提交 1afee760 编写于 作者: GamebabyRockSun_QQ's avatar GamebabyRockSun_QQ

添加13号和14号项目,13号项目如何显示GIF动画作为纹理,14号项目还没有开始,添加进去为合并分支一下,将之前的项目等一起合并到master上去

上级 9af07263
......@@ -350,7 +350,8 @@ int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR l
//-----------------------------------------------------------------------------------------------------------
// D2D & DWrite 相关变量
UINT nD3D11DeviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
UINT nD3D11DeviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
const FLOAT DEFAULT_DPI = 96.f;
ComPtr<ID3D11Device5> pID3D11Device5;
ComPtr<ID3D11DeviceContext4> pID3D11DeviceContext4;
ComPtr<ID3D11On12Device1> pID3D11On12Device1;
......@@ -536,6 +537,7 @@ int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR l
::SetWindowText(hWnd, pszWndTitle);
}
//-----------------------------------------------------------------------------------------------------------
// 创建D3D11on12设备
{
#if defined(_DEBUG)
......@@ -564,7 +566,6 @@ int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR l
GRS_THROW_IF_FAILED(pID3D11Device5.As(&pID3D11On12Device1));
}
//-----------------------------------------------------------------------------------------------------------
//创建D2D、DWrite工厂
{
D2D1_FACTORY_OPTIONS stD2DFactoryOptions = {};
......@@ -965,8 +966,8 @@ int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR l
//-----------------------------------------------------------------------------------------------------------
// 创建D2D的 Render Target
{{
float fDPIx = 96.0f;
float fDPIy = 96.0f;
float fDPIx = DEFAULT_DPI;
float fDPIy = DEFAULT_DPI;
// 这里需要注意 现在GetDesktopDpi方法已经被否决了,不能再调用了
// 之前的注释有问题,设置成0会出错,我们这里改成了Windows系统默认的96
//DisplayInformation::LogicalDpi for Windows Store Apps or GetDpiForWindow for desktop apps.
......@@ -2381,8 +2382,8 @@ UINT __stdcall RenderThread(void* pParam)
UINT nIndexCnt = 0;
XMMATRIX mxPosModule = XMMatrixTranslationFromVector(XMLoadFloat4(&pThdPms->m_v4ModelPos)); //当前渲染物体的位置
// Mesh Value
ST_GRS_VERTEX* pstVertices = nullptr;
UINT* pnIndices = nullptr;
ST_GRS_VERTEX* pstVertices = nullptr;
UINT* pnIndices = nullptr;
UINT nVertexCnt = 0;
// DDS Value
std::unique_ptr<uint8_t[]> pbDDSData;
......
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struct PSInput
{
float4 position : SV_POSITION;
float2 uv : TEXCOORD;
};
cbuffer MVPBuffer : register(b0)
{
float4x4 m_MVP;
};
Texture2D g_texture : register(t0);
SamplerState g_sampler : register(s0);
PSInput VSMain(float4 position : POSITION, float2 uv : TEXCOORD)
{
PSInput result;
result.position = mul(position, m_MVP);
result.uv = uv;
return result;
}
float4 PSMain(PSInput input) : SV_TARGET
{
return g_texture.Sample(g_sampler, input.uv);
}
cbuffer ST_GRS_GIF_FRAME_PARAM : register(b0)
{
uint m_nFrame;
uint m_nDisposal;
float4 m_c4BkColor;
};
Texture2D g_tGIFFrame : register(t0);
RWTexture2D<float4> g_tPaint : register(u0);
[numthreads(1, 1, 1)]
void ShowGIFCS( uint3 n3ThdID : SV_DispatchThreadID)
{
if (0 == m_nFrame)
{// 第一帧时用背景色擦除一下先
g_tPaint[n3ThdID.xy] = m_c4BkColor;
}
if ( 2 == m_nDisposal )
{//DM_BACKGROUND 用背景色填充整个画面,相当于一个Clear操作,因为命令列表中的ClearUAV命令只能设置一个float值,所以放到这里来清除背景
g_tPaint[n3ThdID.xy] = m_c4BkColor;
}
else if (0 == m_nDisposal || 1 == m_nDisposal)
{//DM_UNDEFINED or DM_NONE 不清楚背景,直接在原来画面基础上进行Alpha混色绘制
// Simple Alpha Blending
g_tPaint[n3ThdID.xy] = g_tGIFFrame[n3ThdID.xy].w * g_tGIFFrame[n3ThdID.xy]
+ (1.0f - g_tGIFFrame[n3ThdID.xy].w) * g_tPaint[n3ThdID.xy];
}
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