r5sdk/r5dev/engine/debugoverlay.h
Kawe Mazidjatari edc52ad669 IDetour: remove extraneous pointer assignments
Originally, we store the search results in a CMemory instance which we then assign to the actual function pointer. CMemory is just a pointer class; we can assign the results directly to the actual function pointer. This commit reduces a lot of code verbosity, and also reduced roughly 2KiB worth of static pointers in the resulting executable. This commit also officially deprecates the support for any GameDLL's below S3 (Season 3), since it makes more sense to port the assets from earlier/later games back to the version this SDK supports.
2024-04-05 17:19:32 +02:00

200 lines
5.8 KiB
C++

#pragma once
#include "mathlib/vector.h"
#include "mathlib/vector4d.h"
#include "mathlib/color.h"
#include "mathlib/ssemath.h"
// Something has to be hardcoded..
constexpr auto MATERIALSYSTEM_VCALL_OFF_0 = 0x3F0;
constexpr auto CMATQUEUEDRENDERCONTEXT_VCALL_OFS_0 = 0x288;
constexpr auto CMATQUEUEDRENDERCONTEXT_VCALL_OFS_1 = 0x290;
constexpr auto CMATQUEUEDRENDERCONTEXT_VCALL_OFS_2 = 0x8;
constexpr auto NDEBUG_PERSIST_TILL_NEXT_SERVER = (0.01023f);
enum class OverlayType_t
{
OVERLAY_BOX = 0,
OVERLAY_SPHERE,
OVERLAY_LINE,
OVERLAY_TRIANGLE,
OVERLAY_LASER_LINE,
OVERLAY_BOX2,
OVERLAY_CAPSULE,
OVERLAY_UNK0,
OVERLAY_UNK1
};
struct OverlayBase_t
{
OverlayBase_t(void)
{
m_Type = OverlayType_t::OVERLAY_BOX;
m_nCreationTick = -1;
m_flEndTime = 0.0f;
m_nServerCount = -1;
m_pNextOverlay = NULL;
m_nOverlayTick = NULL;
m_nFlags = NULL;
}
bool IsDead(void) const;
OverlayType_t m_Type; // What type of overlay is it?
int m_nCreationTick; // Duration -1 means go away after this frame #
float m_flEndTime; // When does this box go away
int m_nServerCount; // Latch server count, too
OverlayBase_t* m_pNextOverlay; // 16
int m_nOverlayTick; // 24
int m_nFlags; // Maybe
};
struct OverlayBox_t : public OverlayBase_t
{
OverlayBox_t(void) { m_Type = OverlayType_t::OVERLAY_BOX; }
struct Transforms
{
Transforms()
{
xmm[0] = LoadZeroSIMD();
xmm[1] = LoadZeroSIMD();
xmm[2] = LoadZeroSIMD();
};
union
{
fltx4 xmm[3];
matrix3x4a_t mat;
};
};
Transforms transforms;
Vector3D mins;
Vector3D maxs;
int r;
int g;
int b;
int a;
bool noDepthTest;
};
struct OverlaySphere_t : public OverlayBase_t
{
OverlaySphere_t(void) { m_Type = OverlayType_t::OVERLAY_SPHERE; }
Vector3D vOrigin;
float flRadius;
int nTheta;
int nPhi;
int r;
int g;
int b;
int a;
};
struct OverlayLine_t : public OverlayBase_t
{
OverlayLine_t(void) { m_Type = OverlayType_t::OVERLAY_LINE; }
Vector3D origin;
Vector3D dest;
int r;
int g;
int b;
int a;
bool noDepthTest;
};
struct OverlayTriangle_t : public OverlayBase_t
{
OverlayTriangle_t() { m_Type = OverlayType_t::OVERLAY_TRIANGLE; }
Vector3D p1;
Vector3D p2;
Vector3D p3;
int r;
int g;
int b;
int a;
bool noDepthTest;
};
struct OverlayLaserLine_t : public OverlayBase_t
{
OverlayLaserLine_t() { m_Type = OverlayType_t::OVERLAY_LASER_LINE; }
Vector3D start;
Vector3D end;
int r;
int g;
int b;
int a;
bool noDepthTest;
