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This commit is contained in:
parent
118e967412
commit
af01f223c1
15
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@ -4,8 +4,8 @@ Size=400,400
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Collapsed=0
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[Window][Khaotic Engine]
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@ -34,8 +34,8 @@ Collapsed=0
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@ -45,7 +45,7 @@ Collapsed=0
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@ -66,8 +66,8 @@ Collapsed=0
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Binary file not shown.
@ -9,7 +9,6 @@ cbuffer PixelBuffer
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float4 pixelColor;
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//////////////
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//////////////
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@ -25,23 +24,19 @@ struct PixelInputType
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float4 FontPixelShader(PixelInputType input) : SV_TARGET
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float4 color;
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if(color.r == 0.0f)
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{
|
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|
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||||
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|
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color.a = 1.0f;
|
||||
color = color * pixelColor;
|
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return color;
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}
|
||||
|
||||
// If the color is other than black on the texture then this is a pixel in the font so draw it using the font pixel color.
|
||||
color = color * pixelColor;
|
||||
|
||||
return color;
|
||||
}
|
||||
}
|
@ -8,7 +8,6 @@ cbuffer MatrixBuffer
|
||||
matrix projectionMatrix;
|
||||
};
|
||||
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
@ -24,14 +23,12 @@ struct PixelInputType
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Vertex Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
PixelInputType FontVertexShader(VertexInputType input)
|
||||
{
|
||||
PixelInputType output;
|
||||
|
||||
|
||||
// Change the position vector to be 4 units for proper matrix calculations.
|
||||
input.position.w = 1.0f;
|
||||
@ -40,9 +37,9 @@ PixelInputType FontVertexShader(VertexInputType input)
|
||||
output.position = mul(input.position, worldMatrix);
|
||||
output.position = mul(output.position, viewMatrix);
|
||||
output.position = mul(output.position, projectionMatrix);
|
||||
|
||||
|
||||
// Store the texture coordinates for the pixel shader.
|
||||
output.tex = input.tex;
|
||||
|
||||
|
||||
return output;
|
||||
}
|
||||
}
|
@ -179,7 +179,8 @@ private :
|
||||
// ------------------------------------- //
|
||||
|
||||
XMMATRIX m_baseViewMatrix;
|
||||
RenderTextureClass* m_RenderTexture, * m_RefractionTexture, * m_ReflectionTexture, * m_SceneTexture;
|
||||
RenderTextureClass* m_RenderTexture, * m_RefractionTexture, * m_ReflectionTexture;
|
||||
RenderTextureClass* m_SceneTexture;
|
||||
DisplayPlaneClass* m_DisplayPlane;
|
||||
int m_screenWidth, m_screenHeight;
|
||||
CameraClass* m_Camera;
|
||||
|
@ -9,6 +9,7 @@
|
||||
#include <imgui_impl_win32.h>
|
||||
#include <windows.h>
|
||||
#include <deque>
|
||||
#include "rendertextureclass.h"
|
||||
|
||||
class ApplicationClass;
|
||||
|
||||
@ -47,6 +48,16 @@ public:
|
||||
bool m_EnableCelShading;
|
||||
|
||||
private:
|
||||
|
||||
// --------------------------------------------- //
|
||||
// ----------------- Functions ----------------- //
|
||||
// --------------------------------------------- //
|
||||
|
||||
// --------------------------------------------- //
|
||||
// ----------------- Variables ----------------- //
|
||||
// --------------------------------------------- //
|
||||
|
||||
|
||||
bool showObjectWindow;
|
||||
bool showTerrainWindow;
|
||||
bool showLightWindow;
|
||||
@ -62,6 +73,8 @@ private:
|
||||
ID3D11DeviceContext* m_deviceContext;
|
||||
ImVec2 windowSize;
|
||||
|
||||
RenderTextureClass* m_renderTexture;
|
||||
|
||||
const std::deque<Logger::LogEntry>& logBuffer = Logger::Get().GetLogBuffer();
|
||||
};
|
||||
|
||||
|
@ -6,8 +6,6 @@
|
||||
// MY CLASS INCLUDES //
|
||||
///////////////////////
|
||||
#include "fontclass.h"
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: TextClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
@ -1040,6 +1040,7 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Update the render count text.
|
||||
result = UpdateRenderCountString(GetRenderCount());
|
||||
if (!result)
|
||||
@ -1185,6 +1186,9 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z, float t
|
||||
return false;
|
||||
}
|
||||
|
||||
// Turn off alpha blending after rendering the 2D text.
|
||||
m_Direct3D->DisableAlphaBlending();
|
||||
|
||||
// turn on the Z buffer
|
||||
m_Direct3D->TurnZBufferOn();
|
||||
|
||||
|
@ -405,7 +405,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
||||
blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
||||
blendStateDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||
blendStateDescription.RenderTarget[0].RenderTargetWriteMask = 0x0f;
|
||||
blendStateDescription.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||
|
||||
// Create the blend state using the description.
|
||||
result = m_device->CreateBlendState(&blendStateDescription, &m_alphaEnableBlendingState);
|
||||
|
@ -1,6 +1,5 @@
|
||||
#include "imguiManager.h"
|
||||
#include "applicationclass.h"
|
||||
#include <string>
|
||||
|
||||
imguiManager::imguiManager()
|
||||
{
|
||||
@ -17,7 +16,7 @@ bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceConte
|
||||
|
||||
m_device = device;
|
||||
m_deviceContext = deviceContext;
|
||||
|
||||
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
io = &ImGui::GetIO();
|
||||
@ -27,7 +26,11 @@ bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceConte
|
||||
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX11_Init(m_device, m_deviceContext);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.Colors[ImGuiCol_WindowBg] = ImVec4(1.0f, 0.1f, 0.1f, 1.0f);
|
||||
|
||||
Logger::Get().Log("imgui initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
|
||||
@ -606,7 +609,16 @@ void imguiManager::WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSiz
|
||||
{
|
||||
ImGui::Begin("Render Window");
|
||||
|
||||
ImVec2 oldWindowSize = windowSize;
|
||||
windowSize = ImGui::GetContentRegionAvail();
|
||||
|
||||
// Si la taille de la fenêtre a changé, ajustez la taille de la fenêtre de l'application
|
||||
if (oldWindowSize.x != windowSize.x || oldWindowSize.y != windowSize.y)
|
||||
{
|
||||
app->SetWindowSize(windowSize);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Get the aspect ratio of the scene in app
|
||||
float aspectRatio = app->GetAspectRatio();
|
||||
@ -619,15 +631,14 @@ void imguiManager::WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSiz
|
||||
{
|
||||
windowSize.y = windowSize.x / aspectRatio;
|
||||
}
|
||||
|
||||
app->SetWindowSize(windowSize);
|
||||
|
||||
// Assurez-vous que la texture est valide
|
||||
RenderTextureClass* renderTexture = app->GetRenderTexture();
|
||||
if (renderTexture)
|
||||
m_renderTexture = app->GetRenderTexture();
|
||||
if (m_renderTexture)
|
||||
{
|
||||
|
||||
// Obtenez la vue de la ressource shader de la texture rendue
|
||||
ID3D11ShaderResourceView* texture = renderTexture->GetShaderResourceView();
|
||||
ID3D11ShaderResourceView* texture = m_renderTexture->GetShaderResourceView();
|
||||
|
||||
// Affichez la texture dans une fenêtre ImGui
|
||||
ImGui::Image((ImTextureID)texture, windowSize);
|
||||
|
Loading…
x
Reference in New Issue
Block a user