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53 Commits

Author SHA1 Message Date
GWToolbox Bot 2705ceda7b Refuse late-attach if a device is already active
RegisterExistingDevice deduped against D3D9Hooks.cpp's own g_devices map,
but the cold Direct3DCreate9(Ex) path (D3D9Wrappers.cpp) never touches that
map. If gMod is early-injected and something (e.g. GWToolbox adopting a
pre-loaded gMod) also calls SetDevice on the resulting wrapper device,
RegisterExistingDevice would treat it as new: MinHook-patch the wrapper's
own vtable on top, and construct a second TextureClient, hitting its
single-instance ASSERT. Check TextureClient::CurrentClient() first so any
already-active device (via either path) is a no-op.
2026-07-07 10:55:30 +00:00
GWToolbox Bot 2b2a817c15 Wrap D3D9 COM objects instead of MinHook-patching the cold path
CreateDevice(Ex)/CreateTexture/CreateVolumeTexture/CreateCubeTexture/
UpdateTexture/BeginScene/SetTexture/GetTexture/Release are now intercepted
via ordinary compiled virtual dispatch on wrapper objects returned from
Direct3DCreate9(Ex), instead of MinHook patching the real object's vtable
slots. Nothing is ever patched in this path, so it sidesteps every
self-modifying-code/JIT-cache concern the ARM64 emulator (Windows-on-ARM's
xtajit, or Wine on FEX-Emu/box64) has with inline code patching.

The late-attach path (SetDevice/RegisterExistingDevice/D3D9Hooks.cpp) is
unchanged: wrapping only works when gMod controls object creation from the
start, so late-attach still needs MinHook and remains gated off under ARM64
emulation.
2026-07-07 10:17:08 +00:00
henderkes 9b809519f8 1.10 2026-06-29 21:41:48 +07:00
henderkes c57a527b68 Sign release binaries with Certum and bump to v2.0.0.0
Add Certum SimplySign cloud code signing to the CD pipeline so gMod.dll
and TpfConvert.exe are signed before being published as release assets.
The signing scripts are ported from gwlauncher (commit 5ae825a).

Signing is gated on the CERTUM_OTP_URI secret, so forks/unconfigured
repos still build, just unsigned. Requires repo secrets CERTUM_OTP_URI,
CERTUM_USERID and CERTUM_CERT_SHA1.

Bump the major version to 2.0.0.0.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 21:40:51 +07:00
Marc f420bbd50a Bump version to 1.9.0.3
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 18:05:51 +00:00
Marc e762e1b716 Flush instruction cache after (un)hooking so the ARM64 emulator re-JITs
MinHook flushes only the 5 patched bytes; under the x86-on-ARM64
emulator (xtajit) that can leave a stale JIT translation of the
modified prologue and trap with a non-continuable breakpoint. Flush the
whole prologue and the trampoline on install, and the restored prologue
on teardown, so the emulator re-translates them. No-op on native x86.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 18:03:36 +00:00
Marc 13abd4e546 Bump version to 1.9.0.2
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 15:35:14 +00:00
Marc 92c6b115f3 Make D3D9 detours fall through after unhook to avoid teardown crash
Keep the o_* trampoline pointers valid on RemoveAllD3D9Hooks and add a
g_unhooked flag each detour checks after calling the original, so a
surviving vtable patch invoked during/after teardown just returns the
real result instead of touching freed TextureClient state. Tear down
off the loader lock via a new Shutdown export and skip teardown on
process exit.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 15:13:00 +00:00
Marc 2b87e0e53a Fix surface ref leak and double-release in HashTexture2D multisample path
The D3DPOOL_DEFAULT multisample branch aliased pSurfaceLevel_orig onto
pResolvedSurface, leaking the GetSurfaceLevel reference and releasing the
resolved surface twice (use-after-free). Track the read source in a separate
non-owning pointer so each surface is released exactly once on every path.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 17:14:17 +00:00
Marc b04b4583f4 Bump version to 1.9.0.1
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 17:00:10 +00:00
Marc 18d650a422 Expand CLAUDE.md with build constraints, hooking model, and conventions
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 16:24:05 +00:00
Jon 55e36db265 Merge branch 'master' into dev 2026-06-08 17:15:11 +01:00
Jon 379878bd6d Claude stuff 2026-06-08 17:14:56 +01:00
Jon ac39241ff9 Release replacement textures when a client is torn down (#38)
* 1.9

