mirror of
https://github.com/Mauler125/r5sdk.git
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Refactored code to only feature game pointers, this avoids the unnecessary overhead that was previously caused by creating our own device pointers, swapchain, etc.. This commit also fixes the classic 'black screen' problem when the aspect ratio is set to 4:3 - 5:4, however, a similar bug returned for this causing Dear ImGui to not draw at all when the aspect ratio is set to 4:3 - 5:4. This commit also moves the old HwndProc hook to 'CGame::WindowProc'.
305 lines
9.9 KiB
C++
305 lines
9.9 KiB
C++
#include "core/stdafx.h"
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#ifndef DEDICATED // This file should not be compiled for DEDICATED!
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//------------------------------
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#define STB_IMAGE_IMPLEMENTATION
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#include "tier0/threadtools.h"
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#include "tier1/cvar.h"
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#include "windows/id3dx.h"
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#include "windows/input.h"
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#include "gameui/IConsole.h"
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#include "gameui/IBrowser.h"
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#include "engine/sys_mainwind.h"
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#include "inputsystem/inputsystem.h"
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#include "public/bitmap/stb_image.h"
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/**********************************************************************************
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-----------------------------------------------------------------------------------
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File : id3dx.cpp
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Date : 15:06:2021
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Author : Kawe Mazidjatari
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Purpose: Microsoft DirectX 11 'IDXGISwapChain::Present' hook implementation
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-----------------------------------------------------------------------------------
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History:
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- 15:06:2021 | 14:56 : Created by Kawe Mazidjatari
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- 17:06:2021 | 13:12 : Destroy / release objects with 'GetResizeBuffers' callback
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**********************************************************************************/
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///////////////////////////////////////////////////////////////////////////////////
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typedef BOOL(WINAPI* IPostMessageA)(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam);
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typedef BOOL(WINAPI* IPostMessageW)(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam);
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///////////////////////////////////////////////////////////////////////////////////
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static BOOL s_bInitialized = false;
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static BOOL s_bImGuiInitialized = false;
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///////////////////////////////////////////////////////////////////////////////////
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static IPostMessageA s_oPostMessageA = NULL;
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static IPostMessageW s_oPostMessageW = NULL;
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///////////////////////////////////////////////////////////////////////////////////
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static IDXGISwapChainPresent s_fnSwapChainPresent = NULL;
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//#################################################################################
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// WINDOW PROCEDURE
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//#################################################################################
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LRESULT CALLBACK DXGIMsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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return DefWindowProc(hWnd, uMsg, wParam, lParam);
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}
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//#################################################################################
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// POST MESSAGE
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//#################################################################################
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BOOL WINAPI HPostMessageA(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam)
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{
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if (g_bBlockInput && Msg == WM_MOUSEMOVE)
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{
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return TRUE;
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}
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return s_oPostMessageA(hWnd, Msg, wParam, lParam);
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}
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BOOL WINAPI HPostMessageW(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam)
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{
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if (g_bBlockInput && Msg == WM_MOUSEMOVE)
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{
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return TRUE;
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}
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return s_oPostMessageW(hWnd, Msg, wParam, lParam);
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}
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//#################################################################################
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// IMGUI
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//#################################################################################
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void SetupImGui()
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{
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///////////////////////////////////////////////////////////////////////////////
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui_ImplWin32_Init(*g_pGameWindow);
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ImGui_ImplDX11_Init(*g_ppGameDevice, *g_ppImmediateContext);
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ImGui::GetIO().ImeWindowHandle = *g_pGameWindow;
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///////////////////////////////////////////////////////////////////////////////
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_IsSRGB;
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s_bImGuiInitialized = true;
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}
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void DrawImGui()
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{
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ImGui_ImplDX11_NewFrame();
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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// This is required to disable the ctrl+tab menu as some users use this shortcut for other things in-game.
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// See https://github.com/ocornut/imgui/issues/5641 for more details.
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if (GImGui->ConfigNavWindowingKeyNext)
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ImGui::SetShortcutRouting(GImGui->ConfigNavWindowingKeyNext, ImGuiKeyOwner_None);
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if (GImGui->ConfigNavWindowingKeyPrev)
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ImGui::SetShortcutRouting(GImGui->ConfigNavWindowingKeyPrev, ImGuiKeyOwner_None);
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g_pBrowser->RunTask();
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g_pConsole->RunTask();
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g_pBrowser->RunFrame();
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g_pConsole->RunFrame();
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ImGui::EndFrame();
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ImGui::Render();
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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}
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//#################################################################################
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// IDXGI
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//#################################################################################
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HRESULT __stdcall Present(IDXGISwapChain* pSwapChain, UINT nSyncInterval, UINT nFlags)
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{
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if (!s_bInitialized)
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{
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SetupImGui();
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g_ThreadRenderThreadID = GetCurrentThreadId();
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s_bInitialized = true;
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}
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DrawImGui();
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///////////////////////////////////////////////////////////////////////////////
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return s_fnSwapChainPresent(pSwapChain, nSyncInterval, nFlags);
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}
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//#################################################################################
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// INTERNALS
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//#################################################################################
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bool LoadTextureBuffer(unsigned char* buffer, int len, ID3D11ShaderResourceView** out_srv, int* out_width, int* out_height)
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{
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// Load PNG buffer to a raw RGBA buffer
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int nImageWidth = 0;
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int nImageHeight = 0;
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unsigned char* pImageData = stbi_load_from_memory(buffer, len, &nImageWidth, &nImageHeight, NULL, 4);
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if (!pImageData)
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{
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assert(pImageData);
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////
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ID3D11Texture2D* pTexture = nullptr;
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D3D11_TEXTURE2D_DESC desc;
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D3D11_SUBRESOURCE_DATA subResource;
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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///////////////////////////////////////////////////////////////////////////////
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ZeroMemory(&desc, sizeof(desc));
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desc.Width = nImageWidth;
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desc.Height = nImageHeight;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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///////////////////////////////////////////////////////////////////////////////
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subResource.pSysMem = pImageData;
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subResource.SysMemPitch = desc.Width * 4;
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subResource.SysMemSlicePitch = 0;
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(*g_ppGameDevice)->CreateTexture2D(&desc, &subResource, &pTexture);
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// Create texture view
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ZeroMemory(&srvDesc, sizeof(srvDesc));
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = desc.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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if (pTexture)
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{
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(*g_ppGameDevice)->CreateShaderResourceView(pTexture, &srvDesc, out_srv);
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pTexture->Release();
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}
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*out_width = nImageWidth;
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*out_height = nImageHeight;
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stbi_image_free(pImageData);
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return true;
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}
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void ResetInput()
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{
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g_pInputSystem->EnableInput( // Enables the input system when both are not drawn.
