update Demo1 & Demo4
minor fixes & update Demo2 update comment fixes
This commit is contained in:
parent
6b84e909f7
commit
e1c8dbf6eb
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@ -102,7 +102,7 @@ namespace kiwano
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protected:
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protected:
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virtual void Init(NodePtr const& target) {}
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virtual void Init(NodePtr const& target) {}
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virtual void Update(NodePtr const& target, Duration dt) {}
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virtual void Update(NodePtr const& target, Duration dt) { Complete(target); }
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void UpdateStep(NodePtr const& target, Duration dt);
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void UpdateStep(NodePtr const& target, Duration dt);
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@ -203,6 +203,12 @@ namespace kiwano
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return TweenHelper(new kiwano::Animation(0, frames));
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return TweenHelper(new kiwano::Animation(0, frames));
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}
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}
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static inline ActionHelper
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Delay(Duration delay)
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{
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return ActionHelper(new kiwano::ActionDelay(delay));
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}
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static inline ActionHelper
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static inline ActionHelper
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Group(Array<ActionPtr> const& actions, bool sequence = true)
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Group(Array<ActionPtr> const& actions, bool sequence = true)
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{
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{
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@ -477,4 +477,24 @@ namespace kiwano
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}
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}
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}
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}
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//-------------------------------------------------------
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// ActionDelay
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//-------------------------------------------------------
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ActionDelay::ActionDelay(Duration delay)
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{
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SetDelay(delay);
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}
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ActionPtr ActionDelay::Clone() const
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{
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return new ActionDelay(delay_);
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}
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ActionPtr ActionDelay::Reverse() const
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{
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return new ActionDelay(delay_);
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}
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}
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}
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@ -475,4 +475,21 @@ namespace kiwano
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Point start_pos_;
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Point start_pos_;
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GeometryPtr geo_;
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GeometryPtr geo_;
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};
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};
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// 延时动作
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class KGE_API ActionDelay
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: public Action
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{
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public:
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ActionDelay(
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Duration delay /* 持续时长 */
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);
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// 获取该动作的拷贝对象
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ActionPtr Clone() const override;
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// 获取该动作的倒转
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ActionPtr Reverse() const override;
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};
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}
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}
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@ -135,6 +135,7 @@ namespace kiwano
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if (frame_delay_ <= frame_elapsed_)
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if (frame_delay_ <= frame_elapsed_)
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{
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{
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frame_delay_ -= frame_elapsed_;
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frame_delay_ -= frame_elapsed_;
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frame_elapsed_ = 0;
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ComposeNextFrame();
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ComposeNextFrame();
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}
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}
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}
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}
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@ -14,6 +14,8 @@
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<ClInclude Include="audio\Transcoder.h" />
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<ClInclude Include="audio\Transcoder.h" />
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<ClInclude Include="imgui\ImGuiLayer.h" />
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<ClInclude Include="imgui\ImGuiLayer.h" />
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<ClInclude Include="imgui\ImGuiView.h" />
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<ClInclude Include="imgui\ImGuiView.h" />
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<ClInclude Include="imgui\imgui_impl.hpp" />
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<ClInclude Include="imgui\imgui_impl_dx10.h" />
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<ClInclude Include="imgui\imgui_impl_dx11.h" />
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<ClInclude Include="imgui\imgui_impl_dx11.h" />
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<ClInclude Include="2d\include-forwards.h" />
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<ClInclude Include="2d\include-forwards.h" />
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<ClInclude Include="2d\Action.h" />
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<ClInclude Include="2d\Action.h" />
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@ -137,6 +139,7 @@
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<ClCompile Include="base\window.cpp" />
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<ClCompile Include="base\window.cpp" />
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<ClCompile Include="imgui\ImGuiLayer.cpp" />
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<ClCompile Include="imgui\ImGuiLayer.cpp" />
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<ClCompile Include="imgui\ImGuiView.cpp" />
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<ClCompile Include="imgui\ImGuiView.cpp" />
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<ClCompile Include="imgui\imgui_impl_dx10.cpp" />
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<ClCompile Include="imgui\imgui_impl_dx11.cpp" />
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<ClCompile Include="imgui\imgui_impl_dx11.cpp" />
