void CGutFontDX10::Render(void) { UINT stride = sizeof(_FontVertex); UINT offset = 0; // ID3D10Device *pDevice = GutGetGraphicsDeviceDX10(); // 使用平行視角 Matrix4x4 proj_matrix = GutMatrixOrthoRH_DirectX(m_fWidth, m_fHeight, 0.0f, 1.0f); Matrix4x4 view_matrix; view_matrix.Identity(); view_matrix[3].Set(-m_fWidth/2.0f, -m_fHeight/2.0f, 0.0f, 1.0f); Matrix4x4 vp_matrix = view_matrix * proj_matrix; // 更新shader參數 Matrix4x4 *pConstData; m_pShaderConstant->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData ); *pConstData = vp_matrix; m_pShaderConstant->Unmap(); // pDevice->RSSetState(m_pRasterizerState); // 設定Shader pDevice->VSSetShader(m_pVertexShader); pDevice->PSSetShader(m_pPixelShader); // 設定vertex shader讀取參數的記憶體位罝 pDevice->VSSetConstantBuffers(0, 1, &m_pShaderConstant); // 套用字型貼圖 pDevice->PSSetShaderResources(0, 1, &m_pFontTexture); // 設定vertex資料格式 pDevice->IASetInputLayout(m_pVertexLayout); // 設定vertex buffer pDevice->IASetVertexBuffers(0, 1, &m_pVertexBuffer, &stride, &offset); pDevice->IASetIndexBuffer(m_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0); // 設定三角形頂點索引值資料排列是triangle list pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // 畫出文字 pDevice->DrawIndexed(m_iNumCharacters*6, 0, 0); }
static ID3D10ShaderResourceView *BrightnessImage(ID3D10ShaderResourceView *pTexture, sImageInfo *pInfo) { ID3D10Device *device = GutGetGraphicsDeviceDX10(); int w = pInfo->m_iWidth/4; int h = pInfo->m_iHeight/4; float fTexelW = 1.0f/(float)w; float fTexelH = 1.0f/(float)h; D3D10_VIEWPORT vp = {0, 0, w, h, 0.0f, 1.0f}; device->RSSetViewports(1, &vp); device->VSSetShader(g_pBlurVS); device->PSSetShader(g_pBrightnessPS); ID3D10Buffer *buffer_array[2] = {g_pVSConstantBuffer, g_pBrightnessConstantBuffer}; device->VSSetConstantBuffers(0, 2, buffer_array); device->PSSetConstantBuffers(0, 2, buffer_array); UINT stride = sizeof(Vertex_VT); UINT offset = 0; g_pDevice->IASetInputLayout(g_pVertexLayout); g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); g_pDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset); device->OMSetRenderTargets(1, &g_pFrameRTView[1], NULL); Vector4 *pConstants; g_pBrightnessConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstants); pConstants[0] = g_vBrightnessOffset; pConstants[1] = g_vBrightnessScale; g_pBrightnessConstantBuffer->Unmap(); g_pDevice->PSSetShaderResources(0, 1, &pTexture); g_pDevice->Draw(4, 0); return g_pFrameSRView[1]; }
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) void ImGui_ImplDX10_RenderDrawLists(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[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert)); memcpy(idx_dst, &cmd_list->IdxBuffer[0], 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 { 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; const float L = 0.0f; const float R = ImGui::GetIO().DisplaySize.x; const float B = ImGui::GetIO().DisplaySize.y; const float T = 0.0f; const 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)ImGui::GetIO().DisplaySize.x; vp.Height = (UINT)ImGui::GetIO().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; 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) { pcmd->UserCallback(cmd_list, pcmd); } else { const D3D10_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; ctx->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId); ctx->RSSetScissorRects(1, &r); 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 ID3D10ShaderResourceView *BlurImage(ID3D10ShaderResourceView *pTexture, sImageInfo *pInfo) { int w = pInfo->m_iWidth/4; int h = pInfo->m_iHeight/4; float fTexelW = 1.0f/(float)w; float fTexelH = 1.0f/(float)h; D3D10_VIEWPORT vp = {0, 0, w, h, 0.0f, 1.0f}; g_pDevice->RSSetViewports(1, &vp); const int num_samples = KERNELSIZE; Vector4 vTexOffsetX[num_samples]; Vector4 vTexOffsetY[num_samples]; for ( int i=0; i<num_samples; i++ ) { vTexOffsetX[i].Set(g_uv_offset_table[i] * fTexelW, 0.0f, 0.0f, g_weight_table[i]); vTexOffsetY[i].Set(0.0f, g_uv_offset_table[i] * fTexelH, 0.0f, g_weight_table[i]); } Vector4 *pConstants; ID3D10Device *device = GutGetGraphicsDeviceDX10(); device->VSSetShader(g_pBlurVS); device->PSSetShader(g_pBlurPS); ID3D10Buffer *buffer_array[2] = {g_pVSConstantBuffer, g_pBlurConstantBuffer}; device->VSSetConstantBuffers(0, 2, buffer_array); device->PSSetConstantBuffers(0, 2, buffer_array); UINT stride = sizeof(Vertex_VT); UINT offset = 0; g_pDevice->IASetInputLayout(g_pVertexLayout); g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); g_pDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset); // 水平模糊 { device->OMSetRenderTargets(1, &g_pFrameRTView[0], NULL); g_pBlurConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstants); memcpy(pConstants, vTexOffsetX, sizeof(Vector4)*num_samples); g_pBlurConstantBuffer->Unmap(); g_pDevice->PSSetShaderResources(0, 1, &pTexture); g_pDevice->Draw(4, 0); } // 垂直模糊 { device->OMSetRenderTargets(1, &g_pFrameRTView[1], NULL); g_pBlurConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstants); memcpy(pConstants, vTexOffsetY, sizeof(Vector4)*num_samples); g_pBlurConstantBuffer->Unmap(); g_pDevice->PSSetShaderResources(0, 1, &g_pFrameSRView[0]); g_pDevice->Draw(4, 0); } return g_pFrameSRView[1]; }