mirror of
https://github.com/Bloodysharp/ImGui-Loader.git
synced 2024-12-22 16:07:25 +08:00
100 lines
3.4 KiB
C++
100 lines
3.4 KiB
C++
#include "blur.hpp"
|
|
|
|
#include "blur_binary.h"
|
|
|
|
static IDirect3DSurface9* rtBackup = nullptr;
|
|
static IDirect3DPixelShader9* blurShaderX = nullptr;
|
|
static IDirect3DPixelShader9* blurShaderY = nullptr;
|
|
static IDirect3DTexture9* blurTexture = nullptr;
|
|
static int backbufferWidth = 0;
|
|
static int backbufferHeight = 0;
|
|
|
|
static void BeginBlur(const ImDrawList* parent_list, const ImDrawCmd* cmd)
|
|
{
|
|
const auto device = reinterpret_cast<IDirect3DDevice9*>(cmd->UserCallbackData);
|
|
|
|
if (!blurShaderX)
|
|
{
|
|
device->CreatePixelShader(reinterpret_cast<const DWORD*>(blur_x.data()), &blurShaderX);
|
|
}
|
|
|
|
if (!blurShaderY)
|
|
{
|
|
device->CreatePixelShader(reinterpret_cast<const DWORD*>(blur_y.data()), &blurShaderY);
|
|
}
|
|
|
|
IDirect3DSurface9* backBuffer;
|
|
device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backBuffer);
|
|
D3DSURFACE_DESC desc;
|
|
backBuffer->GetDesc(&desc);
|
|
|
|
if (backbufferWidth != desc.Width || backbufferHeight != desc.Height)
|
|
{
|
|
if (blurTexture)
|
|
blurTexture->Release();
|
|
|
|
backbufferWidth = desc.Width;
|
|
backbufferHeight = desc.Height;
|
|
device->CreateTexture(desc.Width, desc.Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &blurTexture, nullptr);
|
|
}
|
|
|
|
device->GetRenderTarget(0, &rtBackup);
|
|
|
|
{
|
|
IDirect3DSurface9* surface;
|
|
blurTexture->GetSurfaceLevel(0, &surface);
|
|
device->StretchRect(backBuffer, NULL, surface, NULL, D3DTEXF_NONE);
|
|
device->SetRenderTarget(0, surface);
|
|
surface->Release();
|
|
}
|
|
|
|
backBuffer->Release();
|
|
|
|
device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
|
|
device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
|
|
}
|
|
|
|
static void FirstBlurPass(const ImDrawList* parent_list, const ImDrawCmd* cmd)
|
|
{
|
|
const auto device = reinterpret_cast<IDirect3DDevice9*>(cmd->UserCallbackData);
|
|
|
|
device->SetPixelShader(blurShaderX);
|
|
const float params[4] = { 1.0f / backbufferWidth };
|
|
device->SetPixelShaderConstantF(0, params, 1);
|
|
}
|
|
|
|
static void SecondBlurPass(const ImDrawList* parent_list, const ImDrawCmd* cmd)
|
|
{
|
|
const auto device = reinterpret_cast<IDirect3DDevice9*>(cmd->UserCallbackData);
|
|
|
|
device->SetPixelShader(blurShaderY);
|
|
const float params[4] = { 1.0f / backbufferHeight };
|
|
device->SetPixelShaderConstantF(0, params, 1);
|
|
}
|
|
|
|
static void EndBlur(const ImDrawList* parent_list, const ImDrawCmd* cmd)
|
|
{
|
|
const auto device = reinterpret_cast<IDirect3DDevice9*>(cmd->UserCallbackData);
|
|
|
|
device->SetRenderTarget(0, rtBackup);
|
|
rtBackup->Release();
|
|
|
|
device->SetPixelShader(nullptr);
|
|
device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
|
|
device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
|
|
}
|
|
|
|
inline void DrawBackgroundBlur(ImDrawList* drawList, IDirect3DDevice9* device)
|
|
{
|
|
drawList->AddCallback(BeginBlur, device);
|
|
|
|
for (int i = 0; i < 8; ++i) {
|
|
drawList->AddCallback(FirstBlurPass, device);
|
|
drawList->AddImage(blurTexture, { 0.0f, 0.0f }, { backbufferWidth * 1.0f, backbufferHeight * 1.0f });
|
|
drawList->AddCallback(SecondBlurPass, device);
|
|
drawList->AddImage(blurTexture, { 0.0f, 0.0f }, { backbufferWidth * 1.0f, backbufferHeight * 1.0f });
|
|
}
|
|
|
|
drawList->AddCallback(EndBlur, device);
|
|
drawList->AddImageRounded(blurTexture, { 0.0f, 0.0f }, { backbufferWidth * 1.0f, backbufferHeight * 1.0f }, { 0.0f, 0.0f }, { 1.0f, 1.0f }, IM_COL32(255, 255, 255, 255), 7.f);
|
|
} |