Вопрос Blur problem

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28 Дек 2021
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Пожалуйста, авторизуйтесь для просмотра ссылки.

blur.cpp:
#include <d3d9.h>
#include <wrl/client.h>

#include "blur.h"

#include "blur_x.h"
#include "blur_y.h"

using Microsoft::WRL::ComPtr;

static int backbufferWidth = 0;
static int backbufferHeight = 0;

static IDirect3DDevice9* device;

[[nodiscard]] static IDirect3DTexture9* createTexture(int width, int height) noexcept
{
    if (!device)
        return nullptr;

    IDirect3DTexture9* texture;
    device->CreateTexture(width, height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture, nullptr);
    return texture;
}

static void copyBackbufferToTexture(IDirect3DTexture9* texture, D3DTEXTUREFILTERTYPE filtering) noexcept
{
    if (!device)
        return;

    ComPtr<IDirect3DSurface9> backBuffer;
    if (device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, backBuffer.GetAddressOf()) == D3D_OK) {
        ComPtr<IDirect3DSurface9> surface;
        if (texture->GetSurfaceLevel(0, surface.GetAddressOf()) == D3D_OK)
            device->StretchRect(backBuffer.Get(), nullptr, surface.Get(), nullptr, filtering);
    }
}

static void setRenderTarget(IDirect3DTexture9* rtTexture) noexcept
{
    if (!device)
        return;

    ComPtr<IDirect3DSurface9> surface;
    if (rtTexture->GetSurfaceLevel(0, surface.GetAddressOf()) == D3D_OK)
        device->SetRenderTarget(0, surface.Get());
}



class ShaderProgram {
public:
    ~ShaderProgram()
    {
    }

    void use(float uniform, int location) const noexcept
    {
        device->SetPixelShader(pixelShader.Get());
        const float params[4] = { uniform };
        device->SetPixelShaderConstantF(location, params, 1);
    }

    void init(const BYTE* pixelShaderSrc) noexcept
    {
        if (initialized)
            return;
        initialized = true;

        if (!device)
            return;

        device->CreatePixelShader(reinterpret_cast<const DWORD*>(pixelShaderSrc), pixelShader.GetAddressOf());
    }

private:
    ComPtr<IDirect3DPixelShader9> pixelShader;
    bool initialized = false;
};

class BlurEffect {
public:
    static void draw(ImDrawList* drawList, ImVec2 min, ImVec2 max, float alpha) noexcept
    {
        if (!device || !drawList)
            return;

        instance()._draw(drawList, min, max, alpha);
    }

    static void clearTextures() noexcept
    {
        if (instance().blurTexture1) {
            instance().blurTexture1->Release();
            instance().blurTexture1 = nullptr;
        }
        if (instance().blurTexture2) {
            instance().blurTexture2->Release();
            instance().blurTexture2 = nullptr;
        }
    }
private:
    IDirect3DSurface9* rtBackup = nullptr;
    IDirect3DTexture9* blurTexture1 = nullptr;
    IDirect3DTexture9* blurTexture2 = nullptr;
    ShaderProgram blurShaderX;
    ShaderProgram blurShaderY;
    static constexpr auto blurDownsample = 8;

    BlurEffect() = default;
    BlurEffect(const BlurEffect&) = delete;

    ~BlurEffect()
    {
        if (rtBackup)
            rtBackup->Release();
        if (blurTexture1)
            blurTexture1->Release();
        if (blurTexture2)
            blurTexture2->Release();
    }

    static BlurEffect& instance() noexcept
    {
        static BlurEffect blurEffect;
        return blurEffect;
    }

    static void begin(const ImDrawList*, const ImDrawCmd*) noexcept { instance()._begin(); }
    static void firstPass(const ImDrawList*, const ImDrawCmd*) noexcept { instance()._firstPass(); }
    static void secondPass(const ImDrawList*, const ImDrawCmd*) noexcept { instance()._secondPass(); }
    static void end(const ImDrawList*, const ImDrawCmd*) noexcept { instance()._end(); }

