update Demo1 & Demo4

minor fixes & update Demo2

update comment

fixes
This commit is contained in:
Nomango 2019-04-14 23:29:17 +08:00 committed by Nomango
parent 6b84e909f7
commit e1c8dbf6eb
20 changed files with 666 additions and 60 deletions

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@ -102,7 +102,7 @@ namespace kiwano
protected: protected:
virtual void Init(NodePtr const& target) {} virtual void Init(NodePtr const& target) {}
virtual void Update(NodePtr const& target, Duration dt) {} virtual void Update(NodePtr const& target, Duration dt) { Complete(target); }
void UpdateStep(NodePtr const& target, Duration dt); void UpdateStep(NodePtr const& target, Duration dt);

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@ -203,6 +203,12 @@ namespace kiwano
return TweenHelper(new kiwano::Animation(0, frames)); return TweenHelper(new kiwano::Animation(0, frames));
} }
static inline ActionHelper
Delay(Duration delay)
{
return ActionHelper(new kiwano::ActionDelay(delay));
}
static inline ActionHelper static inline ActionHelper
Group(Array<ActionPtr> const& actions, bool sequence = true) Group(Array<ActionPtr> const& actions, bool sequence = true)
{ {

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@ -477,4 +477,24 @@ namespace kiwano
} }
} }
//-------------------------------------------------------
// ActionDelay
//-------------------------------------------------------
ActionDelay::ActionDelay(Duration delay)
{
SetDelay(delay);
}
ActionPtr ActionDelay::Clone() const
{
return new ActionDelay(delay_);
}
ActionPtr ActionDelay::Reverse() const
{
return new ActionDelay(delay_);
}
} }

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@ -475,4 +475,21 @@ namespace kiwano
Point start_pos_; Point start_pos_;
GeometryPtr geo_; GeometryPtr geo_;
}; };
// 延时动作
class KGE_API ActionDelay
: public Action
{
public:
ActionDelay(
Duration delay /* 持续时长 */
);
// 获取该动作的拷贝对象
ActionPtr Clone() const override;
// 获取该动作的倒转
ActionPtr Reverse() const override;
};
} }

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@ -135,6 +135,7 @@ namespace kiwano
if (frame_delay_ <= frame_elapsed_) if (frame_delay_ <= frame_elapsed_)
{ {
frame_delay_ -= frame_elapsed_; frame_delay_ -= frame_elapsed_;
frame_elapsed_ = 0;
ComposeNextFrame(); ComposeNextFrame();
} }
} }

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@ -14,6 +14,8 @@
<ClInclude Include="audio\Transcoder.h" /> <ClInclude Include="audio\Transcoder.h" />
<ClInclude Include="imgui\ImGuiLayer.h" /> <ClInclude Include="imgui\ImGuiLayer.h" />
<ClInclude Include="imgui\ImGuiView.h" /> <ClInclude Include="imgui\ImGuiView.h" />
<ClInclude Include="imgui\imgui_impl.hpp" />
<ClInclude Include="imgui\imgui_impl_dx10.h" />
<ClInclude Include="imgui\imgui_impl_dx11.h" /> <ClInclude Include="imgui\imgui_impl_dx11.h" />
<ClInclude Include="2d\include-forwards.h" /> <ClInclude Include="2d\include-forwards.h" />
<ClInclude Include="2d\Action.h" /> <ClInclude Include="2d\Action.h" />
@ -137,6 +139,7 @@
<ClCompile Include="base\window.cpp" /> <ClCompile Include="base\window.cpp" />
<ClCompile Include="imgui\ImGuiLayer.cpp" /> <ClCompile Include="imgui\ImGuiLayer.cpp" />
<ClCompile Include="imgui\ImGuiView.cpp" /> <ClCompile Include="imgui\ImGuiView.cpp" />
<ClCompile Include="imgui\imgui_impl_dx10.cpp" />
<ClCompile Include="imgui\imgui_impl_dx11.cpp" /> <ClCompile Include="imgui\imgui_impl_dx11.cpp" />
<ClCompile Include="network\HttpClient.cpp" /> <ClCompile Include="network\HttpClient.cpp" />
<ClCompile Include="platform\Application.cpp" /> <ClCompile Include="platform\Application.cpp" />