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<ClCompile Include="network\HttpClient.cpp" />
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<ClCompile Include="network\HttpClient.cpp" />
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<ClCompile Include="platform\Application.cpp" />
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<ClCompile Include="platform\Application.cpp" />
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@ -321,6 +321,12 @@
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<ClInclude Include="2d\GifImage.h">
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<ClInclude Include="2d\GifImage.h">
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<Filter>2d</Filter>
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<Filter>2d</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="imgui\imgui_impl_dx10.h">
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<Filter>imgui</Filter>
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</ClInclude>
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<ClInclude Include="imgui\imgui_impl.hpp">
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<Filter>imgui</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="ui\Button.cpp">
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<ClCompile Include="ui\Button.cpp">
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@ -491,5 +497,8 @@
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<ClCompile Include="2d\GifImage.cpp">
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<ClCompile Include="2d\GifImage.cpp">
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<Filter>2d</Filter>
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<Filter>2d</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="imgui\imgui_impl_dx10.cpp">
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<Filter>imgui</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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@ -1,7 +1,7 @@
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// Copyright (C) 2019 Nomango
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// Copyright (C) 2019 Nomango
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#include "../kiwano-imgui.h"
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#include "../kiwano-imgui.h"
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#include "imgui_impl_dx11.h"
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#include "imgui_impl.hpp"
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namespace kiwano
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namespace kiwano
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{
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{
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@ -23,7 +23,7 @@ namespace kiwano
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void ImGuiView::DestroyComponent()
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void ImGuiView::DestroyComponent()
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{
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{
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ImGui_ImplDX11_Shutdown();
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ImGui_Impl_Shutdown();
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ImGui::DestroyContext();
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ImGui::DestroyContext();
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}
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}
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@ -53,15 +53,14 @@ namespace kiwano
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io.KeyMap[ImGuiKey_Y] = KeyCode::Y;
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io.KeyMap[ImGuiKey_Y] = KeyCode::Y;
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io.KeyMap[ImGuiKey_Z] = KeyCode::Z;
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io.KeyMap[ImGuiKey_Z] = KeyCode::Z;
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ImGui_ImplDX11_Init(
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ImGui_Impl_Init(
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Renderer::Instance().GetDeviceResources()->GetD3DDevice(),
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Renderer::Instance()
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Renderer::Instance().GetDeviceResources()->GetD3DDeviceContext()
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);
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);
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}
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}
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void ImGuiView::NewFrame()
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void ImGuiView::NewFrame()
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{
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{
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ImGui_ImplDX11_NewFrame();
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ImGui_Impl_NewFrame();
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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KGE_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built!");
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KGE_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built!");
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@ -77,7 +76,7 @@ namespace kiwano
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{
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{
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ImGui::Render();
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ImGui::Render();
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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ImGui_Impl_RenderDrawData(ImGui::GetDrawData());
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}
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}
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ImGuiLayerPtr ImGuiView::CreateLayer(Scene* scene)
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ImGuiLayerPtr ImGuiView::CreateLayer(Scene* scene)
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@ -0,0 +1,29 @@
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// dear imgui: Renderer for Kiwano
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#pragma once
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#if !defined(KGE_USE_DIRECTX10)
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#include "imgui_impl_dx11.h"
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inline bool ImGui_Impl_Init(::kiwano::Renderer& renderer) { return ImGui_ImplDX11_Init(renderer.GetDeviceResources()->GetD3DDevice(), renderer.GetDeviceResources()->GetD3DDeviceContext()); }
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inline void ImGui_Impl_Shutdown() { ImGui_ImplDX11_Shutdown(); }
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inline void ImGui_Impl_NewFrame() { ImGui_ImplDX11_NewFrame(); }
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inline void ImGui_Impl_RenderDrawData(ImDrawData* draw_data) { ImGui_ImplDX11_RenderDrawData(draw_data); }
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inline void ImGui_Impl_InvalidateDeviceObjects() { ImGui_ImplDX11_InvalidateDeviceObjects(); }
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inline bool ImGui_Impl_CreateDeviceObjects() { return ImGui_ImplDX11_CreateDeviceObjects(); }
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#else
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#include "imgui_impl_dx10.h"
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inline bool ImGui_Impl_Init(::kiwano::Renderer& renderer) { return ImGui_ImplDX10_Init(renderer.GetDeviceResources()->GetD3DDeviceContext()); }
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inline void ImGui_Impl_Shutdown() { ImGui_ImplDX10_Shutdown(); }
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inline void ImGui_Impl_NewFrame() { ImGui_ImplDX10_NewFrame(); }
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inline void ImGui_Impl_RenderDrawData(ImDrawData* draw_data) { ImGui_ImplDX10_RenderDrawData(draw_data); }
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inline void ImGui_Impl_InvalidateDeviceObjects() { ImGui_ImplDX10_InvalidateDeviceObjects(); }
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inline bool ImGui_Impl_CreateDeviceObjects() { return ImGui_ImplDX10_CreateDeviceObjects(); }
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#endif
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@ -0,0 +1,484 @@
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// dear imgui: Renderer for Kiwano (DirectX10)
