r5sdk/r5dev/materialsystem/cmaterialglue.h
Kawe Mazidjatari a618990937 Detour code refactor
This change was planned for a long time. This moves all REGISTER calls to a single translation unit, this is required as we currently added a very dirty workaround for not registering duplicates by checking if VFTable pointer was already present in the vector... Registering from single translation unit prevents duplicate instances that gets created if header is included by more cpp files.
Reworking this reduced 100kb+ of compiled code. This commit also reworked the way functions/variables/constant gets logged with their addresses; the new code formats them on the fly, and allows for resize at any time. Formatting is no longer required by programmer.

TODO: currently there are some compile errors for dedicated and client dll's. These will be resolved very soon as they need to be properly worked out still (server & client only stuff needs to be properly split). Use the 'main' (stable) branch for the time being if you need to compile these dll's.
2023-01-25 02:26:52 +01:00

103 lines
3.6 KiB
C++

#pragma once
#ifndef DEDICATED
#include "materialsystem/cshaderglue.h"
#include "public/imaterialinternal.h"
#include "public/materialsystem/shader_vcs_version.h"
#include "public/rendersystem/schema/texture.g.h"
struct CMaterialGlue_Unknown
{
__m128i unk1;
__m128i unk2;
__m128i unk3;
};
#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.
// [ PIXIE ]: Class seems mostly right, a few members are still missing though.
class CMaterialGlue : public IMaterialInternal
{
public:
uint8_t pad_0008[8]; //0x0008
uint64_t m_GUID; //0x0010
const char* m_pszName; //0x0018
const char* m_pszSurfaceProp; //0x0020
const char* m_pszSurfaceProp2; //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
TextureHeader_t** m_pTextureHandles; //0x0060
TextureHeader_t** m_pStreamableTextureHandles; //0x0068
int16_t m_nStreamableTextureCount; //0x0070
int16_t m_iWidth; //0x0072
int16_t m_iHeight; //0x0074
int16_t m_iDepth; //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[4]; //0x008C
CMaterialGlue_Unknown m_UnkSections[2];
uint8_t bytef0;
uint8_t bytef1;
uint8_t m_iMaterialType;
uint8_t bytef3;
int dwordf4;
void* m_pTextureAnim;
void** m_pDXBuffer;
void** m_pID3D11BufferVTable;
void* m_pViewsBuffer;
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)
#endif // !DEDICATED
inline void* g_pMaterialGlueVFTable = nullptr;
/* ==== CMATERIALGLUE ================================================================================================================================================== */
#ifndef DEDICATED
inline CMemory p_GetMaterialAtCrossHair;
inline auto GetMaterialAtCrossHair = p_GetMaterialAtCrossHair.RCast<CMaterialGlue* (*)(void)>();
#endif // !DEDICATED
void CMaterialGlue_Attach();
void CMaterialGlue_Detach();
///////////////////////////////////////////////////////////////////////////////
class VMaterialGlue : public IDetour
{
virtual void GetAdr(void) const
{
#ifndef DEDICATED
LogFunAdr("CMaterialGlue::GetMaterialAtCrossHair", p_GetMaterialAtCrossHair.GetPtr());
#endif // !DEDICATED
LogConAdr("g_pMaterialGlueVFTable", reinterpret_cast<uintptr_t>(g_pMaterialGlueVFTable));
}
virtual void GetFun(void) const
{
#ifndef DEDICATED
p_GetMaterialAtCrossHair = g_GameDll.FindPatternSIMD("48 8B C4 48 83 EC 58 48 83 3D ?? ?? ?? ?? ??");
GetMaterialAtCrossHair = p_GetMaterialAtCrossHair.RCast<CMaterialGlue* (*)(void)>(); /*48 8B C4 48 83 EC 58 48 83 3D ? ? ? ? ?*/
#endif // !DEDICATED
}
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 { }
};
///////////////////////////////////////////////////////////////////////////////