    void createTextures() noexcept
    {
        if (!blurTexture1)
            blurTexture1 = createTexture(backbufferWidth / blurDownsample, backbufferHeight / blurDownsample);
        if (!blurTexture2)
            blurTexture2 = createTexture(backbufferWidth / blurDownsample, backbufferHeight / blurDownsample);
    }

    void createShaders() noexcept
    {
        blurShaderX.init(blur_x);
        blurShaderY.init(blur_y);
    }

    void _begin() noexcept
    {
        device->GetRenderTarget(0, &rtBackup);

        copyBackbufferToTexture(blurTexture1, D3DTEXF_LINEAR);

        device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
        device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
        device->SetRenderState(D3DRS_SCISSORTESTENABLE, false);

        const D3DMATRIX projection{ {{
            1.0f, 0.0f, 0.0f, 0.0f,
            0.0f, 1.0f, 0.0f, 0.0f,
            0.0f, 0.0f, 1.0f, 0.0f,
            -1.0f / (backbufferWidth / blurDownsample), 1.0f / (backbufferHeight / blurDownsample), 0.0f, 1.0f
        }} };
        device->SetVertexShaderConstantF(0, &projection.m[0][0], 4);
    }

    void _firstPass() noexcept
    {
        blurShaderX.use(1.0f / (backbufferWidth / blurDownsample), 0);
        setRenderTarget(blurTexture2);
    }

    void _secondPass() noexcept
    {
        blurShaderY.use(1.0f / (backbufferHeight / blurDownsample), 0);
        setRenderTarget(blurTexture1);
    }

    void _end() noexcept
    {
        device->SetRenderTarget(0, rtBackup);
        rtBackup->Release();

        device->SetPixelShader(nullptr);
        device->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
    }

    void _draw(ImDrawList* drawList, ImVec2 min, ImVec2 max, float alpha) noexcept
    {
        createTextures();
        createShaders();

        if (!blurTexture1 || !blurTexture2)
            return;

        drawList->AddCallback(&begin, nullptr);
        for (int i = 0; i < 8; ++i) {
            drawList->AddCallback(&firstPass, nullptr);
            drawList->AddImage(reinterpret_cast<ImTextureID>(blurTexture1), { -1.0f, -1.0f }, { 1.0f, 1.0f });
            drawList->AddCallback(&secondPass, nullptr);
            drawList->AddImage(reinterpret_cast<ImTextureID>(blurTexture2), { -1.0f, -1.0f }, { 1.0f, 1.0f });
        }
        drawList->AddCallback(&end, nullptr);
        drawList->AddCallback(ImDrawCallback_ResetRenderState, nullptr);

        drawList->AddImageRounded(reinterpret_cast<ImTextureID>(blurTexture1), min, max, { min.x / backbufferWidth, min.y / backbufferHeight }, { max.x / backbufferWidth, max.y / backbufferHeight }, IM_COL32(255, 255, 255, 255 * alpha), ImGui::GetStyle().WindowRounding);
    }
};


void blur::set_device(IDirect3DDevice9* device) noexcept
{
    ::device = device;
}

void blur::clear_blur_textures() noexcept
{
    BlurEffect::clearTextures();
}

void blur::device_reset() noexcept
{
    BlurEffect::clearTextures();
}


void blur::new_frame() noexcept
{
    const int width = ImGui::GetIO().DisplaySize.x;
    const int height = ImGui::GetIO().DisplaySize.y;
    if (backbufferWidth != static_cast<int>(width) || backbufferHeight != static_cast<int>(height)) {
        BlurEffect::clearTextures();
        backbufferWidth = static_cast<int>(width);
        backbufferHeight = static_cast<int>(height);
    }
}

void blur::add_blur(ImDrawList* drawList, ImVec2 min, ImVec2 max, float alpha) noexcept
{
    BlurEffect::draw(drawList, min, max, alpha);
}

blur.h:
#pragma once
#include "../../dependencies/imgui/imgui.h"

struct ImDrawList;
struct IDirect3DDevice9;