* Release replacement textures when a client is torn down

TextureClient::~TextureClient deleted the per-texture side-state but never
released the replacement IDirect3DTexture9 objects gMod created. That's
fine when the client dies because the device hit refcount 0 (a texture
refs its device, so by then every fake is already released and the maps
are empty). But when gMod is unloaded via FreeLibrary while the game's
device is still alive (late-injected/SetDevice integrations), the maps
are full of textures gMod still owns and they all leak - and ExitInstance
never deleted the clients, so the destructor didn't even run.

- ~TextureClient now releases each replacement it still owns (a fake is
  still owned while it has a partner; an orphaned fake was already
  released and is left alone). No-op in the device-release path.
- Add DestroyAllTextureClients() to delete the per-device clients.
- ExitInstance calls it, gated on a genuine FreeLibrary
  (lpReserved == nullptr) so it's skipped during process termination
  where the device/d3d9 may already be gone.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Jon <>
Co-authored-by: Marc <m@pyc.ac>
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 17:14:10 +01:00
Jon 5044df11b8 1.9 2026-06-08 14:09:55 +01:00
DubbleClick b34da98139 unsloppify comments 2026-06-08 17:44:00 +07:00
henderkes 17c7d5bdfc Replace D3D9 proxy wrappers with vtable hooks 2026-06-08 17:15:02 +07:00
Jon 63110be15a Merge branch 'master' of https://github.com/gwdevhub/gMod 2026-06-03 07:08:19 +01:00
DubbleClick ce23dab0cd comment for GetFiles return 2026-05-01 16:43:38 +07:00
DubbleClick dfb95484ea const and use size_t 2026-05-01 16:37:08 +07:00
DubbleClick 5be00dd712 make umod able to load and unload per dll export call 2026-05-01 16:31:40 +07:00
DubbleClick 23a2c38935 update to vs 2026 2026-05-01 14:35:46 +07:00
DubbleClick edd937f4c7 release 1.8.0.2 2026-04-15 22:29:18 +07:00
DubbleClick e1900cd342 fix edge case in tpf unscrambling logic 2026-04-15 22:22:32 +07:00
Marc 313c7390ca Increment version tweak to 1.8.0.1 2026-01-09 14:00:26 +01:00
Marc ab1a3a19e1 might have 0X instead of 0x (#36) 2026-01-09 13:53:52 +01:00
Marc 4fa1d8e2c5 1.8.0 (#35)
* change tpfconvert functionality to backup into backup folder

* use vcpkg for more packages

* update readme, bump to 1.7.0.2

* rework dll path

* https://github.com/gwdevhub/gMod/issues/33

* v1.7.0.3

* debug mode enabled

* fix... something... somehow??? @STL can you explain this???

* safety

* 1.8.0.0
2026-01-09 00:43:28 +01:00
Marc b060e25ee2 v1.7.0.3 (#34)
* change tpfconvert functionality to backup into backup folder

* use vcpkg for more packages

* update readme, bump to 1.7.0.2

* rework dll path

* https://github.com/gwdevhub/gMod/issues/33

* v1.7.0.3
2025-07-20 22:08:50 +07:00
DubbleClick 326b7086c9 1.7.0.2 (#32)
* change tpfconvert functionality to backup into backup folder

* use vcpkg for more packages

* update readme, bump to 1.7.0.2
2024-11-11 23:35:43 +07:00
DubbleClick 485ecd1341 fix release build (#31) 2024-11-10 23:09:22 +07:00
DubbleClick 175002a9e4 1.7.0.1 (#30)
* read modlist.txt files immediately on launch, textures still loaded on d3d creation
2024-11-10 23:06:49 +07:00
DubbleClick 93032262c3 1.7.0
semicolon instead of comma
2024-09-28 12:21:42 +02:00
DubbleClick fd9d1af477 support 64 bit hashes (#27)
* use image.OverrideFormat()

* 1.6.4

* import std

* uninitialised member variable

* debug statement for 64 bit hash testing

* nopetynope

* uint32_t

* support for 64 bit hashes, but rip compute time :/

* refactor weird comments and constructors

* 1.7.0.0 because of 64 bit hashes

* only check crc64 if at least one mod with crc64 is loaded

* do some dumb shit to deal with incorrect bmps somehow (needs work)

* remove image interpretation for bmps

* create TpfConvert.exe to convert tpf files easily

* attempt

* set up vcpkg and install d3dx though that

* missing env variable?

