r5sdk/r5dev/materialsystem/cmaterialglue.h
Kawe Mazidjatari edc52ad669 IDetour: remove extraneous pointer assignments
Originally, we store the search results in a CMemory instance which we then assign to the actual function pointer. CMemory is just a pointer class; we can assign the results directly to the actual function pointer. This commit reduces a lot of code verbosity, and also reduced roughly 2KiB worth of static pointers in the resulting executable. This commit also officially deprecates the support for any GameDLL's below S3 (Season 3), since it makes more sense to port the assets from earlier/later games back to the version this SDK supports.
2024-04-05 17:19:32 +02:00

98 lines
3.3 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 CMaterialGlue*(*v_GetMaterialAtCrossHair)(void);
#endif // !DEDICATED
///////////////////////////////////////////////////////////////////////////////
class VMaterialGlue : public IDetour
{
virtual void GetAdr(void) const
{
LogConAdr("CMaterialGlue::`vftable'", g_pMaterialGlueVFTable);
#ifndef DEDICATED
LogFunAdr("CMaterialGlue::GetMaterialAtCrossHair", v_GetMaterialAtCrossHair);
#endif // !DEDICATED
}
virtual void GetFun(void) const
{
#ifndef DEDICATED
g_GameDll.FindPatternSIMD("48 8B C4 48 83 EC 58 48 83 3D ?? ?? ?? ?? ??").GetPtr(v_GetMaterialAtCrossHair);
#endif // !DEDICATED
}
virtual void GetVar(void) const { }
virtual void GetCon(void) const
{
g_pMaterialGlueVFTable = g_GameDll.GetVirtualMethodTable(".?AVCMaterialGlue@@");
}
virtual void Detour(const bool bAttach) const { }
};
///////////////////////////////////////////////////////////////////////////////