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@ -321,6 +321,12 @@
<ClInclude Include="2d\GifImage.h"> <ClInclude Include="2d\GifImage.h">
<Filter>2d</Filter> <Filter>2d</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="imgui\imgui_impl_dx10.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="imgui\imgui_impl.hpp">
<Filter>imgui</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="ui\Button.cpp"> <ClCompile Include="ui\Button.cpp">
@ -491,5 +497,8 @@
<ClCompile Include="2d\GifImage.cpp"> <ClCompile Include="2d\GifImage.cpp">
<Filter>2d</Filter> <Filter>2d</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="imgui\imgui_impl_dx10.cpp">
<Filter>imgui</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@ -1,7 +1,7 @@
// Copyright (C) 2019 Nomango // Copyright (C) 2019 Nomango
#include "../kiwano-imgui.h" #include "../kiwano-imgui.h"
#include "imgui_impl_dx11.h" #include "imgui_impl.hpp"
namespace kiwano namespace kiwano
{ {
@ -23,7 +23,7 @@ namespace kiwano
void ImGuiView::DestroyComponent() void ImGuiView::DestroyComponent()
{ {
ImGui_ImplDX11_Shutdown(); ImGui_Impl_Shutdown();
ImGui::DestroyContext(); ImGui::DestroyContext();
} }
@ -53,15 +53,14 @@ namespace kiwano
io.KeyMap[ImGuiKey_Y] = KeyCode::Y; io.KeyMap[ImGuiKey_Y] = KeyCode::Y;
io.KeyMap[ImGuiKey_Z] = KeyCode::Z; io.KeyMap[ImGuiKey_Z] = KeyCode::Z;
ImGui_ImplDX11_Init( ImGui_Impl_Init(
Renderer::Instance().GetDeviceResources()->GetD3DDevice(), Renderer::Instance()
Renderer::Instance().GetDeviceResources()->GetD3DDeviceContext()
); );
} }
void ImGuiView::NewFrame() void ImGuiView::NewFrame()
{ {
ImGui_ImplDX11_NewFrame(); ImGui_Impl_NewFrame();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
KGE_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built!"); KGE_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built!");
@ -77,7 +76,7 @@ namespace kiwano
{ {
ImGui::Render(); ImGui::Render();
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); ImGui_Impl_RenderDrawData(ImGui::GetDrawData());
} }
ImGuiLayerPtr ImGuiView::CreateLayer(Scene* scene) ImGuiLayerPtr ImGuiView::CreateLayer(Scene* scene)

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@ -0,0 +1,29 @@
// dear imgui: Renderer for Kiwano
#pragma once
#if !defined(KGE_USE_DIRECTX10)
#include "imgui_impl_dx11.h"
inline bool ImGui_Impl_Init(::kiwano::Renderer& renderer) { return ImGui_ImplDX11_Init(renderer.GetDeviceResources()->GetD3DDevice(), renderer.GetDeviceResources()->GetD3DDeviceContext()); }
inline void ImGui_Impl_Shutdown() { ImGui_ImplDX11_Shutdown(); }
inline void ImGui_Impl_NewFrame() { ImGui_ImplDX11_NewFrame(); }
inline void ImGui_Impl_RenderDrawData(ImDrawData* draw_data) { ImGui_ImplDX11_RenderDrawData(draw_data); }
inline void ImGui_Impl_InvalidateDeviceObjects() { ImGui_ImplDX11_InvalidateDeviceObjects(); }
inline bool ImGui_Impl_CreateDeviceObjects() { return ImGui_ImplDX11_CreateDeviceObjects(); }
#else
#include "imgui_impl_dx10.h"
inline bool ImGui_Impl_Init(::kiwano::Renderer& renderer) { return ImGui_ImplDX10_Init(renderer.GetDeviceResources()->GetD3DDeviceContext()); }
inline void ImGui_Impl_Shutdown() { ImGui_ImplDX10_Shutdown(); }
inline void ImGui_Impl_NewFrame() { ImGui_ImplDX10_NewFrame(); }
inline void ImGui_Impl_RenderDrawData(ImDrawData* draw_data) { ImGui_ImplDX10_RenderDrawData(draw_data); }
inline void ImGui_Impl_InvalidateDeviceObjects() { ImGui_ImplDX10_InvalidateDeviceObjects(); }
inline bool ImGui_Impl_CreateDeviceObjects() { return ImGui_ImplDX10_CreateDeviceObjects(); }
#endif