* Win32 architecture

* update ci to tag TpfConvert.exe and d3dx9.dll as well (required to run TpfConvert)

* documentation
2024-09-28 12:15:04 +02:00
Jon 866455567d Support for 64 bit hashes (truncate should work) 2024-09-25 11:22:05 +01:00
DubbleClick 26b4f4ce4a reshade disclaimer 2024-06-19 18:53:04 +02:00
DubbleClick 5b1bcf6638 Update README.md 2024-06-19 18:49:35 +02:00
DubbleClick 766e6439aa Update README.md 2024-06-19 18:49:00 +02:00
DubbleClick bca0786cff tweak version 1 (#25) 2024-01-24 10:02:55 +01:00
DubbleClick a1f32b5963 Remove d3d9 not loaded assertion (#24)
* Sack off d3d9 check

---------

Co-authored-by: Jon <jon.r+gh@live.com>
2024-01-24 09:22:03 +07:00
DubbleClick 21c20c80e5 fix unicode characters like Umlaute üäÜÖßéè 2023-12-20 16:50:49 +01:00
DubbleClick 1692a5526c 1.6.2 (#22)
* minimum 4 chars max 8 chars after 0x for hash in filename
2023-12-10 19:38:36 +01:00
DubbleClick f9d69fc91e remove d3dx sdk from readme 2023-12-09 15:27:07 +01:00
DubbleClick 7dbbdc480e fix potentially wrong texture loading order (#20)
* add gsl library to track memory allocations

* rework creation to respect mod order
slight slowdown but just to be safe

* 1.6.1

* print info on timing

* specify largeaddressaware (shouldn't matter since gw is linked with it, but can't hurt)
2023-12-05 16:11:44 +01:00
DubbleClick 9e593e83ee remove d3dx dependency, severely improve memory usage if necessary (#19)
* basic tga/hdr image loading

* bgr tga tex

* convert to dds during loading
doesn't work yet, fails to create textures from dds memory

* remove ext member from TextureFileStruct

* do not convert images, leads to weird loading problems...

* use regex matching for tpf loading

* convert non-RGBA images to RGBA

* remove d3dx (mostly)

* fix moving wrong image

* move TextureFunction to module

* move FileLoader to ModfileLoader module

* move TextureClient to module

* spaces

* ifdef debug

* 1.6.0

* compress images to dxt5 (bc3_unorm) to use less memory

* remove unnecessary directxtex source code patch

* don't move unnecessarily

* only compress if mods in filesystem use up more than 400mb

* use std::future to prepare to multithread image loading
fails when using std::launch::async though, maybe something in the directxtex library is not thread safe

* remove d3dx sdk from workflows

* remove extern "C"

* catch exception when saving texture

* make loading async (call CoInitializeEx)

* support DXGI_FORMAT_BC1_UNORM (DXT1) compressed textures without warning

* don't warn for BC2 BC4 or BC5 either

* update README.md
2023-12-04 19:50:56 +01:00
DubbleClick b49428bafd bump version to 1.5.8 2023-11-30 16:58:49 +01:00
DubbleClick ae2c93fc32 1.5.8 (#17)
* remove d3dx9.dll dependency (still requires dx legacy sdk for development, but not for end users)

* fix

* Fix to allow gMod to be loaded as "d3d9.dll"
Don't check for d3d9 functions when checking dll's, its not that deep.
Fix to allow gMod to load "d3d9.dll" using the default method rather than defaulting to system directory

* use d3dx sdk for wic texture loading until we figure out how to load volume/cube textures without it

* fix jons commit

* 1.5.7

* create warning message

* pass correct pointer type, shouldn't matter but lets see

* use Warning instead of Message for failed actions

* need to use d3dpool_managed...

* use specialised methods

* actually do something in the Direct3DCreate9Ex method?

