------------------------------------------------------
//
//----------------------------------------------------------------------------------
static bool CopyRenderTargetToBackground()
{
bool ret = false;
HRESULT hr;
IDirect3DSurface9* tempRender = nullptr;
IDirect3DSurface9* tempDepth = nullptr;
hr = g_d3d_device->GetRenderTarget(0, &tempRender);
if (FAILED(hr))
{
goto Exit;
}
hr = g_d3d_device->GetDepthStencilSurface(&tempDepth);
if (FAILED(hr))
{
goto Exit;
}
g_d3d_device->SetRenderTarget(0, g_backgroundSurface);
g_d3d_device->SetDepthStencilSurface(nullptr);
D3DSURFACE_DESC desc;
tempRender->GetDesc(&desc);
g_d3d_device->StretchRect(
tempRender,
nullptr,
g_backgroundSurface,
nullptr,
D3DTEXF_POINT
);
g_d3d_device->SetRenderTarget(0, tempRender);
g_d3d_device->SetDepthStencilSurface(tempDepth);
ret = true;
Exit:;
ES_SAFE_RELEASE(tempRender);
ES_SAFE_RELEASE(tempDepth);
return ret;
}
示例10: ReInitResourceDX9
bool ReInitResourceDX9(void)
{
LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();
int w,h;
GutGetWindowSize(w, h);
float fAspect = (float)h/(float)w;
g_proj_matrix = GutMatrixPerspectiveRH_DirectX(g_fFOV, fAspect, g_fCameraNearZ, g_fCameraFarZ);
g_ImageInfo.m_iWidth = g_texture_width;
g_ImageInfo.m_iHeight = g_texture_height;
g_ImageInfo.m_bProcedure = true;
//D3DFORMAT fmt = D3DFMT_A16B16G16R16F;
D3DFORMAT fmt = D3DFMT_A32B32G32R32F;
for ( int i=0; i<TEX_TEXTURES; i++ )
{
device->CreateTexture(
g_texture_width, g_texture_height,
1, D3DUSAGE_RENDERTARGET,
fmt, D3DPOOL_DEFAULT,
&g_pTextures[i], NULL);
if ( NULL==g_pTextures[i] ) return false;
g_pTextures[i]->GetSurfaceLevel(0, &g_pSurfaces[i]);
if ( NULL==g_pSurfaces[i] ) return false;
}
device->GetRenderTarget(0, &g_pMainFramebuffer);
device->GetDepthStencilSurface(&g_pMainDepthbuffer);
device->SetRenderTarget(0, g_pSurfaces[0]);
device->SetRenderTarget(1, g_pSurfaces[1]);
device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 0, 0, 0), 1.0f, 0);
device->SetRenderTarget(0, g_pMainFramebuffer);
device->SetRenderTarget(1, NULL);
return true;
}
示例11: Render
VOID Render()
{
SetupMatrix() ;
g_ModelViewCamera->OnFrameMove();
g_pd3dDevice->GetRenderTarget(0, &g_pOldRenderTarget) ;
g_pd3dDevice->SetRenderTarget(0, g_pRenderSurface) ;
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0 );
// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
// Without this line, the teapot won't show up, what's the inner stuff of SetTexture?
g_pd3dDevice->SetTexture(0, NULL) ;
// Disable lighting, since we didn't specify color for vertex
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING , FALSE );
g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME) ;
g_pTeapotMesh->DrawSubset(0) ;
// End the scene
g_pd3dDevice->EndScene();
}
g_pd3dDevice->SetRenderTarget(0, g_pOldRenderTarget) ;
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0 );
// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID) ;
// Render texture
RenderQuad() ;
// End the scene
g_pd3dDevice->EndScene();
}
// Present the back-buffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
示例12: OnDistorting
virtual void OnDistorting()
{
IDirect3DSurface9* targetSurface = nullptr;
IDirect3DSurface9* texSurface = nullptr;
HRESULT hr = S_OK;
hr = texture->GetSurfaceLevel( 0, &texSurface );
assert(SUCCEEDED(hr));
hr = device->GetRenderTarget( 0, &targetSurface );
assert(SUCCEEDED(hr));