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#include "../kiwano-imgui.h"
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#include "imgui_impl_dx10.h"
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// DirectX
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#include <stdio.h>
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#include <d3d10_1.h>
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#include <d3d10.h>
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#include <d3dcompiler.h>
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#ifdef _MSC_VER
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#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
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#endif
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// DirectX data
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static ID3D10Device* g_pd3dDevice = NULL;
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static IDXGIFactory* g_pFactory = NULL;
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static ID3D10Buffer* g_pVB = NULL;
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static ID3D10Buffer* g_pIB = NULL;
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static ID3D10Blob* g_pVertexShaderBlob = NULL;
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static ID3D10VertexShader* g_pVertexShader = NULL;
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static ID3D10InputLayout* g_pInputLayout = NULL;
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static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
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static ID3D10Blob* g_pPixelShaderBlob = NULL;
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static ID3D10PixelShader* g_pPixelShader = NULL;
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static ID3D10SamplerState* g_pFontSampler = NULL;
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static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
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static ID3D10RasterizerState* g_pRasterizerState = NULL;
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static ID3D10BlendState* g_pBlendState = NULL;
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static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
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static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
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struct VERTEX_CONSTANT_BUFFER
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{
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float mvp[4][4];
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};
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// Render function
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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{
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ID3D10Device* ctx = g_pd3dDevice;
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// Create and grow vertex/index buffers if needed
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if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
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{
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
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g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
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D3D10_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
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desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
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return;
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}
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if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
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{
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if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
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g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
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D3D10_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
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desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
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return;
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}
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// Copy and convert all vertices into a single contiguous buffer
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ImDrawVert* vtx_dst = NULL;
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ImDrawIdx* idx_dst = NULL;
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g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
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g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtx_dst += cmd_list->VtxBuffer.Size;
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idx_dst += cmd_list->IdxBuffer.Size;
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}
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g_pVB->Unmap();
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g_pIB->Unmap();
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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{
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void* mapped_resource;
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if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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return;
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VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.5f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
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g_pVertexConstantBuffer->Unmap();
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}
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// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
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struct BACKUP_DX10_STATE
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{
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UINT ScissorRectsCount, ViewportsCount;
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D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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ID3D10RasterizerState* RS;
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ID3D10BlendState* BlendState;
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FLOAT BlendFactor[4];
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UINT SampleMask;
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UINT StencilRef;
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ID3D10DepthStencilState* DepthStencilState;
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ID3D10ShaderResourceView* PSShaderResource;
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ID3D10SamplerState* PSSampler;
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ID3D10PixelShader* PS;
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ID3D10VertexShader* VS;
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D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
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ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
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UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
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DXGI_FORMAT IndexBufferFormat;
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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();
|
||||||
|
}
|
||||||
|
|
@ -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();
|
||||||
|
|
@ -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;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -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(); }
|
||||||
|
|
|
||||||
|
|
@ -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>
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -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;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
|
||||||
|
|
@ -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);
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
|
||||||
|
|
@ -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);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Binary file not shown.
|
After Width: | Height: | Size: 53 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 8.6 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 209 KiB |
Loading…
Reference in New Issue