* spaces

* test loading WIC textures with modified WICTextureLoader9.cpp

* include

* Hook into GetProcAddress instead of d3d9 dll

* extern "C" the Direct3DCreate9/Ex functions

* turn on debug messages

* add back in creating of our replacement textures, woopsies

* add messages back in, not loading yet, debug later

* remove SingleTexture stuff

* dont rely on d3dx anymore :)

* Tidied up assertion error box
Added logic to use gmod as d3d9.dll or gmod.dll
Added check to avoid recursive calls to create d3d9

* Remove unused func
2023-11-30 16:57:09 +01:00
DubbleClick a1cadde802 1.5.7 (#16)
allow loading reshade either before gmod dll, or loading reshade as d3d9.dll in the game folder
2023-11-24 22:05:40 +01:00
DubbleClick 69b06d94a2 work with reshade (#15)
* use directxtex for dds textures

* use d3dx sdk for wic texture loading until we figure out how to load volume/cube textures without it

* update d3d9 loading
2023-11-24 01:56:16 +01:00
DubbleClick 514aefa371 Update README.txt (#14) 2023-11-23 10:46:18 +01:00
DubbleClick f07e180b53 1.5.6, severely improve memory footprint and loading speed (#13)
* remove more unnecessary code

* todo?

* 1.5.5.0

* change GetHash from in_out parameter to return the hash

* remove ForceReload bool for textures

* remove textureserver, place logic in textureclient, not yet finished
next up change FileToMod and shit to use modded_textures map

* fix debug compilation errors

* fix typo

* should_update boolean, replace the entire MergeUpdate logic later

* tidy up d3d9_dll.cpp and bits (#12)

* define `ASSERT`
Added minhook lib to tidy up hooks
Remove cruft from dx9_dll.cpp

* Bug fix

* Another typo

---------

Co-authored-by: Jon <>

* gitignore

* Proxy functions, cache dx9 device type

* simplify LoadModsFromFile

* move minhook dependency to fetch content

* Make it work

* Tweaked debug for file reads

* Fixed inverse check

* unordered_map

* set should_update (yikes)

* simplify libzippp.cmake

* remove unnecessary code

* rename project files (keep uMod_ prefix only for d3d9 classes)

* remove unused Nothing() function

* remove unnecessary fields

* remove some code duplication

refactor methods together

* refactor SwitchTextures and UnswitchTextures together

* move loaded_size into function

* enable libzippp encryption again

* copy data from opened zipentry and then delete the entry

* fix hash bug in volume textures

* const

* change uMod_TextureClient to TextureClient

* revert libzippp.cmake

* 1.5.6
2023-11-22 21:50:11 +01:00
DubbleClick 13b7df3ae3 1.5.5 (#10)
* safety check for archives with incorrect comment lengths

* 1.5.5.0
2023-11-18 15:55:25 +01:00
DubbleClick ab2d8cdb0a 1.5.4 (#7)
* toggle use_folders on

* Rename pipelines

* its a strcpy :(

* add miniz, add xorstream, add non-working ziploader

* start integrating libzip (WIP)

* use ExternalProject test (doesnt work maybe?!)

* further work in integrating libzippp [WIP]
can't build libzip yet (neither manually nor in the vs build), as it doesn't find zlib

* LibZip build script

* make libzip build too
todo: specify cmake find_library to check the paths we install to

* prepare everything in cmake

* fix rebuilding of libzip/zlib

* fix stupid double quotes

* libzippp works

* Setup libzippp archive loading

* Remove allocation of new data when adding file to TextureServer

* Enable CI on dev

* Create LICENSE (#5)

* add mbedtls

* fix cmake (forgot to substitute, woops)

* fix %lu warnings for printing addresses

* enable debug messages, some formatting

* remove mbedtls, fix libzip for /MD(d)

* some code changes

* fix cmake logic, str replace min cmake version in libzip-src/CMakeLists.txt to 3.15

* linker errors in release

* c++ify a little

* remove unnecessary duplicate c++23 definition

* Fixes to gMod_XorStream when calculating stream length

* Fix loading tpf contents with password

* Implemented complete parsing

* Cleanup file loading

* Change to NI

* Revert "Change to NI"

This reverts commit 19b511d907.

