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Some CMaterial instances are allocated on the heap, and we only check for bounds in .data/.pdata. Checking bounds is cheap, checking valid ptr's is not. However we are lucky most of the data is within the segments, so running this isn't too costly. This fixes the problem where the large leaf model in worlds edge was missing.
88 lines
5.7 KiB
C++
88 lines
5.7 KiB
C++
#pragma once
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#define STREAM_DB_EXT "stbsp"
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/* ==== MATERIALSYSTEM ================================================================================================================================================== */
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inline CMemory p_CMaterialSystem__Init;
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inline auto CMaterialSystem__Init = p_CMaterialSystem__Init.RCast<void* (*)(void* thisptr)>();
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inline void* g_pMaterialSystem = nullptr;
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inline void* g_pMaterialVFTable = nullptr;
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#ifndef DEDICATED
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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inline CMemory p_DispatchDrawCall;
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inline auto v_DispatchDrawCall = p_DispatchDrawCall.RCast<void* (*)(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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inline CMemory p_DispatchDrawCall;
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inline auto v_DispatchDrawCall = p_DispatchDrawCall.RCast<void* (*)(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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inline CMemory p_DrawStreamOverlay;
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inline auto v_DrawStreamOverlay = p_DrawStreamOverlay.RCast<const char* (*)(void* thisptr, uint8_t* a2, void* unused, void* a4)>();
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inline CMemory s_pRenderContext;
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inline int* g_nTotalStreamingTextureMemory = nullptr;
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inline int* g_nUnfreeStreamingTextureMemory = nullptr;
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inline int* g_nUnusableStreamingTextureMemory = nullptr;
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#endif // !DEDICATED
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bool IsMaterialVFTable(void** pCandidate);
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void CMaterialSystem_Attach();
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void CMaterialSystem_Detach();
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///////////////////////////////////////////////////////////////////////////////
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class VMaterialSystem : public IDetour
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{
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virtual void GetAdr(void) const
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{
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spdlog::debug("| FUN: CMaterialSystem::Init : {:#18x} |\n", p_CMaterialSystem__Init.GetPtr());
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#ifndef DEDICATED
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spdlog::debug("| FUN: CMaterialSystem::DispatchDrawCall : {:#18x} |\n", p_DispatchDrawCall.GetPtr());
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spdlog::debug("| FUN: CMaterialSystem::DrawStreamOverlay : {:#18x} |\n", p_DrawStreamOverlay.GetPtr());
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spdlog::debug("| VAR: g_nTotalStreamingTextureMemory : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_nTotalStreamingTextureMemory));
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spdlog::debug("| VAR: g_nUnfreeStreamingTextureMemory : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_nUnfreeStreamingTextureMemory));
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spdlog::debug("| VAR: g_nUnusableStreamingTextureMemory : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_nUnusableStreamingTextureMemory));
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spdlog::debug("| VAR: s_pRenderContext : {:#18x} |\n", s_pRenderContext.GetPtr());
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#endif // !DEDICATED
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spdlog::debug("| VAR: g_pMaterialSystem : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_pMaterialSystem));
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spdlog::debug("| CON: g_pMaterialVFTable : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_pMaterialVFTable));
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spdlog::debug("+----------------------------------------------------------------+\n");
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}
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virtual void GetFun(void) const
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{
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p_CMaterialSystem__Init = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x5C\x24\x00\x55\x56\x57\x41\x54\x41\x55\x41\x56\x41\x57\x48\x83\xEC\x70\x48\x83\x3D\x00\x00\x00\x00\x00"), "xxxx?xxxxxxxxxxxxxxxxxx?????");
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CMaterialSystem__Init = p_CMaterialSystem__Init.RCast<void* (*)(void*)>(); /*48 89 5C 24 ?? 55 56 57 41 54 41 55 41 56 41 57 48 83 EC 70 48 83 3D ?? ?? ?? ?? ??*/
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#ifndef DEDICATED
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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p_DispatchDrawCall = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x44\x89\x4C\x24\x00\x44\x89\x44\x24\x00\x48\x89\x4C\x24\x00\x55\x53"), "xxxx?xxxx?xxxx?xx");
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v_DispatchDrawCall = p_DispatchDrawCall.RCast<void* (*)(int64_t, uint64_t, int, int, char, int, uint8_t, int64_t, uint32_t, uint32_t, __m128*, int)>();
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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p_DispatchDrawCall = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x44\x89\x4C\x24\x00\x44\x89\x44\x24\x00\x48\x89\x4C\x24\x00\x55\x53\x56"), "xxxx?xxxx?xxxx?xxx");
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v_DispatchDrawCall = p_DispatchDrawCall.RCast<void* (*)(int64_t, uint64_t, int, int, int64_t, int, uint8_t, int64_t, uint32_t, uint32_t, int, __m128*, int, int64_t )>();
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#endif
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p_DrawStreamOverlay = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x41\x56\xB8\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x48\x2B\xE0\xC6\x02\x00"), "xxx????x????xxxxxx");
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v_DrawStreamOverlay = p_DrawStreamOverlay.RCast<const char* (*)(void*, uint8_t*, void*, void*)>(); // 41 56 B8 ?? ?? ?? ?? E8 ?? ?? ?? ?? 48 2B E0 C6 02 00 //
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#endif // !DEDICATED
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}
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virtual void GetVar(void) const
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{
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#ifndef DEDICATED
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g_nTotalStreamingTextureMemory = p_DrawStreamOverlay.Offset(0x0).FindPatternSelf("48 8B 05", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast<int*>();
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g_nUnfreeStreamingTextureMemory = p_DrawStreamOverlay.Offset(0x20).FindPatternSelf("48 8B 05", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast<int*>();
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g_nUnusableStreamingTextureMemory = p_DrawStreamOverlay.Offset(0x50).FindPatternSelf("48 8B 05", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast<int*>();
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s_pRenderContext = p_DispatchDrawCall.FindPattern("48 8B ?? ?? ?? ?? 01").ResolveRelativeAddressSelf(0x3, 0x7);
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#endif // !DEDICATED
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g_pMaterialSystem = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>(
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"\x48\x8B\x0D\x00\x00\x00\x00\x48\x85\xC9\x74\x11\x48\x8B\x01\x48\x8D\x15\x00\x00\x00\x00"), "xxx????xxxxxxxxxxx????").ResolveRelativeAddressSelf(0x3, 0x7).RCast<void*>();
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}
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virtual void GetCon(void) const
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{
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g_pMaterialVFTable = g_GameDll.GetVirtualMethodTable(".?AVCMaterial@@").RCast<void*>();
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}
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virtual void Attach(void) const { }
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virtual void Detach(void) const { }
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};
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///////////////////////////////////////////////////////////////////////////////
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REGISTER(VMaterialSystem);
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