#pragma once #include extern std::filesystem::path g_currPath; // 注意:这是工作目录 extern std::pair get_img_json_pth(const std::string& m5); #include #include extern std::vector base64_decode(const std::string& input); #include #include #include extern std::string readFileToString(const std::string& filePath); typedef const char* (_cdecl* FunctionPtr) (const char* pth_img); extern FunctionPtr rec; extern std::string base64_encode(std::string pth_img); //#include "../imgui/backends/imgui_impl_win32.h" //#include "../imgui/backends/imgui_impl_dx11.h" //#include //#include // // //// Data //static ID3D11Device* g_pd3dDevice = nullptr; //static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr; //static IDXGISwapChain* g_pSwapChain = nullptr; //static bool g_SwapChainOccluded = false; //static UINT g_ResizeWidth = 0, g_ResizeHeight = 0; //static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr; // //// Forward declarations of helper functions ////bool CreateDeviceD3D(HWND hWnd); ////void CleanupDeviceD3D(); ////void CreateRenderTarget(); ////void CleanupRenderTarget(); // //#include //#pragma comment(lib, "windowscodecs.lib") // //// DX11加载图片到纹理(从内存) //ImTextureID LoadTextureFromMemoryDX11(const void* data, size_t data_size, ID3D11Device* device, int* out_width, int* out_height) //{ // if (!device || !data) return 0; // ID3D11ShaderResourceView* out_srv; // if (out_width) *out_width = 0; // if (out_height) *out_height = 0; // // IWICImagingFactory* wicFactory = nullptr; // IWICStream* wicStream = nullptr; // IWICBitmapDecoder* wicDecoder = nullptr; // IWICBitmapFrameDecode* wicFrame = nullptr; // IWICFormatConverter* wicConverter = nullptr; // bool result = false; // // // 创建WIC工厂 // if (FAILED(CoInitializeEx(nullptr, COINIT_MULTITHREADED))) { // return 0; // } // if (FAILED(CoCreateInstance(CLSID_WICImagingFactory, nullptr, CLSCTX_INPROC_SERVER, IID_PPV_ARGS(&wicFactory)))) { // return 0; // } // // // 创建WIC流 // if (FAILED(wicFactory->CreateStream(&wicStream))) { // return 0; // } // if (FAILED(wicStream->InitializeFromMemory((BYTE*)data, (DWORD)data_size))) { // return 0; // } // // // 创建解码器 // if (FAILED(wicFactory->CreateDecoderFromStream(wicStream, nullptr, WICDecodeMetadataCacheOnLoad, &wicDecoder))) { // return 0; // } // // // 获取第一帧 // if (FAILED(wicDecoder->GetFrame(0, &wicFrame))) { // return 0; // } // // // 转换为32位RGBA格式 // if (FAILED(wicFactory->CreateFormatConverter(&wicConverter))) { // return 0; // } // if (FAILED(wicConverter->Initialize(wicFrame, GUID_WICPixelFormat32bppRGBA, WICBitmapDitherTypeNone, nullptr, 0.0, WICBitmapPaletteTypeCustom))) { // return 0; // } // // UINT width = 0, height = 0; // if (FAILED(wicConverter->GetSize(&width, &height))) { // return 0; // } // // std::vector imageData(width * height * 4); // if (FAILED(wicConverter->CopyPixels(nullptr, width * 4, (UINT)imageData.size(), imageData.data()))) { // return 0; // } // // // 创建DX11纹理 // D3D11_TEXTURE2D_DESC desc = {}; // desc.Width = width; // desc.Height = height; // desc.MipLevels = 1; // desc.ArraySize = 1; // desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // desc.SampleDesc.Count = 1; // desc.Usage = D3D11_USAGE_DEFAULT; // desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; // // D3D11_SUBRESOURCE_DATA subResource = {}; // subResource.pSysMem = imageData.data(); // subResource.SysMemPitch = width * 4; // // ID3D11Texture2D* texture = nullptr; // if (FAILED(device->CreateTexture2D(&desc, &subResource, &texture))) { // if (wicConverter) wicConverter->Release(); // if (wicFrame) wicFrame->Release(); // if (wicDecoder) wicDecoder->Release(); // if (wicStream) wicStream->Release(); // if (wicFactory) wicFactory->Release(); // return 0; // } // // // 创建SRV // D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {}; // srvDesc.Format = desc.Format; // srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; // srvDesc.Texture2D.MipLevels = 1; // if (FAILED(device->CreateShaderResourceView(texture, &srvDesc, &out_srv))) { // texture->Release(); // if (wicConverter) wicConverter->Release(); // if (wicFrame) wicFrame->Release(); // if (wicDecoder) wicDecoder->Release(); // if (wicStream) wicStream->Release(); // if (wicFactory) wicFactory->Release(); // return 0; // } // // // ImTextureID texture_id = (ImTextureID)(intptr_t)out_srv; // // texture->Release(); // if (out_width) *out_width = (int)width; // if (out_height) *out_height = (int)height; // // if (wicConverter) wicConverter->Release(); // if (wicFrame) wicFrame->Release(); // if (wicDecoder) wicDecoder->Release(); // if (wicStream) wicStream->Release(); // if (wicFactory) wicFactory->Release(); // // CoUninitialize(); // 如果你在主程序中全局初始化COM,这里不要uninit // return texture_id; //} // //// DX11释放纹理(替代stbi_image_free) //void DX11FreeTexture(ID3D11ShaderResourceView* srv) //{ // if (srv) srv->Release(); //} // //// Open and read a file, then forward to LoadTextureFromMemory() //ImTextureID LoadTextureFromFile(const char* file_name, ID3D11Device* device, int* out_width, int* out_height) //{ // FILE* f = fopen(file_name, "rb"); // if (f == NULL) // return 0; // fseek(f, 0, SEEK_END); // size_t file_size = (size_t)ftell(f); // if (file_size == -1) // return 0; // fseek(f, 0, SEEK_SET); // void* file_data = IM_ALLOC(file_size); // fread(file_data, 1, file_size, f); // fclose(f); // ImTextureID texture_id = LoadTextureFromMemoryDX11(file_data, file_size, device, out_width, out_height); // IM_FREE(file_data); // return texture_id; //} //