namespace blur
{
    extern void set_device(IDirect3DDevice9* device) noexcept;
    extern void clear_blur_textures() noexcept;
    extern void device_reset() noexcept;
    extern void new_frame() noexcept;
    extern void add_blur(ImDrawList* drawList, ImVec2 min, ImVec2 max, float alpha = 1.f) noexcept;
}

blur_x.h + blur_y.h:
#include <Windows.h>
const BYTE blur_x[ ] =
{
      0,   2, 255, 255, 254, 255,
     44,   0,  67,  84,  65,  66,
     28,   0,   0,   0, 131,   0,
      0,   0,   0,   2, 255, 255,
      2,   0,   0,   0,  28,   0,
      0,   0,   0,   1,   0,   0,
    124,   0,   0,   0,  68,   0,
      0,   0,   3,   0,   0,   0,
      1,   0,   0,   0,  80,   0,
      0,   0,   0,   0,   0,   0,
     96,   0,   0,   0,   2,   0,
      0,   0,   1,   0,   0,   0,
    108,   0,   0,   0,   0,   0,
      0,   0, 116, 101, 120,  83,
     97, 109, 112, 108, 101, 114,
      0, 171,   4,   0,  12,   0,
      1,   0,   1,   0,   1,   0,
      0,   0,   0,   0,   0,   0,
    116, 101, 120, 101, 108,  87,
    105, 100, 116, 104,   0, 171,
      0,   0,   3,   0,   1,   0,
      1,   0,   1,   0,   0,   0,
      0,   0,   0,   0, 112, 115,
     95,  50,  95,  48,   0,  77,
    105,  99, 114, 111, 115, 111,
    102, 116,  32,  40,  82,  41,
     32,  72,  76,  83,  76,  32,
     83, 104,  97, 100, 101, 114,
     32,  67, 111, 109, 112, 105,
    108, 101, 114,  32,  49,  48,
     46,  49,   0, 171,  81,   0,
      0,   5,   1,   0,  15, 160,
     20,  59, 177,  63,  24, 231,
    161,  62, 198, 121, 104,  62,
    236, 196,  78,  64,  81,   0,
      0,   5,   2,   0,  15, 160,
    220, 233, 143,  61,   0,   0,
      0,   0,   0,   0,   0,   0,
      0,   0,   0,   0,  31,   0,
      0,   2,   0,   0,   0, 128,
      0,   0,   3, 176,  31,   0,
      0,   2,   0,   0,   0, 144,
      0,   8,  15, 160,   1,   0,
      0,   2,   0,   0,   9, 128,
      1,   0, 228, 160,   4,   0,
      0,   4,   1,   0,   1, 128,
      0,   0,   0, 160,   0,   0,
      0, 128,   0,   0,   0, 176,
      1,   0,   0,   2,   1,   0,
      2, 128,   0,   0,  85, 176,
      4,   0,   0,   4,   0,   0,
      1, 128,   0,   0,   0, 160,
      0,   0,   0, 129,   0,   0,
      0, 176,   1,   0,   0,   2,
      0,   0,   2, 128,   0,   0,
     85, 176,   4,   0,   0,   4,
      2,   0,   1, 128,   0,   0,
      0, 160,   0,   0, 255, 129,
      0,   0,   0, 176,   1,   0,
      0,   2,   2,   0,   2, 128,
      0,   0,  85, 176,   4,   0,
      0,   4,   3,   0,   1, 128,
      0,   0,   0, 160,   0,   0,
    255, 128,   0,   0,   0, 176,
      1,   0,   0,   2,   3,   0,
      2, 128,   0,   0,  85, 176,
     66,   0,   0,   3,   1,   0,
     15, 128,   1,   0, 228, 128,
      0,   8, 228, 160,  66,   0,
      0,   3,   0,   0,  15, 128,
      0,   0, 228, 128,   0,   8,
    228, 160,  66,   0,   0,   3,
      4,   0,  15, 128,   0,   0,
    228, 176,   0,   8, 228, 160,
     66,   0,   0,   3,   2,   0,
     15, 128,   2,   0, 228, 128,
      0,   8, 228, 160,  66,   0,
      0,   3,   3,   0,  15, 128,
      3,   0, 228, 128,   0,   8,
    228, 160,   5,   0,   0,   3,
      0,   0,   7, 128,   0,   0,
    228, 128,   1,   0,  85, 160,
      4,   0,   0,   4,   0,   0,
      7, 128,   4,   0, 228, 128,
      1,   0, 170, 160,   0,   0,
    228, 128,   4,   0,   0,   4,
      0,   0,   7, 128,   1,   0,
    228, 128,   1,   0,  85, 160,
      0,   0, 228, 128,   4,   0,
      0,   4,   0,   0,   7, 128,
      2,   0, 228, 128,   2,   0,
      0, 160,   0,   0, 228, 128,
      4,   0,   0,   4,   4,   0,
      7, 128,   3,   0, 228, 128,
      2,   0,   0, 160,   0,   0,
    228, 128,   1,   0,   0,   2,
      0,   8,  15, 128,   4,   0,
    228, 128, 255, 255,   0,   0
};