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@ -0,0 +1,484 @@
// dear imgui: Renderer for Kiwano (DirectX10)
#include "../kiwano-imgui.h"
#include "imgui_impl_dx10.h"
// DirectX
#include <stdio.h>
#include <d3d10_1.h>
#include <d3d10.h>
#include <d3dcompiler.h>
#ifdef _MSC_VER
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// DirectX data
static ID3D10Device* g_pd3dDevice = NULL;
static IDXGIFactory* g_pFactory = NULL;
static ID3D10Buffer* g_pVB = NULL;
static ID3D10Buffer* g_pIB = NULL;
static ID3D10Blob* g_pVertexShaderBlob = NULL;
static ID3D10VertexShader* g_pVertexShader = NULL;
static ID3D10InputLayout* g_pInputLayout = NULL;
static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
static ID3D10Blob* g_pPixelShaderBlob = NULL;
static ID3D10PixelShader* g_pPixelShader = NULL;
static ID3D10SamplerState* g_pFontSampler = NULL;
static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
static ID3D10RasterizerState* g_pRasterizerState = NULL;
static ID3D10BlendState* g_pBlendState = NULL;
static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
};
// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
{
ID3D10Device* ctx = g_pd3dDevice;
// Create and grow vertex/index buffers if needed
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
{
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D10_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
return;
}
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
{
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D10_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
return;
}
// Copy and convert all vertices into a single contiguous buffer
ImDrawVert* vtx_dst = NULL;
ImDrawIdx* idx_dst = NULL;
g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
g_pVB->Unmap();
g_pIB->Unmap();
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
{
void* mapped_resource;
if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
g_pVertexConstantBuffer->Unmap();
}
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
struct BACKUP_DX10_STATE
{
UINT ScissorRectsCount, ViewportsCount;
D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
ID3D10RasterizerState* RS;
ID3D10BlendState* BlendState;
FLOAT BlendFactor[4];
UINT SampleMask;
UINT StencilRef;
ID3D10DepthStencilState* DepthStencilState;
ID3D10ShaderResourceView* PSShaderResource;
ID3D10SamplerState* PSSampler;
ID3D10PixelShader* PS;
ID3D10VertexShader* VS;
D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
DXGI_FORMAT IndexBufferFormat;
ID3D10InputLayout* InputLayout;
};
BACKUP_DX10_STATE old;
old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
ctx->RSGetState(&old.RS);
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
ctx->PSGetSamplers(0, 1, &old.PSSampler);
ctx->PSGetShader(&old.PS);
ctx->VSGetShader(&old.VS);
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
ctx->IAGetInputLayout(&old.InputLayout);
// Setup viewport
D3D10_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
vp.Width = (UINT)draw_data->DisplaySize.x;
vp.Height = (UINT)draw_data->DisplaySize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0;
ctx->RSSetViewports(1, &vp);
// Bind shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
ctx->IASetInputLayout(g_pInputLayout);
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(g_pVertexShader);
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
ctx->PSSetShader(g_pPixelShader);
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
ctx->RSSetState(g_pRasterizerState);
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
ImVec2 pos = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback (registered via ImDrawList::AddCallback)
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Apply scissor/clipping rectangle
const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y)};
ctx->RSSetScissorRects(1, &r);
// Bind texture, Draw
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId;
ctx->PSSetShaderResources(0, 1, &texture_srv);
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.Size;
}
// Restore modified DX state
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
}
static void ImGui_ImplDX10_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Upload texture to graphics system
{
D3D10_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D10_USAGE_DEFAULT;
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
ID3D10Texture2D *pTexture = NULL;
D3D10_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
// Create texture view
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
ZeroMemory(&srv_desc, sizeof(srv_desc));
srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
srv_desc.Texture2D.MipLevels = desc.MipLevels;
srv_desc.Texture2D.MostDetailedMip = 0;
g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView);
pTexture->Release();
}
// Store our identifier
io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
// Create texture sampler
{
D3D10_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
}
}
bool ImGui_ImplDX10_CreateDeviceObjects()
{
if (!g_pd3dDevice)
return false;
if (g_pFontSampler)
ImGui_ImplDX10_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX10 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader
{
static const char* vertexShader =
"cbuffer vertexBuffer : register(b0) \
{\
float4x4 ProjectionMatrix; \
};\
struct VS_INPUT\
{\
float2 pos : POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
PS_INPUT main(VS_INPUT input)\
{\
PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\
output.uv = input.uv;\
return output;\
}";
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false;
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
return false;
// Create the input layout
D3D10_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
return false;
// Create the constant buffer
{
D3D10_BUFFER_DESC desc;
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
}
}
// Create the pixel shader
{
static const char* pixelShader =
"struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
sampler sampler0;\
Texture2D texture0;\
\
float4 main(PS_INPUT input) : SV_Target\
{\
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
return out_col; \
}";
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false;
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
return false;
}
// Create the blending setup
{
D3D10_BLEND_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.AlphaToCoverageEnable = false;
desc.BlendEnable[0] = true;
desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
desc.BlendOp = D3D10_BLEND_OP_ADD;
desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
desc.DestBlendAlpha = D3D10_BLEND_ZERO;
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
}
// Create the rasterizer state
{
D3D10_RASTERIZER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.FillMode = D3D10_FILL_SOLID;
desc.CullMode = D3D10_CULL_NONE;
desc.ScissorEnable = true;
desc.DepthClipEnable = true;
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
}
// Create depth-stencil State
{
D3D10_DEPTH_STENCIL_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.DepthEnable = false;
desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
desc.StencilEnable = false;
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
desc.BackFace = desc.FrontFace;
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
}
ImGui_ImplDX10_CreateFontsTexture();
return true;
}
void ImGui_ImplDX10_InvalidateDeviceObjects()
{
if (!g_pd3dDevice)
return;
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
}
bool ImGui_ImplDX10_Init(ID3D10Device* device)
{
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_dx10";
// Get factory from device
IDXGIDevice* pDXGIDevice = NULL;
IDXGIAdapter* pDXGIAdapter = NULL;
IDXGIFactory* pFactory = NULL;
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
{
g_pd3dDevice = device;
g_pFactory = pFactory;
}
if (pDXGIDevice) pDXGIDevice->Release();
if (pDXGIAdapter) pDXGIAdapter->Release();
return true;
}
void ImGui_ImplDX10_Shutdown()
{
ImGui_ImplDX10_InvalidateDeviceObjects();
if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
g_pd3dDevice = NULL;
}
void ImGui_ImplDX10_NewFrame()
{
if (!g_pFontSampler)
ImGui_ImplDX10_CreateDeviceObjects();
}