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!g_pBrowser->m_bActivate && !g_pConsole->m_bActivate);
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}
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bool PanelsVisible()
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{
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if (g_pBrowser->m_bActivate || g_pConsole->m_bActivate)
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{
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return true;
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}
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return false;
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}
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//#################################################################################
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// ENTRYPOINT
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//#################################################################################
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void DirectX_Init()
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{
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///////////////////////////////////////////////////////////////////////////////
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s_oPostMessageA = (IPostMessageA)DetourFindFunction("user32.dll", "PostMessageA");
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s_oPostMessageW = (IPostMessageW)DetourFindFunction("user32.dll", "PostMessageW");
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// Begin the detour transaction
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DetourTransactionBegin();
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DetourUpdateThread(GetCurrentThread());
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// Hook PostMessage
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DetourAttach(&(LPVOID&)s_oPostMessageA, (PBYTE)HPostMessageA);
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DetourAttach(&(LPVOID&)s_oPostMessageW, (PBYTE)HPostMessageW);
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// Hook SwapChain
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DWORD_PTR* pSwapChainVtable = *reinterpret_cast<DWORD_PTR**>(g_ppSwapChain[0]);
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int pIDX = static_cast<int>(DXGISwapChainVTbl::Present);
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s_fnSwapChainPresent = reinterpret_cast<IDXGISwapChainPresent>(pSwapChainVtable[pIDX]);
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DetourAttach(&(LPVOID&)s_fnSwapChainPresent, (PBYTE)Present);
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// Commit the transaction
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HRESULT hr = DetourTransactionCommit();
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if (hr != NO_ERROR)
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{
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// Failed to hook into the process, terminate
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Error(eDLL_T::COMMON, 0xBAD0C0DE, "Failed to detour process: error code = %08x\n", hr);
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}
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}
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void DirectX_Shutdown()
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{
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// Begin the detour transaction
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DetourTransactionBegin();
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DetourUpdateThread(GetCurrentThread());
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// Unhook PostMessage
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DetourDetach(&(LPVOID&)s_oPostMessageA, (PBYTE)HPostMessageA);
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DetourDetach(&(LPVOID&)s_oPostMessageW, (PBYTE)HPostMessageW);
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// Unhook SwapChain
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DetourDetach(&(LPVOID&)s_fnSwapChainPresent, (PBYTE)Present);
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// Commit the transaction
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DetourTransactionCommit();
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///////////////////////////////////////////////////////////////////////////////
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// Shutdown ImGui
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if (s_bImGuiInitialized)
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{
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ImGui_ImplWin32_Shutdown();
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ImGui_ImplDX11_Shutdown();
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s_bImGuiInitialized = false;
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}
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s_bInitialized = false;
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}
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void VDXGI::GetAdr(void) const
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{
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///////////////////////////////////////////////////////////////////////////////
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LogFunAdr("IDXGISwapChain::Present", reinterpret_cast<uintptr_t>(s_fnSwapChainPresent));
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LogVarAdr("g_pSwapChain", reinterpret_cast<uintptr_t>(g_ppSwapChain));
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LogVarAdr("g_pGameDevice", reinterpret_cast<uintptr_t>(g_ppGameDevice));
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LogVarAdr("g_pImmediateContext", reinterpret_cast<uintptr_t>(g_ppImmediateContext));
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}
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void VDXGI::GetVar(void) const
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{
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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CMemory pBase = g_GameDll.FindPatternSIMD("48 89 4C 24 ?? 53 48 83 EC 50 48 8B 05 ?? ?? ?? ??");
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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CMemory pBase = g_GameDll.FindPatternSIMD("4C 8B DC 49 89 4B 08 48 83 EC 58");
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#endif
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// Grab device pointers..
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g_ppGameDevice = pBase.FindPattern("48 8D 05").ResolveRelativeAddressSelf(0x3, 0x7).RCast<ID3D11Device**>();
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g_ppImmediateContext = pBase.FindPattern("48 89 0D", CMemory::Direction::DOWN, 512, 3).ResolveRelativeAddressSelf(0x3, 0x7).RCast<ID3D11DeviceContext**>();
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// Grab swap chain..
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pBase = g_GameDll.FindPatternSIMD("48 83 EC 28 48 8B 0D ?? ?? ?? ?? 45 33 C0 33 D2");
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g_ppSwapChain = pBase.FindPattern("48 8B 0D").ResolveRelativeAddressSelf(0x3, 0x7).RCast<IDXGISwapChain**>();
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}
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#endif // !DEDICATED
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