r5sdk/r5dev/materialsystem/cmaterialglue.h
Kawe Mazidjatari a68fda98c1 Fix crash when loading arena maps caused by recent BSP crash fix
CMaterial and CMaterialGlue derive from the same abstract classes. The function that builds the culling map uses IMaterialInternal, which is used by CMaterial, CMaterialInternal and CMaterialSubRect. Added a check for CMaterialGlue as these are valid too.
2022-10-05 01:59:22 +02:00

81 lines
3.5 KiB
C++

#pragma once
#include "materialsystem/cshaderglue.h"
#pragma pack(push, 1) // Without this MSVC might get the idea to align our members to completely fuck the offsets up.
// [ PIXIE ]: The texture GUID's aren't in a specific order, gonna leave them as ptr's so an individual can check them in any memory searcher.
// [ PIXIE ]: Verification needed for earlier seasons, if the struct is the same.
class CMaterialGlue // [ PIXIE ]: Class seems mostly right, a few members are still missing though.
{
public:
void* m_pVTable; //0x0000
uint8_t pad_0008[8]; //0x0008
uint64_t m_GUID; //0x0010
const char* m_pszName; //0x0018
const char* m_pszSurfaceName1; //0x0020
const char* m_pszSurfaceName2; //0x0028
CMaterialGlue* m_pDepthShadow; //0x0030
CMaterialGlue* m_pDepthPrepass; //0x0038
CMaterialGlue* m_pDepthVSM; //0x0040
CMaterialGlue* m_pDepthShadowTight; //0x0048
CMaterialGlue* m_pColPass; //0x0050
CShaderGlue* m_pShaderGlue; //0x0058
void* m_pTextureGUID; //0x0060
void* m_pStreamableTextures; //0x0068
int16_t m_nStreamableTextureCount; //0x0070
int16_t m_iWidth; //0x0072
int16_t m_iHeight; //0x0074
int16_t m_unused1; //0x0076
uint32_t m_iFlags; //0x0078 [ PIXIE ]: I'm pretty sure those are VTF Image Flags, If you set them to NULL they cause Texture stretching.
int32_t m_unused2; //0x007C
uint8_t pad_0080[8]; //0x0080
uint32_t m_iUnknownFlags1; //0x0088
char pad_008C[103]; //0x008C
uint8_t m_iUnknown1; //0x00F3
char pad_00F4[12]; //0x00F4
void* m_pDXBuffer; //0x0100 [ PIXIE ]: ID3D11Buffer*, might need to include dx here.
void* m_pDXBufferVTable; //0x0108 [ PIXIE ]: ID3D11BufferVtbl, probably just leave it as a void*
void* m_pUnknown2; //0x0110
uint32_t m_iUnknown3; //0x0118
uint16_t m_iUnknown4; //0x011C
uint16_t m_iUnknown5; //0x011E
uint16_t m_iUnknown6; //0x0120
uint64_t m_Unknown7; //0x0122
uint32_t m_iUnknown8; //0x012A
uint16_t m_iUnknown9; //0x012E
}; //Size: 0x0130 confirmed end size.
static_assert(sizeof(CMaterialGlue) == 0x130);
#pragma pack(pop)
inline void* g_pMaterialGlueVFTable = nullptr;
/* ==== CMATERIALGLUE ================================================================================================================================================== */
inline CMemory p_GetMaterialAtCrossHair;
inline auto GetMaterialAtCrossHair = p_GetMaterialAtCrossHair.RCast<CMaterialGlue* (*)(void)>();
void CMaterialGlue_Attach();
void CMaterialGlue_Detach();
///////////////////////////////////////////////////////////////////////////////
class VMaterialGlue : public IDetour
{
virtual void GetAdr(void) const
{
spdlog::debug("| FUN: CMaterialGlue::GetMaterialAtCrossHair: {:#18x} |\n", p_GetMaterialAtCrossHair.GetPtr());
spdlog::debug("| CON: g_pMaterialGlueVFTable : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_pMaterialGlueVFTable));
spdlog::debug("+----------------------------------------------------------------+\n");
}
virtual void GetFun(void) const
{
p_GetMaterialAtCrossHair = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x8B\xC4\x48\x83\xEC\x58\x48\x83\x3D\x00\x00\x00\x00\x00"), "xxxxxxxxxx?????");
GetMaterialAtCrossHair = p_GetMaterialAtCrossHair.RCast<CMaterialGlue* (*)(void)>(); /*48 8B C4 48 83 EC 58 48 83 3D ? ? ? ? ?*/
}
virtual void GetVar(void) const { }
virtual void GetCon(void) const
{
g_pMaterialGlueVFTable = g_GameDll.GetVirtualMethodTable(".?AVCMaterialGlue@@");
}
virtual void Attach(void) const { }
virtual void Detach(void) const { }
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(VMaterialGlue);