hr = device->StretchRect( targetSurface, NULL, texSurface, NULL, D3DTEXF_NONE);
assert(SUCCEEDED(hr));
ES_SAFE_RELEASE( texSurface );
ES_SAFE_RELEASE( targetSurface );
renderer->SetBackground( texture );
}
示例13: Rendering
//----------------------------------------------------------------------------------
//
//----------------------------------------------------------------------------------
void Rendering()
{
g_d3d_device->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );
LPDIRECT3DSURFACE9 targetSurface = NULL;
g_d3d_device->GetRenderTarget( 0, &targetSurface );
g_d3d_device->UpdateSurface( g_d3d_clearing_image, NULL, targetSurface, NULL );
ES_SAFE_RELEASE( targetSurface );
g_d3d_device->BeginScene();
g_renderer->SetLightDirection(::Effekseer::Vector3D(1.0f, 1.0f, 1.0f));
g_renderer->SetLightAmbientColor(::Effekseer::Color(40, 40, 40, 255));
g_renderer->BeginRendering();
g_manager->Draw();
g_renderer->EndRendering();
g_d3d_device->EndScene();
g_d3d_device->Present( NULL, NULL, NULL, NULL );
}
示例14: Render
HRESULT KGraphicsEngine::Render()
{
HRESULT hr = S_OK;
if(!g_hRenderWnd)
return FALSE;
if(TRUE!=::GetWindowRect(g_hRenderWnd,&m_RenderWindowRect))
{
//MessageBox(g_hBaseWnd,"不知道该渲染到什么地方","Error!",0);
return FALSE;
}
if (m_lpCurScene!=NULL)
m_lpCurScene->FrameMove();
g_cGraphicsTool.SetCurScene(m_lpCurScene);
RECT ScrRect;
ScrRect.left = 0;
ScrRect.right = m_RenderWindowRect.right - m_RenderWindowRect.left;
ScrRect.top = 0;
ScrRect.bottom = m_RenderWindowRect.bottom - m_RenderWindowRect.top;
D3DVIEWPORT9 ViewPort;
ViewPort.X = m_RenderWindowRect.left;
ViewPort.Y = m_RenderWindowRect.top;
ViewPort.Width = ScrRect.right;
ViewPort.Height = ScrRect.bottom;
ViewPort.MinZ = 0;
ViewPort.MaxZ = 1.0f;
g_pd3dDevice->SetViewport(&ViewPort);
LPDIRECT3DSURFACE9 lpSurface = NULL;
LPDIRECT3DSURFACE9 lpSurfaceSave = NULL;
if (m_bUseMotionBlur)
{
if (m_BufferTextureID)
{
g_pd3dDevice->GetRenderTarget(0,&lpSurfaceSave);
lpSurfaceSave->Release();
LPTEXTURE pTexture = NULL;
if (FAILED(g_cTextureTable.GetTexture(&pTexture,m_BufferTextureID)))
{
return E_FAIL;
}
if (FAILED(hr = pTexture->m_lpTexture->GetSurfaceLevel(0,&lpSurface)))
return hr;
lpSurface->Release();
g_pd3dDevice->SetRenderTarget(0,lpSurface);
}
}
m_cCamera.zFar = 1000000;
if (!m_bWindowed)
{
m_cCamera.Aspect = m_DisplayMode.Width*1.0f/m_DisplayMode.Height;
}
m_cCamera.SetCamera();
if (m_lpCurScene!=NULL)
m_lpCurScene->SetLighting();
g_pd3dDevice->BeginScene();
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL,
0xFF606060, 1.0f, 0 );
if (m_lpCurScene!=NULL)
m_lpCurScene->Render();
//////////////////////////////////////////////////////////////////////////
/*D3DXVECTOR3 V = D3DXVECTOR3(400*sinf(timeGetTime()*0.001f) ,
100,
400*cosf(timeGetTime()*0.001f) -2000 );
g_cGraphicsTool.DrawLine(&(V+D3DXVECTOR3(0,35,0)),&(V+D3DXVECTOR3(0,-35,0)),0xffffffff,0xffff0000);
g_cGraphicsTool.DrawLine(&(V+D3DXVECTOR3(35,0,0)),&(V+D3DXVECTOR3(-35,0,0)),0xffffffff,0xffff0000);
g_cGraphicsTool.DrawLine(&(V+D3DXVECTOR3(0,0,35)),&(V+D3DXVECTOR3(0,0,-35)),0xffffffff,0xffff0000); */
g_pd3dDevice->EndScene();
if (m_bUseMotionBlur)
{
if (m_BufferTextureID)
{
g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE,FALSE);
g_pd3dDevice->SetRenderTarget(0,lpSurfaceSave);
Render2SmallerTexture();
g_pd3dDevice->BeginScene();
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL,
0x00000000, 1.0f, 0 );
//.........这里部分代码省略.........