* update XorStreamReader to read whole file, then xor

* delete a lot of unused code

* loading logic

* rename console window

* 1.5.4

* remove pointless mutex

* wtf is this code

---------

Co-authored-by: Alex Macocian <amacocian@yahoo.com>
2023-11-17 21:58:04 +01:00
DubbleClick a7e36fc965 rename to gmod, drop gui (#1)
* remove GUI parts as those will not be updated

* move to header/source

* add cmakelist to create solution

* Change Readme

* Implement modlist.txt loading

* Setup versioning and CD pipeline

* Setup DirectX in pipeline

* Make uMod load from uMod.dll directory

* Fix file loading

* Remove break

* Fix CD pipeline (#1)

* Test cd pipeline

* See what's in Lib directory

* See inside lib/x86

* Manually adjust the build environment

* Disable CD pipeline in PRs
Create CI pipeline

* Fix slashes in path

* Fix build call

* Attempt to fix paths

* Copy dx headers inside the /header folder

* Use ps

* Change cache location

* Path changes

* Improve CMake to look for lib and header files

* Fix missing Lib folder

* Move changes to CD pipeline

* Disable CI on merge and fix CD (#2)

* Fix CD tag (#4)

* Hijack existing DirectX calls (#5)

* Create a dll without listener (#6)

* Fix asset creation in CD pipeline (#7)