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@ -0,0 +1,14 @@
// dear imgui: Renderer for Kiwano (DirectX10)
#pragma once
struct ID3D10Device;
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();

View File

@ -342,7 +342,7 @@ namespace kiwano
if (SUCCEEDED(hr)) if (SUCCEEDED(hr))
{ {
ID3D10RenderTargetView* main_view = d3d_rt_view_.Get(); ID3D10RenderTargetView* main_view = d3d_rt_view_.Get();
d3d_device_context_->OMSetRenderTargets(1, &main_view, d3d_ds_view_.Get()); d3d_device_->OMSetRenderTargets(1, &main_view, d3d_ds_view_.Get());
} }
} }
@ -402,19 +402,18 @@ namespace kiwano
return hr; return hr;
} }
void D3D10DeviceResources::SetLogicalSize(Size logical_size) HRESULT D3D10DeviceResources::SetLogicalSize(Size logical_size)
{ {
if (logical_size_ != logical_size) if (logical_size_ != logical_size)
{ {
logical_size_ = logical_size; logical_size_ = logical_size;
ThrowIfFailed( return CreateWindowSizeDependentResources();
CreateWindowSizeDependentResources()
);
} }
return S_OK;
} }
void D3D10DeviceResources::SetDpi(float dpi) HRESULT D3D10DeviceResources::SetDpi(float dpi)
{ {
if (dpi != dpi_) if (dpi != dpi_)
{ {
@ -428,10 +427,9 @@ namespace kiwano
GetD2DDeviceContext()->SetDpi(dpi_, dpi_); GetD2DDeviceContext()->SetDpi(dpi_, dpi_);
ThrowIfFailed( return CreateWindowSizeDependentResources();
CreateWindowSizeDependentResources()
);
} }
return S_OK;
} }
} }

