mirror of
https://github.com/Bloodysharp/ImGui-Loader.git
synced 2024-12-23 00:17:25 +08:00
100 lines
3.4 KiB
C++
100 lines
3.4 KiB
C++
#include "blur.hpp"
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#include "blur_binary.h"
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static IDirect3DSurface9* rtBackup = nullptr;
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static IDirect3DPixelShader9* blurShaderX = nullptr;
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static IDirect3DPixelShader9* blurShaderY = nullptr;
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static IDirect3DTexture9* blurTexture = nullptr;
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static int backbufferWidth = 0;
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static int backbufferHeight = 0;
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static void BeginBlur(const ImDrawList* parent_list, const ImDrawCmd* cmd)
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{
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const auto device = reinterpret_cast<IDirect3DDevice9*>(cmd->UserCallbackData);
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if (!blurShaderX)
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{
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device->CreatePixelShader(reinterpret_cast<const DWORD*>(blur_x.data()), &blurShaderX);
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}
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if (!blurShaderY)
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{
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device->CreatePixelShader(reinterpret_cast<const DWORD*>(blur_y.data()), &blurShaderY);
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}
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IDirect3DSurface9* backBuffer;
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device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backBuffer);
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D3DSURFACE_DESC desc;
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backBuffer->GetDesc(&desc);
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if (backbufferWidth != desc.Width || backbufferHeight != desc.Height)
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{
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if (blurTexture)
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blurTexture->Release();
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backbufferWidth = desc.Width;
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backbufferHeight = desc.Height;
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device->CreateTexture(desc.Width, desc.Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &blurTexture, nullptr);
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}
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device->GetRenderTarget(0, &rtBackup);
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{
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IDirect3DSurface9* surface;
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blurTexture->GetSurfaceLevel(0, &surface);
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device->StretchRect(backBuffer, NULL, surface, NULL, D3DTEXF_NONE);
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device->SetRenderTarget(0, surface);
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surface->Release();
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}
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backBuffer->Release();
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device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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}
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static void FirstBlurPass(const ImDrawList* parent_list, const ImDrawCmd* cmd)
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{
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const auto device = reinterpret_cast<IDirect3DDevice9*>(cmd->UserCallbackData);
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device->SetPixelShader(blurShaderX);
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const float params[4] = { 1.0f / backbufferWidth };
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device->SetPixelShaderConstantF(0, params, 1);
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}
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static void SecondBlurPass(const ImDrawList* parent_list, const ImDrawCmd* cmd)
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{
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const auto device = reinterpret_cast<IDirect3DDevice9*>(cmd->UserCallbackData);
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device->SetPixelShader(blurShaderY);
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const float params[4] = { 1.0f / backbufferHeight };
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device->SetPixelShaderConstantF(0, params, 1);
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}
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static void EndBlur(const ImDrawList* parent_list, const ImDrawCmd* cmd)
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{
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const auto device = reinterpret_cast<IDirect3DDevice9*>(cmd->UserCallbackData);
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device->SetRenderTarget(0, rtBackup);
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rtBackup->Release();
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device->SetPixelShader(nullptr);
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device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
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}
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inline void DrawBackgroundBlur(ImDrawList* drawList, IDirect3DDevice9* device)
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{
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drawList->AddCallback(BeginBlur, device);
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for (int i = 0; i < 8; ++i) {
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drawList->AddCallback(FirstBlurPass, device);
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drawList->AddImage(blurTexture, { 0.0f, 0.0f }, { backbufferWidth * 1.0f, backbufferHeight * 1.0f });
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drawList->AddCallback(SecondBlurPass, device);
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drawList->AddImage(blurTexture, { 0.0f, 0.0f }, { backbufferWidth * 1.0f, backbufferHeight * 1.0f });
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}
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drawList->AddCallback(EndBlur, device);
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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);
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} |