* Setup file loading

* create necessary files

* merge latest changes, set output dir

* Change main to master in pipelines
Add fallback for DX libs in CMakeLists

* Setup new generator

* formatting

* remove listener

* Change CD to pick the dll from bin
Change release name to gMod

* more formatting

* add editorconfig

* Setup versioning

* Remove CODEOWNERS

---------

Co-authored-by: Alex Macocian <amacocian@yahoo.com>
2023-11-10 17:40:30 +01:00
126 changed files with 6147 additions and 21801 deletions
+48
View File
@@ -0,0 +1,48 @@
---
Language: Cpp
Standard: Latest
# Long, hand-wrapped declarations (vtable typedefs, D3D signatures) are kept as
# written rather than reflowed to a column.
ColumnLimit: 0
IndentWidth: 4
TabWidth: 4
UseTab: Never
AccessModifierOffset: -4
NamespaceIndentation: All
IndentCaseLabels: true
PointerAlignment: Left
MaxEmptyLinesToKeep: 2
Cpp11BracedListStyle: true
SpaceBeforeParens: ControlStatements
AllowShortCaseLabelsOnASingleLine: true
AllowShortEnumsOnASingleLine: true
FixNamespaceComments: false
# Include order is load-bearing in the Windows headers; never reorder.
SortIncludes: Never
AllowShortFunctionsOnASingleLine: Inline
AllowShortIfStatementsOnASingleLine: WithoutElse
AllowShortBlocksOnASingleLine: Always
AllowShortLambdasOnASingleLine: All
BreakBeforeBraces: Custom
BraceWrapping:
AfterFunction: true
AfterControlStatement: Never
AfterCaseLabel: false
AfterClass: false
AfterStruct: false
AfterEnum: false
AfterUnion: false
AfterNamespace: false
AfterExternBlock: false
BeforeElse: true
BeforeCatch: true
BeforeLambdaBody: false
BeforeWhile: false
IndentBraces: false
SplitEmptyFunction: false
SplitEmptyRecord: false
+38
View File
@@ -0,0 +1,38 @@
# Build output and artifacts
build/
bin/
Debug/
Release/
MinSizeRel/
RelWithDebInfo/
win32/
install/
# CMake generated directories
*.dir/
CMakeFiles/
_deps/
# vcpkg vendored dependencies
vcpkg_installed/
# Visual Studio files
*.vcxproj
*.vcxproj.filters
*.vcxproj.user
*.sln
*.slnx
*.sdf
*.suo
*.user
*.aps
# CMake cache/generated
CMakeCache.txt
cmake_install.cmake
ALL_BUILD*
ZERO_CHECK*
INSTALL*
# Version resource (generated)
version.rc
-59
View File
@@ -1,59 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<?fileVersion 4.0.0?>
<cproject storage_type_id="org.eclipse.cdt.core.XmlProjectDescriptionStorage">
<storageModule moduleId="org.eclipse.cdt.core.settings">
<cconfiguration id="org.eclipse.cdt.msvc.toolchain.dll.debug.1265470207">
<storageModule buildSystemId="org.eclipse.cdt.managedbuilder.core.configurationDataProvider" id="org.eclipse.cdt.msvc.toolchain.dll.debug.1265470207" moduleId="org.eclipse.cdt.core.settings" name="Debug">
<externalSettings/>
<extensions>
<extension id="org.eclipse.cdt.core.PE" point="org.eclipse.cdt.core.BinaryParser"/>
<extension id="org.eclipse.cdt.core.VCErrorParser" point="org.eclipse.cdt.core.ErrorParser"/>
</extensions>
</storageModule>
<storageModule moduleId="cdtBuildSystem" version="4.0.0">
<configuration artifactName="uMod" buildProperties="" description="" id="org.eclipse.cdt.msvc.toolchain.dll.debug.1265470207" name="Debug" parent="org.eclipse.cdt.build.core.emptycfg">
<folderInfo id="org.eclipse.cdt.msvc.toolchain.dll.debug.1265470207.1198697062" name="/" resourcePath="">
<toolChain id="org.eclipse.cdt.msvc.toolchain.dll.debug.819029430" name="org.eclipse.cdt.msvc.toolchain.dll.debug" superClass="org.eclipse.cdt.msvc.toolchain.dll.debug">
<targetPlatform id="org.eclipse.cdt.msvc.targetPlatform.dll.debug.988168225" superClass="org.eclipse.cdt.msvc.targetPlatform.dll.debug"/>
<builder buildPath="${workspace_loc:/uMod/Debug}" id="org.eclipse.cdt.msvc.builder.611532519" keepEnvironmentInBuildfile="false" managedBuildOn="false" name="CDT Internal Builder" superClass="org.eclipse.cdt.msvc.builder"/>
<tool id="org.eclipse.cdt.msvc.cl.dll.debug.971252395" name="C/C++ Compiler (cl)" superClass="org.eclipse.cdt.msvc.cl.dll.debug">
<option id="org.eclipse.cdt.msvc.cl.option.includes.1468714055" name="Include Path (/I)" superClass="org.eclipse.cdt.msvc.cl.option.includes" valueType="includePath">
<listOptionValue builtIn="false" value="&quot;C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Include&quot;"/>
<listOptionValue builtIn="false" value="&quot;D:\Programme\wxWidgets-2.9.2\include&quot;"/>