示例15: A
HRESULT KGraphicsEngine::Render2SmallerTexture()
{
LPTEXTURE pTexBuffer = NULL;
LPTEXTURE pTexSmaller = NULL;
LPTEXTURE pTexBlur = NULL;
if (FAILED(g_cTextureTable.GetTexture(&pTexBuffer,m_BufferTextureID)))
return E_FAIL;
if (FAILED(g_cTextureTable.GetTexture(&pTexSmaller,m_SmallerTextureID)))
return E_FAIL;
if (FAILED(g_cTextureTable.GetTexture(&pTexBlur,m_BlurTextureID)))
return E_FAIL;
if(!pTexBuffer->m_lpTexture)
return E_FAIL;
if(!pTexSmaller->m_lpTexture)
return E_FAIL;
if(!pTexBlur->m_lpTexture)
return E_FAIL;
D3DSURFACE_DESC Desc;
if(FAILED(pTexSmaller->m_lpTexture->GetLevelDesc(0,&Desc)))
return E_FAIL;
D3DSURFACE_DESC DescBlur;
if(FAILED(pTexBlur->m_lpTexture->GetLevelDesc(0,&DescBlur)))
return E_FAIL;
LPDIRECT3DSURFACE9 lpSurfaceSmaller = NULL;
if(FAILED(pTexSmaller->m_lpTexture->GetSurfaceLevel(0,&lpSurfaceSmaller)))
return E_FAIL;
lpSurfaceSmaller->Release();
LPDIRECT3DSURFACE9 lpSurfaceBlur = NULL;
if(FAILED(pTexBlur->m_lpTexture->GetSurfaceLevel(0,&lpSurfaceBlur)))
return E_FAIL;
lpSurfaceBlur->Release();
D3DXMATRIX Mat_View_Save;
D3DXMATRIX Mat_Proj_Save;
LPDIRECT3DSURFACE9 lpSurfaceSave = NULL;
D3DVIEWPORT9 ViewPort,ViewPortBlur,ViewPortSave;
//////////////////////////////////////////////////////////////////////////
//Save back buffer & transform & viewport
g_pd3dDevice->GetRenderTarget(0,&lpSurfaceSave);
lpSurfaceSave->Release();
g_pd3dDevice->GetTransform( D3DTS_VIEW, &Mat_View_Save );
g_pd3dDevice->GetTransform( D3DTS_PROJECTION, &Mat_Proj_Save );
g_pd3dDevice->GetViewport(&ViewPortSave);
//////////////////////////////////////////////////////////////////////////
ViewPort.X = 0;ViewPort.Y = 0;
ViewPort.Width = Desc.Width;
ViewPort.Height = Desc.Height;
ViewPort.MinZ = 0;ViewPort.MaxZ = 1.0f;
ViewPortBlur.X = 0;ViewPortBlur.Y = 0;
ViewPortBlur.Width = DescBlur.Width;
ViewPortBlur.Height = DescBlur.Height;
ViewPortBlur.MinZ = 0;ViewPortBlur.MaxZ = 1.0f;
D3DXVECTOR2 A(0,0);
D3DXVECTOR2 C((float)Desc.Width,(float)Desc.Height);
D3DXVECTOR2 A1(0,0);
D3DXVECTOR2 C1((float)DescBlur.Width,(float)DescBlur.Height);
//////////////////////////////////////////////////////////////////////////
g_pd3dDevice->SetViewport(&ViewPort);
g_pd3dDevice->SetRenderTarget(0,lpSurfaceSmaller);
//////////////////////////////////////////////////////////////////////////
//reade began to render
//g_pd3dDevice->BeginScene();
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL,
0x00000000, 1.0f, 0 );
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
float K = 2;
D3DXVECTOR2 T1( K,K);
D3DXVECTOR2 T2(-K,K);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,TRUE);
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);
DWORD Color = m_lpCurScene->m_Glow.m_GateColor;
g_cTextureTable.SetTexture(0,m_BufferTextureID);
g_pd3dDevice->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_SUBTRACT);
g_pd3dDevice->SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(0,D3DTSS_COLORARG2,D3DTA_DIFFUSE);
/*g_cTextureTable.SetTexture(1,m_BufferTextureID);
g_pd3dDevice->SetTextureStageState(1,D3DTSS_COLOROP,D3DTOP_MODULATE2X);
g_pd3dDevice->SetTextureStageState(1,D3DTSS_COLORARG1,D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(1,D3DTSS_COLORARG2,D3DTA_CURRENT);*/
g_cGraphicsTool.DrawScreenRectNormal(&A,&C,0.0f,Color,Color,Color,Color);
//g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
//g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_ONE);
//g_cGraphicsTool.DrawScreenRect(&A,&C,0.0f,Color,m_SmallerTextureID);
//.........这里部分代码省略.........