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https://github.com/Mauler125/r5sdk.git
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This is required as we still have a very hacky approach for running 'custom' BSP files. Even though we are pretty much ready to move over the proper approach, we haven't been able to update all files yet. This is kept in place but will have to be deprecated and removed among with the MaterialSystem hack before the next release.
159 lines
6.4 KiB
C++
159 lines
6.4 KiB
C++
//===========================================================================//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "core/stdafx.h"
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#include "tier1/cvar.h"
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#include "public/utility/crashhandler.h"
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#include "vpc/keyvalues.h"
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#include "rtech/rtech_utils.h"
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#include "engine/cmodel_bsp.h"
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#include "bsplib/bsplib.h"
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#include "materialsystem/cmaterialglue.h"
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#include "materialsystem/cmaterialsystem.h"
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#ifndef DEDICATED
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//---------------------------------------------------------------------------------
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// Purpose: loads and processes STBSP files
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// (overrides level name if stbsp field has value in prerequisites file)
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// Input : *pszLevelName -
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//---------------------------------------------------------------------------------
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void StreamDB_Init(const char* pszLevelName)
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{
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KeyValues* pSettingsKV = Mod_GetLevelSettings(pszLevelName);
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if (pSettingsKV)
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{
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KeyValues* pStreamKV = pSettingsKV->FindKey("StreamDB");
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if (pStreamKV)
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{
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const char* pszColumnName = pStreamKV->GetString();
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DevMsg(eDLL_T::MS, __FUNCTION__": Loading override STBSP file '%s.stbsp'\n", pszColumnName);
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v_StreamDB_Init(pszColumnName);
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return;
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}
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}
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DevMsg(eDLL_T::MS, __FUNCTION__": Loading STBSP file '%s.stbsp'\n", pszLevelName);
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v_StreamDB_Init(pszLevelName);
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}
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//---------------------------------------------------------------------------------
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// Purpose: draw frame
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//---------------------------------------------------------------------------------
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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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)
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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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)
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#endif
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{
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// This only happens when the BSP is in a horrible condition (bad depth buffer draw calls!)
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// but allows you to load BSP's with virtually all missing shaders/materials and models
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// being replaced with 'material_for_aspect/error.rpak' and 'mdl/error.rmdl'.
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if (!s_pRenderContext.GetValue<void*>())
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return nullptr;
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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return v_DispatchDrawCall(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12);
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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return v_DispatchDrawCall(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, a14);
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#endif
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}
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#endif // !DEDICATED
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//-----------------------------------------------------------------------------
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// Purpose: checks if ptr is valid, and checks for equality against CMaterial vftable
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// Input : **pCandidate -
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// Output : true if valid and material, false otherwise
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//-----------------------------------------------------------------------------
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__declspec(noinline) bool IsMaterialInternal(void** pCandidate)
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{
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// NOTE: this is a dirty fix, but for running technically broken BSP's, this is the only fix
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// besides going bare metal inline assembly (which on its own isn't directly the problem, but
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// portability wise it will be a problem as the majority of the code in r5apex.exe is declared inline).
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// In the future, do not fix anything like this unless there is absolutely no other choice!
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// The context of the problem is that we fix the missing models defined in the game_lump of a
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// BSP by swapping missing models out for existing models, which will in many cases, end up with
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// 2 or more model name duplicates within a single BSP's game_lump, which is illegal and causes
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// unpredictable behavior, which in this case causes a register to be assigned to an invalid CMaterial
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// address. The pointer can still be dereferenced in many cases, which is why we do an equality test.
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// The first member of the CMaterial data structure should be its VFTable pointer, anything else is invalid.
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__try
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{
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if (*pCandidate == g_pMaterialVFTable ||
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*pCandidate == g_pMaterialGlueVFTable)
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return true;
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}
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__except (GetExceptionCode() == EXCEPTION_ACCESS_VIOLATION)
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{
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return false;
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}
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return false;
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}
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#ifndef DEDICATED
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//-----------------------------------------------------------------------------
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// Purpose: finds a material
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// Input : *pMatSys -
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// *pMaterialName -
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// nMaterialType -
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// nUnk -
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// bComplain -
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// Output : pointer to material
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//-----------------------------------------------------------------------------
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CMaterialGlue* CMaterialSystem::FindMaterialEx(CMaterialSystem* pMatSys, const char* pMaterialName, uint8_t nMaterialType, int nUnk, bool bComplain)
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{
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CMaterialGlue* pMaterial = CMaterialSystem__FindMaterialEx(pMatSys, pMaterialName, nMaterialType, nUnk, bComplain);
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if ((bComplain || mat_alwaysComplain->GetBool()) && pMaterial->IsErrorMaterial())
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{
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Error(eDLL_T::MS, NO_ERROR, "Material \"%s\" not found; replacing with \"%s\".\n", pMaterialName, pMaterial->GetName());
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}
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return pMaterial;
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}
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//-----------------------------------------------------------------------------
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// Purpose: get screen size
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// Input : *pMatSys -
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// Output : Vector2D screen size
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//-----------------------------------------------------------------------------
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Vector2D CMaterialSystem::GetScreenSize(CMaterialSystem* pMatSys)
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{
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Vector2D vecScreenSize;
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CMaterialSystem_GetScreenSize(pMatSys, &vecScreenSize.x, &vecScreenSize.y);
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return vecScreenSize;
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}
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#endif // !DEDICATED
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///////////////////////////////////////////////////////////////////////////////
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void CMaterialSystem_Attach()
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{
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// TODO: This has to be removed!!!
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#ifndef _DEBUG
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vector<CMemory> find_IMI_ref = CMemory(IsMaterialInternal).FindAllCallReferences(reinterpret_cast<uintptr_t>(BuildPropStaticFrustumCullMap), 1000);
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if (!find_IMI_ref.empty())
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{
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void* imiRetAddr = find_IMI_ref.at(0).Offset(0x5).RCast<void*>();
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g_CrashHandler->AddToWhitelist(imiRetAddr);
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}
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#endif // !_DEBUG
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#ifndef DEDICATED
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DetourAttach((LPVOID*)&v_StreamDB_Init, &StreamDB_Init);
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DetourAttach((LPVOID*)&v_DispatchDrawCall, &DispatchDrawCall);
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DetourAttach((LPVOID*)&CMaterialSystem__FindMaterialEx, &CMaterialSystem::FindMaterialEx);
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#endif // !DEDICATED
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}
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void CMaterialSystem_Detach()
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{
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#ifndef DEDICATED
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DetourDetach((LPVOID*)&v_StreamDB_Init, &StreamDB_Init);
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DetourDetach((LPVOID*)&v_DispatchDrawCall, &DispatchDrawCall);
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DetourDetach((LPVOID*)&CMaterialSystem__FindMaterialEx, &CMaterialSystem::FindMaterialEx);
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#endif // !DEDICATED
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} |