r5sdk/r5dev/windows/id3dx.cpp
2023-02-18 15:50:12 +01:00

320 lines
11 KiB
C++

#include "core/stdafx.h"
#ifndef DEDICATED // This file should not be compiled for DEDICATED!
//------------------------------
#define STB_IMAGE_IMPLEMENTATION
#include "tier0/threadtools.h"
#include "tier1/cvar.h"
#include "windows/id3dx.h"
#include "windows/input.h"
#include "gameui/IConsole.h"
#include "gameui/IBrowser.h"
#include "engine/sys_mainwind.h"
#include "inputsystem/inputsystem.h"
#include "public/bitmap/stb_image.h"
/**********************************************************************************
-----------------------------------------------------------------------------------
File : id3dx.cpp
Date : 15:06:2021
Author : Kawe Mazidjatari
Purpose: Microsoft DirectX 11 'IDXGISwapChain::Present' hook implementation
-----------------------------------------------------------------------------------
History:
- 15:06:2021 | 14:56 : Created by Kawe Mazidjatari
- 17:06:2021 | 13:12 : Destroy / release objects with 'GetResizeBuffers' callback
**********************************************************************************/
///////////////////////////////////////////////////////////////////////////////////
typedef BOOL(WINAPI* IPostMessageA)(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam);
typedef BOOL(WINAPI* IPostMessageW)(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam);
///////////////////////////////////////////////////////////////////////////////////
static BOOL s_bInitialized = false;
static BOOL s_bImGuiInitialized = false;
///////////////////////////////////////////////////////////////////////////////////
static IPostMessageA s_oPostMessageA = NULL;
static IPostMessageW s_oPostMessageW = NULL;
///////////////////////////////////////////////////////////////////////////////////
static IDXGIResizeBuffers s_fnResizeBuffers = NULL;
static IDXGISwapChainPresent s_fnSwapChainPresent = NULL;
//#################################################################################
// WINDOW PROCEDURE
//#################################################################################
LRESULT CALLBACK DXGIMsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
//#################################################################################
// POST MESSAGE
//#################################################################################
BOOL WINAPI HPostMessageA(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam)
{
if (g_bBlockInput && Msg == WM_MOUSEMOVE)
{
return TRUE;
}
return s_oPostMessageA(hWnd, Msg, wParam, lParam);
}
BOOL WINAPI HPostMessageW(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam)
{
if (g_bBlockInput && Msg == WM_MOUSEMOVE)
{
return TRUE;
}
return s_oPostMessageW(hWnd, Msg, wParam, lParam);
}
//#################################################################################
// IMGUI
//#################################################################################
void SetupImGui()
{
///////////////////////////////////////////////////////////////////////////////
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui_ImplWin32_Init(*g_pGameWindow);
ImGui_ImplDX11_Init(*g_ppGameDevice, *g_ppImmediateContext);
///////////////////////////////////////////////////////////////////////////////
ImGuiIO& io = ImGui::GetIO();
io.ImeWindowHandle = *g_pGameWindow;
io.ConfigFlags |= ImGuiConfigFlags_IsSRGB;
s_bImGuiInitialized = true;
}
void DrawImGui()
{
ImGui_ImplDX11_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
// This is required to disable the ctrl+tab menu as some users use this shortcut for other things in-game.
// See https://github.com/ocornut/imgui/issues/5641 for more details.
if (GImGui->ConfigNavWindowingKeyNext)
ImGui::SetShortcutRouting(GImGui->ConfigNavWindowingKeyNext, ImGuiKeyOwner_None);
if (GImGui->ConfigNavWindowingKeyPrev)
ImGui::SetShortcutRouting(GImGui->ConfigNavWindowingKeyPrev, ImGuiKeyOwner_None);
g_pBrowser->RunTask();
g_pConsole->RunTask();
g_pBrowser->RunFrame();
g_pConsole->RunFrame();
ImGui::EndFrame();
ImGui::Render();
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
}
//#################################################################################
// IDXGI
//#################################################################################
HRESULT __stdcall Present(IDXGISwapChain* pSwapChain, UINT nSyncInterval, UINT nFlags)
{
if (!s_bInitialized)
{
SetupImGui();
g_ThreadRenderThreadID = GetCurrentThreadId();
s_bInitialized = true;
}
DrawImGui();
///////////////////////////////////////////////////////////////////////////////
return s_fnSwapChainPresent(pSwapChain, nSyncInterval, nFlags);
}
HRESULT __stdcall ResizeBuffers(IDXGISwapChain* pSwapChain, UINT nBufferCount, UINT nWidth, UINT nHeight, DXGI_FORMAT dxFormat, UINT nSwapChainFlags)
{
g_nWindowRect[0] = nWidth;
g_nWindowRect[1] = nHeight;
///////////////////////////////////////////////////////////////////////////////
return s_fnResizeBuffers(pSwapChain, nBufferCount, nWidth, nHeight, dxFormat, nSwapChainFlags);
}
//#################################################################################
// INTERNALS
//#################################################################################
bool LoadTextureBuffer(unsigned char* buffer, int len, ID3D11ShaderResourceView** out_srv, int* out_width, int* out_height)
{
// Load PNG buffer to a raw RGBA buffer
int nImageWidth = 0;
int nImageHeight = 0;
unsigned char* pImageData = stbi_load_from_memory(buffer, len, &nImageWidth, &nImageHeight, NULL, 4);
if (!pImageData)
{
assert(pImageData);
return false;
}
///////////////////////////////////////////////////////////////////////////////
ID3D11Texture2D* pTexture = nullptr;
D3D11_TEXTURE2D_DESC desc;
D3D11_SUBRESOURCE_DATA subResource;
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
///////////////////////////////////////////////////////////////////////////////
ZeroMemory(&desc, sizeof(desc));
desc.Width = nImageWidth;
desc.Height = nImageHeight;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
///////////////////////////////////////////////////////////////////////////////
subResource.pSysMem = pImageData;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
(*g_ppGameDevice)->CreateTexture2D(&desc, &subResource, &pTexture);
// Create texture view
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
if (pTexture)
{
(*g_ppGameDevice)->CreateShaderResourceView(pTexture, &srvDesc, out_srv);
pTexture->Release();
}
*out_width = nImageWidth;
*out_height = nImageHeight;
stbi_image_free(pImageData);
return true;
}
void ResetInput()
{
g_pInputSystem->EnableInput( // Enables the input system when both are not drawn.
