mirror of
https://github.com/Mauler125/r5sdk.git
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131 lines
5.1 KiB
C++
131 lines
5.1 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 "rtech/rtech_utils.h"
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#include "filesystem/filesystem.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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ostringstream ostream;
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ostream << "scripts/levels/settings/" << pszLevelName << ".json";
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FileHandle_t pFile = FileSystem()->Open(ostream.str().c_str(), "rt");
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if (pFile)
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{
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uint32_t nLen = FileSystem()->Size(pFile);
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uint8_t* pBuf = MemAllocSingleton()->Alloc<uint8_t>(nLen);
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int nRead = FileSystem()->Read(pBuf, nLen, pFile);
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FileSystem()->Close(pFile);
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pBuf[nRead] = '\0';
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try
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{
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nlohmann::json jsIn = nlohmann::json::parse(pBuf);
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if (!jsIn.is_null())
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{
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if (!jsIn[STREAM_DB_EXT].is_null())
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{
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string svStreamDBFile = jsIn[STREAM_DB_EXT].get<string>();
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DevMsg(eDLL_T::MS, "%s: Loading override STBSP file '%s.%s'\n", __FUNCTION__, svStreamDBFile.c_str(), STREAM_DB_EXT);
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v_StreamDB_Init(svStreamDBFile.c_str());
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MemAllocSingleton()->Free(pBuf);
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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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Warning(eDLL_T::MS, "%s: Exception while parsing STBSP override:\n%s\n", __FUNCTION__, ex.what());
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}
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MemAllocSingleton()->Free(pBuf);
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}
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DevMsg(eDLL_T::MS, "%s: Loading STBSP file '%s.%s'\n", __FUNCTION__, pszLevelName, STREAM_DB_EXT);
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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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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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///////////////////////////////////////////////////////////////////////////////
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void CMaterialSystem_Attach()
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{
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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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#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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#endif // !DEDICATED
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} |