mirror of
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82 lines
3.1 KiB
C++
82 lines
3.1 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 "engine/sys_utils.h"
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#include "materialsystem/cmaterialsystem.h"
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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 : *pszStreamDBFile -
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//---------------------------------------------------------------------------------
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void HStreamDB_Init(const char* pszStreamDBFile)
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{
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std::ostringstream ostream;
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ostream << "platform\\scripts\\levels\\settings\\" << pszStreamDBFile << ".json";
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fs::path fsPath = fs::current_path() /= ostream.str();
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if (FileExists(fsPath.string().c_str()))
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{
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nlohmann::json jsIn;
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try
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{
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std::ifstream iPakLoadDefFile(fsPath, std::ios::binary); // Parse prerequisites file.
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iPakLoadDefFile >> jsIn;
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iPakLoadDefFile.close();
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if (!jsIn.is_null())
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{
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if (!jsIn["stbsp"].is_null())
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{
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std::string svStreamDBFile = jsIn["stbsp"].get<std::string>();
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DevMsg(eDLL_T::MS, "StreamDB_Init: Loading override STBSP file '%s.stbsp'\n", svStreamDBFile.c_str(), pszStreamDBFile);
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StreamDB_Init(svStreamDBFile.c_str());
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return;
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}
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}
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}
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catch (const std::exception& ex)
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{
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DevMsg(eDLL_T::MS, "StreamDB_Init: Exception while parsing STBSP override: '%s'\n", ex.what());
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}
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}
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StreamDB_Init(pszStreamDBFile);
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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, uint_8t 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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///////////////////////////////////////////////////////////////////////////////
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void CMaterialSystem_Attach()
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{
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DetourAttach((LPVOID*)&StreamDB_Init, &HStreamDB_Init);
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DetourAttach((LPVOID*)&v_DispatchDrawCall, &DispatchDrawCall);
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}
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void CMaterialSystem_Detach()
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{
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DetourDetach((LPVOID*)&StreamDB_Init, &HStreamDB_Init);
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DetourDetach((LPVOID*)&v_DispatchDrawCall, &DispatchDrawCall);
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} |