//===========================================================================// // // Purpose: // //===========================================================================// #include "core/stdafx.h" #include "tier1/cvar.h" #include "materialsystem/cmaterialsystem.h" //--------------------------------------------------------------------------------- // Purpose: loads and processes STBSP files // (overrides level name if stbsp field has value in prerequisites file) // Input : *pszStreamDBFile - //--------------------------------------------------------------------------------- void HStreamDB_Init(const char* pszStreamDBFile) { std::ostringstream ostream; ostream << "platform\\scripts\\levels\\settings\\" << pszStreamDBFile << ".json"; fs::path fsPath = fs::current_path() /= ostream.str(); if (FileExists(fsPath.string().c_str())) { nlohmann::json jsIn; try { std::ifstream iPakLoadDefFile(fsPath, std::ios::binary); // Parse prerequisites file. iPakLoadDefFile >> jsIn; iPakLoadDefFile.close(); if (!jsIn.is_null()) { if (!jsIn["stbsp"].is_null()) { std::string svStreamDBFile = jsIn["stbsp"].get(); DevMsg(eDLL_T::MS, "StreamDB_Init: Loading override STBSP file '%s.stbsp'\n", svStreamDBFile.c_str(), pszStreamDBFile); StreamDB_Init(svStreamDBFile.c_str()); return; } } } catch (const std::exception& ex) { DevMsg(eDLL_T::MS, "StreamDB_Init: Exception while parsing STBSP override: '%s'\n", ex.what()); } } StreamDB_Init(pszStreamDBFile); } //--------------------------------------------------------------------------------- // Purpose: draw frame //--------------------------------------------------------------------------------- #if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) void* __fastcall DispatchDrawCall(int64_t a1, uint64_t a2, int a3, int a4, char a5, int a6, uint8_t a7, int64_t a8, uint32_t a9, uint32_t a10, __m128* a11, int a12) #elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3) void* __fastcall DispatchDrawCall(int64_t a1, uint64_t a2, int a3, int a4, int64_t a5, int a6, uint8_t a7, int64_t a8, uint32_t a9, uint32_t a10, int a11, __m128* a12, int a13, int64_t a14) #endif { // This only happens when the BSP is in a horrible condition (bad depth buffer draw calls!) // but allows you to load BSP's with virtually all missing shaders/materials and models // being replaced with 'material_for_aspect/error.rpak' and 'mdl/error.rmdl'. if (!s_pRenderContext.GetValue()) return nullptr; #if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) return v_DispatchDrawCall(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12); #elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3) return v_DispatchDrawCall(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, a14); #endif } /////////////////////////////////////////////////////////////////////////////// void CMaterialSystem_Attach() { DetourAttach((LPVOID*)&StreamDB_Init, &HStreamDB_Init); DetourAttach((LPVOID*)&v_DispatchDrawCall, &DispatchDrawCall); } void CMaterialSystem_Detach() { DetourDetach((LPVOID*)&StreamDB_Init, &HStreamDB_Init); DetourDetach((LPVOID*)&v_DispatchDrawCall, &DispatchDrawCall); }