};
struct OverlayCapsule_t : public OverlayBase_t
{
OverlayCapsule_t() { m_Type = OverlayType_t::OVERLAY_CAPSULE; }
Vector3D start;
Vector3D end;
Vector3D radius;
Vector3D top;
Vector3D bottom;
int r;
int g;
int b;
int a;
bool m_bWireframe;
};
void DestroyOverlay(OverlayBase_t* pOverlay);
void DrawOverlay(OverlayBase_t* pOverlay);
inline void(*v_DrawAllOverlays)(bool bDraw);
inline void(*v_DestroyOverlay)(OverlayBase_t* pOverlay);
inline void*(*v_RenderLine)(const Vector3D& vOrigin, const Vector3D& vDest, Color color, bool bZBuffer);
inline void*(*v_RenderBox)(const matrix3x4_t& vTransforms, const Vector3D& vMins, const Vector3D& vMaxs, Color color, bool bZBuffer);
inline void*(*v_RenderWireframeSphere)(const Vector3D& vCenter, float flRadius, int nTheta, int nPhi, Color color, bool bZBuffer);
inline OverlayBase_t** s_pOverlays = nullptr;
inline LPCRITICAL_SECTION s_OverlayMutex = nullptr;
inline int* g_nRenderTickCount = nullptr;
inline int* g_nOverlayTickCount = nullptr;
///////////////////////////////////////////////////////////////////////////////
class VDebugOverlay : public IDetour
{
virtual void GetAdr(void) const
{
LogFunAdr("DrawAllOverlays", v_DrawAllOverlays);
LogFunAdr("DestroyOverlay", v_DestroyOverlay);
LogFunAdr("RenderLine", v_RenderLine);
LogFunAdr("RenderBox", v_RenderBox);
LogFunAdr("RenderWireframeSphere", v_RenderWireframeSphere);
LogVarAdr("s_Overlays", s_pOverlays);
LogVarAdr("s_OverlayMutex", s_OverlayMutex);
LogVarAdr("g_nOverlayTickCount", g_nOverlayTickCount);
LogVarAdr("g_nRenderTickCount", g_nRenderTickCount);
}
virtual void GetFun(void) const
{
g_GameDll.FindPatternSIMD("40 55 48 83 EC 30 48 8B 05 ?? ?? ?? ?? 0F B6 E9").GetPtr(v_DrawAllOverlays);
g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 44 89 4C 24 ??").GetPtr(v_RenderBox);
g_GameDll.FindPatternSIMD("40 53 48 83 EC 20 48 8B D9 48 8D 0D ?? ?? ?? ?? FF 15 ?? ?? ?? ?? 48 63 03").GetPtr(v_DestroyOverlay);
g_GameDll.FindPatternSIMD("40 56 41 54 41 55 48 81 EC ?? ?? ?? ??").GetPtr(v_RenderWireframeSphere);
g_GameDll.FindPatternSIMD("48 89 74 24 ?? 44 89 44 24 ?? 57 41 56").GetPtr(v_RenderLine);
}
virtual void GetVar(void) const
{
s_pOverlays = CMemory(v_DrawAllOverlays).Offset(0x10).FindPatternSelf("48 8B 3D", CMemory::Direction::DOWN, 150).ResolveRelativeAddressSelf(0x3, 0x7).RCast<OverlayBase_t**>();
s_OverlayMutex = CMemory(v_DrawAllOverlays).Offset(0x10).FindPatternSelf("48 8D 0D", CMemory::Direction::DOWN, 150).ResolveRelativeAddressSelf(0x3, 0x7).RCast<LPCRITICAL_SECTION>();
g_nRenderTickCount = CMemory(v_DrawAllOverlays).Offset(0x50).FindPatternSelf("3B 05", CMemory::Direction::DOWN, 150).ResolveRelativeAddressSelf(0x2, 0x6).RCast<int*>();
g_nOverlayTickCount = CMemory(v_DrawAllOverlays).Offset(0x70).FindPatternSelf("3B 05", CMemory::Direction::DOWN, 150).ResolveRelativeAddressSelf(0x2, 0x6).RCast<int*>();
}
virtual void GetCon(void) const { }
virtual void Detour(const bool bAttach) const;
};
///////////////////////////////////////////////////////////////////////////////