View File

@ -20,9 +20,10 @@
#pragma once #pragma once
#include "../macros.h"
#if defined(KGE_USE_DIRECTX10) #if defined(KGE_USE_DIRECTX10)
#include "helper.hpp"
#include "D2DDeviceResources.h" #include "D2DDeviceResources.h"
#include <d3d10_1.h> #include <d3d10_1.h>
@ -39,17 +40,18 @@ namespace kiwano
HRESULT HandleDeviceLost(); HRESULT HandleDeviceLost();
void SetLogicalSize( HRESULT SetLogicalSize(
Size logical_size Size logical_size
); );
void SetDpi( HRESULT SetDpi(
float dpi float dpi
); );
void DiscardResources(); void DiscardResources();
inline ID3D10Device* GetD3DDevice() const { return d3d_device_.Get(); } inline ID3D10Device* GetD3DDevice() const { return d3d_device_.Get(); }
inline ID3D10Device* GetD3DDeviceContext() const { return d3d_device_.Get(); }
inline ID3D10RenderTargetView* GetD3DRenderTargetView() const { return d3d_rt_view_.Get(); } inline ID3D10RenderTargetView* GetD3DRenderTargetView() const { return d3d_rt_view_.Get(); }
inline ID3D10DepthStencilView* GetD3DDepthStencilView() const { return d3d_ds_view_.Get(); } inline ID3D10DepthStencilView* GetD3DDepthStencilView() const { return d3d_ds_view_.Get(); }
inline IDXGIFactory* GetDXGIFactory() const { return dxgi_factory_.Get(); } inline IDXGIFactory* GetDXGIFactory() const { return dxgi_factory_.Get(); }

View File

@ -20,9 +20,10 @@
#pragma once #pragma once
#include "../macros.h"
#if !defined(KGE_USE_DIRECTX10) #if !defined(KGE_USE_DIRECTX10)
#include "helper.hpp"
#include "D2DDeviceResources.h" #include "D2DDeviceResources.h"
#include <d3d11.h> #include <d3d11.h>

View File

@ -14,25 +14,42 @@ public:
Demo1() Demo1()
{ {
// 创建文本 // 创建人物图片
TextPtr text = new Text(L"Hello Kiwano!"); ImagePtr man_image = new Image(L"res/man.png");
// 设置节点大小为文字布局大小
text->SetSize(text->GetLayoutSize());
// 让文本显示在屏幕中央
text->SetPosition(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2);
text->SetAnchor(0.5, 0.5);
// 添加到场景
this->AddChild(text);
// 执行动画 // 缓动方程
text->AddAction( auto ease_functions = {
Tween::Multiple({ // Action5: 同时执行 Action1 和 Action4, 并无限循环 Ease::Linear, // 线性变化
Tween::RotateBy(60).SetDuration(1000), // Action1: 1秒旋转 60 度 Ease::EaseInOut, // 变化过程中有缓冲
Tween::Group({ // Action4: 顺序执行 Action2 和 Action3 Ease::ExpoInOut, // 在开始和结束阶段非常慢,但过程非常快
Tween::FadeOut(500), // Action2: 500毫秒淡出动画 Ease::BounceInOut, // 在开始和结束阶段均赋予弹性
Tween::FadeIn(500) // Action3: 500毫秒淡入动画 Ease::BackInOut // 开始和结束阶段均有一个短暂的反方向运动
};
float height = 100.f;
for (auto& func : ease_functions)
{
SpritePtr man = new Sprite(man_image);
man->SetPosition(100, height);
man->SetScale(0.5f, 0.3f);
this->AddChild(man);
// 重置人物位置函数
auto reset_pos = [ptr = man.Get()]() { ptr->Move(-350, 0); };
// 执行动画
man->AddAction(
Tween::Group({ // Tween::Group 组合动画
Tween::MoveBy(Point{ 350, 0 }) // Tween::MoveBy 横向位移 350 像素
.SetDuration(4000) // 设置位移时间为 4 秒
.SetEaseFunc(func), // 设置缓动函数
Tween::Delay(1000) // Tween::Delay 延迟 1 秒
}) })
}).SetLoops(-1) .SetLoops(-1) // 无限循环执行
); .SetLoopDoneCallback(reset_pos) // 设置每次循环结束都重置人物位置
);
height += 60.f;
}
} }
}; };