#include <Windows.h>
const BYTE blur_y[ ] =
{
      0,   2, 255, 255, 254, 255,
     44,   0,  67,  84,  65,  66,
     28,   0,   0,   0, 131,   0,
      0,   0,   0,   2, 255, 255,
      2,   0,   0,   0,  28,   0,
      0,   0,   0,   1,   0,   0,
    124,   0,   0,   0,  68,   0,
      0,   0,   3,   0,   0,   0,
      1,   0,   0,   0,  80,   0,
      0,   0,   0,   0,   0,   0,
     96,   0,   0,   0,   2,   0,
      0,   0,   1,   0,   0,   0,
    108,   0,   0,   0,   0,   0,
      0,   0, 116, 101, 120,  83,
     97, 109, 112, 108, 101, 114,
      0, 171,   4,   0,  12,   0,
      1,   0,   1,   0,   1,   0,
      0,   0,   0,   0,   0,   0,
    116, 101, 120, 101, 108,  72,
    101, 105, 103, 104, 116,   0,
      0,   0,   3,   0,   1,   0,
      1,   0,   1,   0,   0,   0,
      0,   0,   0,   0, 112, 115,
     95,  50,  95,  48,   0,  77,
    105,  99, 114, 111, 115, 111,
    102, 116,  32,  40,  82,  41,
     32,  72,  76,  83,  76,  32,
     83, 104,  97, 100, 101, 114,
     32,  67, 111, 109, 112, 105,
    108, 101, 114,  32,  49,  48,
     46,  49,   0, 171,  81,   0,
      0,   5,   1,   0,  15, 160,
     20,  59, 177,  63,  24, 231,
    161,  62, 198, 121, 104,  62,
    236, 196,  78,  64,  81,   0,
      0,   5,   2,   0,  15, 160,
    220, 233, 143,  61,   0,   0,
      0,   0,   0,   0,   0,   0,
      0,   0,   0,   0,  31,   0,
      0,   2,   0,   0,   0, 128,
      0,   0,   3, 176,  31,   0,
      0,   2,   0,   0,   0, 144,
      0,   8,  15, 160,   1,   0,
      0,   2,   0,   0,   9, 128,
      1,   0, 228, 160,   4,   0,
      0,   4,   1,   0,   2, 128,
      0,   0,   0, 160,   0,   0,
      0, 128,   0,   0,  85, 176,
      1,   0,   0,   2,   1,   0,
      1, 128,   0,   0,   0, 176,
      4,   0,   0,   4,   0,   0,
      2, 128,   0,   0,   0, 160,
      0,   0,   0, 129,   0,   0,
     85, 176,   1,   0,   0,   2,
      0,   0,   1, 128,   0,   0,
      0, 176,   4,   0,   0,   4,
      2,   0,   2, 128,   0,   0,
      0, 160,   0,   0, 255, 129,
      0,   0,  85, 176,   1,   0,
      0,   2,   2,   0,   1, 128,
      0,   0,   0, 176,   4,   0,
      0,   4,   3,   0,   2, 128,
      0,   0,   0, 160,   0,   0,
    255, 128,   0,   0,  85, 176,
      1,   0,   0,   2,   3,   0,
      1, 128,   0,   0,   0, 176,
     66,   0,   0,   3,   1,   0,
     15, 128,   1,   0, 228, 128,
      0,   8, 228, 160,  66,   0,
      0,   3,   0,   0,  15, 128,
      0,   0, 228, 128,   0,   8,
    228, 160,  66,   0,   0,   3,
      4,   0,  15, 128,   0,   0,
    228, 176,   0,   8, 228, 160,
     66,   0,   0,   3,   2,   0,
     15, 128,   2,   0, 228, 128,
      0,   8, 228, 160,  66,   0,
      0,   3,   3,   0,  15, 128,
      3,   0, 228, 128,   0,   8,
    228, 160,   5,   0,   0,   3,
      0,   0,   7, 128,   0,   0,
    228, 128,   1,   0,  85, 160,
      4,   0,   0,   4,   0,   0,
      7, 128,   4,   0, 228, 128,
      1,   0, 170, 160,   0,   0,
    228, 128,   4,   0,   0,   4,
      0,   0,   7, 128,   1,   0,
    228, 128,   1,   0,  85, 160,
      0,   0, 228, 128,   4,   0,
      0,   4,   0,   0,   7, 128,
      2,   0, 228, 128,   2,   0,
      0, 160,   0,   0, 228, 128,
      4,   0,   0,   4,   4,   0,
      7, 128,   3,   0, 228, 128,
      2,   0,   0, 160,   0,   0,
    228, 128,   1,   0,   0,   2,
      0,   8,  15, 128,   4,   0,
    228, 128, 255, 255,   0,   0
};