!g_pBrowser->m_bActivate && !g_pConsole->m_bActivate);
}
bool PanelsVisible()
{
if (g_pBrowser->m_bActivate || g_pConsole->m_bActivate)
{
return true;
}
return false;
}
//#################################################################################
// ENTRYPOINT
//#################################################################################
void DirectX_Init()
{
///////////////////////////////////////////////////////////////////////////////
s_oPostMessageA = (IPostMessageA)DetourFindFunction("user32.dll", "PostMessageA");
s_oPostMessageW = (IPostMessageW)DetourFindFunction("user32.dll", "PostMessageW");
// Begin the detour transaction
DetourTransactionBegin();
DetourUpdateThread(GetCurrentThread());
// Hook PostMessage
DetourAttach(&(LPVOID&)s_oPostMessageA, (PBYTE)HPostMessageA);
DetourAttach(&(LPVOID&)s_oPostMessageW, (PBYTE)HPostMessageW);
// Hook SwapChain
DWORD_PTR* pSwapChainVtable = *reinterpret_cast<DWORD_PTR**>(g_ppSwapChain[0]);
int pIDX = static_cast<int>(DXGISwapChainVTbl::Present);
s_fnSwapChainPresent = reinterpret_cast<IDXGISwapChainPresent>(pSwapChainVtable[pIDX]);
int rIDX = static_cast<int>(DXGISwapChainVTbl::ResizeBuffers);
s_fnResizeBuffers = reinterpret_cast<IDXGIResizeBuffers>(pSwapChainVtable[rIDX]);
DetourAttach(&(LPVOID&)s_fnSwapChainPresent, (PBYTE)Present);
DetourAttach(&(LPVOID&)s_fnResizeBuffers, (PBYTE)ResizeBuffers);
// Commit the transaction
HRESULT hr = DetourTransactionCommit();
if (hr != NO_ERROR)
{
// Failed to hook into the process, terminate
Error(eDLL_T::COMMON, 0xBAD0C0DE, "Failed to detour process: error code = %08x\n", hr);
}
}
void DirectX_Shutdown()
{
// Begin the detour transaction
DetourTransactionBegin();
DetourUpdateThread(GetCurrentThread());
// Unhook PostMessage
DetourDetach(&(LPVOID&)s_oPostMessageA, (PBYTE)HPostMessageA);
DetourDetach(&(LPVOID&)s_oPostMessageW, (PBYTE)HPostMessageW);
// Unhook SwapChain
DetourDetach(&(LPVOID&)s_fnSwapChainPresent, (PBYTE)Present);
DetourDetach(&(LPVOID&)s_fnResizeBuffers, (PBYTE)ResizeBuffers);
// Commit the transaction
DetourTransactionCommit();
///////////////////////////////////////////////////////////////////////////////
// Shutdown ImGui
if (s_bImGuiInitialized)
{
ImGui_ImplWin32_Shutdown();
ImGui_ImplDX11_Shutdown();
s_bImGuiInitialized = false;
}
s_bInitialized = false;
}
void VDXGI::GetAdr(void) const
{
///////////////////////////////////////////////////////////////////////////////
LogFunAdr("IDXGISwapChain::Present", reinterpret_cast<uintptr_t>(s_fnSwapChainPresent));
LogVarAdr("g_pSwapChain", reinterpret_cast<uintptr_t>(g_ppSwapChain));
LogVarAdr("g_pGameDevice", reinterpret_cast<uintptr_t>(g_ppGameDevice));
LogVarAdr("g_pImmediateContext", reinterpret_cast<uintptr_t>(g_ppImmediateContext));
}
void VDXGI::GetVar(void) const
{
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
CMemory pBase = g_GameDll.FindPatternSIMD("48 89 4C 24 ?? 53 48 83 EC 50 48 8B 05 ?? ?? ?? ??");
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
CMemory pBase = g_GameDll.FindPatternSIMD("4C 8B DC 49 89 4B 08 48 83 EC 58");
#endif
// Grab device pointers..
g_ppGameDevice = pBase.FindPattern("48 8D 05").ResolveRelativeAddressSelf(0x3, 0x7).RCast<ID3D11Device**>();
g_ppImmediateContext = pBase.FindPattern("48 89 0D", CMemory::Direction::DOWN, 512, 3).ResolveRelativeAddressSelf(0x3, 0x7).RCast<ID3D11DeviceContext**>();
// Grab swap chain..
pBase = g_GameDll.FindPatternSIMD("48 83 EC 28 48 8B 0D ?? ?? ?? ?? 45 33 C0 33 D2");
g_ppSwapChain = pBase.FindPattern("48 8B 0D").ResolveRelativeAddressSelf(0x3, 0x7).RCast<IDXGISwapChain**>();
}
#endif // !DEDICATED