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@ -3,18 +3,18 @@
#pragma once #pragma once
#include "common.h" #include "common.h"
// 怪物 // 角色
KGE_DECLARE_SMART_PTR(Monster); KGE_DECLARE_SMART_PTR(Hero);
class Monster class Hero
: public Sprite : public GifImage
{ {
public: public:
Monster() Hero()
{ {
// 加载图片 // 加载图片
Load(L"res/akushu.png"); Load(L"res/Kusanagi.gif");
// 缩小图片 // 设置 GIF 动图无限循环
SetScale(0.7f); SetLoopCount(-1);
} }
// 每帧渲染前执行 OnUpdate // 每帧渲染前执行 OnUpdate
@ -22,6 +22,7 @@ public:
{ {
// 获取输入设备 // 获取输入设备
auto& input = Input::Instance(); auto& input = Input::Instance();
// 按下左右键 // 按下左右键
if (input.IsDown(KeyCode::Left)) if (input.IsDown(KeyCode::Left))
{ {
@ -42,7 +43,7 @@ public:
this->Move(0, 2); this->Move(0, 2);
} }
// 按下鼠标左键,顺时针旋转怪物 // 按下鼠标左键,顺时针旋转角色
if (input.IsDown(MouseButton::Left)) if (input.IsDown(MouseButton::Left))
{ {
// 获取当前旋转角度 // 获取当前旋转角度
@ -51,7 +52,7 @@ public:
this->SetRotation(rotation + 2); this->SetRotation(rotation + 2);
} }
// 点击鼠标右键,隐藏或显示怪物 // 点击鼠标右键,隐藏或显示角色
if (input.WasPressed(MouseButton::Right)) if (input.WasPressed(MouseButton::Right))
{ {
// 获取当前显示状态 // 获取当前显示状态
@ -73,11 +74,11 @@ public:
Demo2() Demo2()
{ {
// 创建怪物 // 创建角色
MonsterPtr monster = new Monster; HeroPtr hero = new Hero;
// 在屏幕上居中显示 // 在屏幕上居中显示
monster->SetAnchor(0.5f, 0.5f); hero->SetAnchor(0.5f, 0.5f);
monster->SetPosition(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2); hero->SetPosition(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2);
// 创建说明文字 // 创建说明文字
TextPtr text = new Text(L"按上下左右键移动\n按鼠标左键旋转\n点击鼠标右键隐藏"); TextPtr text = new Text(L"按上下左右键移动\n按鼠标左键旋转\n点击鼠标右键隐藏");
@ -89,7 +90,7 @@ public:
text->SetAlignment(TextAlign::Center); text->SetAlignment(TextAlign::Center);
// 添加到场景 // 添加到场景
this->AddChild(monster); this->AddChild(hero);
this->AddChild(text); this->AddChild(text);
} }
}; };

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@ -43,8 +43,8 @@ public:
// 执行动画 // 执行动画
AddAction( AddAction(
Tween::Animation(stand_frames) Tween::Animation(stand_frames)
.SetDuration(1000) .SetDuration(1000)
.SetLoops(-1) .SetLoops(-1)
); );
// 添加按键监听 // 添加按键监听
@ -94,8 +94,8 @@ public:
// 执行跑步动画 // 执行跑步动画
AddAction( AddAction(
Tween::Animation(run_frames) Tween::Animation(run_frames)
.SetDuration(500) .SetDuration(500)
.SetLoops(-1) .SetLoops(-1)
); );
} }
@ -124,8 +124,8 @@ public:
// 执行站立动画 // 执行站立动画
AddAction( AddAction(
Tween::Animation(stand_frames) Tween::Animation(stand_frames)
.SetDuration(1000) .SetDuration(1000)
.SetLoops(-1) .SetLoops(-1)
); );
} }
} }
@ -170,6 +170,10 @@ public:
Demo4() Demo4()
{ {
// ´´½¨±³¾°
SpritePtr bg = new Sprite(L"res/spring_forest.jpg");
bg->SetSize(GetSize());
// 创建老虎 // 创建老虎
TigerPtr tiger = new Tiger; TigerPtr tiger = new Tiger;
// 在屏幕上居中显示 // 在屏幕上居中显示
@ -186,6 +190,7 @@ public:
text->SetAlignment(TextAlign::Center); text->SetAlignment(TextAlign::Center);
// 添加到场景 // 添加到场景
this->AddChild(bg);
this->AddChild(tiger); this->AddChild(tiger);
this->AddChild(text); this->AddChild(text);
} }

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