const BYTE default_vs[ ] =
{
      0,   2, 254, 255, 254, 255,
     34,   0,  67,  84,  65,  66,
     28,   0,   0,   0,  91,   0,
      0,   0,   0,   2, 254, 255,
      1,   0,   0,   0,  28,   0,
      0,   0,   0,   1,   0,   0,
     84,   0,   0,   0,  48,   0,
      0,   0,   2,   0,   0,   0,
      4,   0,   0,   0,  68,   0,
      0,   0,   0,   0,   0,   0,
    112, 114, 111, 106, 101,  99,
    116, 105, 111, 110,  77,  97,
    116, 114, 105, 120,   0, 171,
    171, 171,   3,   0,   3,   0,
      4,   0,   4,   0,   1,   0,
      0,   0,   0,   0,   0,   0,
    118, 115,  95,  50,  95,  48,
      0,  77, 105,  99, 114, 111,
    115, 111, 102, 116,  32,  40,
     82,  41,  32,  72,  76,  83,
     76,  32,  83, 104,  97, 100,
    101, 114,  32,  67, 111, 109,
    112, 105, 108, 101, 114,  32,
     49,  48,  46,  49,   0, 171,
     31,   0,   0,   2,   0,   0,
      0, 128,   0,   0,  15, 144,
     31,   0,   0,   2,  10,   0,
      0, 128,   1,   0,  15, 144,
     31,   0,   0,   2,   5,   0,
      0, 128,   2,   0,  15, 144,
      5,   0,   0,   3,   0,   0,
     15, 128,   0,   0,  85, 144,
      1,   0, 228, 160,   4,   0,
      0,   4,   0,   0,  15, 128,
      0,   0, 228, 160,   0,   0,
      0, 144,   0,   0, 228, 128,
      2,   0,   0,   3,   0,   0,
     15, 192,   0,   0, 228, 128,
      3,   0, 228, 160,   1,   0,
      0,   2,   0,   0,  15, 208,
      1,   0, 228, 144,   1,   0,
      0,   2,   0,   0,   3, 224,
      2,   0, 228, 144, 255, 255,
      0,   0
};
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Модератор раздела «Создание читов CS2»
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21 Июн 2022
Сообщения
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366
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155K
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