<listOptionValue builtIn="false" value="&quot;C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Include&quot;"/>
</option>
<inputType id="org.eclipse.cdt.msvc.cl.inputType.370712665" superClass="org.eclipse.cdt.msvc.cl.inputType"/>
</tool>
<tool id="org.eclipse.cdt.msvc.rc.dll.debug.1079503691" name="Resource Compiler (rc)" superClass="org.eclipse.cdt.msvc.rc.dll.debug">
<inputType id="org.eclipse.cdt.msvc.rc.inputType.1577630195" superClass="org.eclipse.cdt.msvc.rc.inputType"/>
</tool>
<tool id="org.eclipse.cdt.msvc.link.dll.debug.617161498" name="Linker (link)" superClass="org.eclipse.cdt.msvc.link.dll.debug">
<inputType id="org.eclipse.cdt.msvc.link.inputType.1391138218" superClass="org.eclipse.cdt.msvc.link.inputType"/>
</tool>
<tool id="org.eclipse.cdt.msvc.lib.1963448406" name="Library Manager (lib)" superClass="org.eclipse.cdt.msvc.lib"/>
</toolChain>
</folderInfo>
</configuration>
</storageModule>
<storageModule moduleId="org.eclipse.cdt.core.externalSettings"/>
</cconfiguration>
</storageModule>
<storageModule moduleId="cdtBuildSystem" version="4.0.0">
<project id="uMod.null.2056766171" name="uMod"/>
</storageModule>
<storageModule moduleId="refreshScope" versionNumber="1">
<resource resourceType="PROJECT" workspacePath="/uMod"/>
</storageModule>
<storageModule moduleId="scannerConfiguration">
<autodiscovery enabled="true" problemReportingEnabled="true" selectedProfileId=""/>
<scannerConfigBuildInfo instanceId="org.eclipse.cdt.msvc.toolchain.dll.debug.1265470207;org.eclipse.cdt.msvc.toolchain.dll.debug.1265470207.1198697062;org.eclipse.cdt.msvc.cl.dll.debug.971252395;org.eclipse.cdt.msvc.cl.inputType.370712665">
<autodiscovery enabled="true" problemReportingEnabled="true" selectedProfileId="org.eclipse.cdt.msw.build.clScannerInfo"/>
</scannerConfigBuildInfo>
</storageModule>
<storageModule moduleId="org.eclipse.cdt.internal.ui.text.commentOwnerProjectMappings">
<doc-comment-owner id="org.eclipse.cdt.ui.doxygen">
<path value=""/>
</doc-comment-owner>
</storageModule>
</cproject>
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root = true
[*]
end_of_line = lf
insert_final_newline = true
charset = utf-8
indent_style = space
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* text=auto !eol
/.cproject -text
/.project -text
.settings/org.eclipse.cdt.codan.core.prefs -text
/README.txt -text
uMod_DX9/makefile.gcc -text
uMod_DX9/makefile.vc -text
uMod_DX9/uMod_ArrayHandler.cpp -text
uMod_DX9/uMod_ArrayHandler.h -text
uMod_DX9/uMod_DX9_dll.cpp -text
uMod_DX9/uMod_DX9_dll.h -text
uMod_DX9/uMod_DX9_dll_DIRECT_INJECTION.def -text
uMod_DX9/uMod_DX9_dll_HOOK_INJECTION.def -text
uMod_DX9/uMod_DX9_dll_NO_INJECTION.def -text
uMod_DX9/uMod_Defines.h -text
uMod_DX9/uMod_IDirect3D9.cpp -text
uMod_DX9/uMod_IDirect3D9.h -text
uMod_DX9/uMod_IDirect3D9Ex.cpp -text
uMod_DX9/uMod_IDirect3D9Ex.h -text
uMod_DX9/uMod_IDirect3DCubeTexture9.cpp -text
uMod_DX9/uMod_IDirect3DCubeTexture9.h -text
uMod_DX9/uMod_IDirect3DDevice9.cpp -text
uMod_DX9/uMod_IDirect3DDevice9.h -text
uMod_DX9/uMod_IDirect3DDevice9Ex.cpp -text
uMod_DX9/uMod_IDirect3DDevice9Ex.h -text
uMod_DX9/uMod_IDirect3DTexture9.cpp -text
uMod_DX9/uMod_IDirect3DTexture9.h -text
uMod_DX9/uMod_IDirect3DVolumeTexture9.cpp -text
uMod_DX9/uMod_IDirect3DVolumeTexture9.h -text
uMod_DX9/uMod_Main.h -text
uMod_DX9/uMod_TextureClient.cpp -text
uMod_DX9/uMod_TextureClient.h -text
uMod_DX9/uMod_TextureFunction.cpp -text
uMod_DX9/uMod_TextureFunction.h -text
uMod_DX9/uMod_TextureServer.cpp -text
uMod_DX9/uMod_TextureServer.h -text
/uMod_Error.h -text
uMod_GUI/bin/README_Deutsch.txt -text
uMod_GUI/bin/README_English.txt -text
uMod_GUI/bin/README_French.txt -text
uMod_GUI/bin/languages/Example_uMod_LanguagePack_English.txt -text
uMod_GUI/bin/languages/uMod_LanguagePackU_Deutsch.txt -text
uMod_GUI/bin/languages/uMod_LanguagePackU_French.txt -text
uMod_GUI/bin/languages/uMod_LanguagePackU_Russian.txt -text
uMod_GUI/bin/languages/uMod_LanguagePack_Italian.txt -text
uMod_GUI/config.gcc -text
uMod_GUI/config.vc -text
uMod_GUI/makefile.gcc -text
uMod_GUI/makefile.vc -text
uMod_GUI/uMod.ico -text
uMod_GUI/uMod.rc -text
uMod_GUI/uMod_AddTexture.cpp -text
uMod_GUI/uMod_AddTexture.h -text
uMod_GUI/uMod_Client.cpp -text
uMod_GUI/uMod_Client.h -text
uMod_GUI/uMod_DirectInjection.cpp -text
uMod_GUI/uMod_DirectInjection.h -text
uMod_GUI/uMod_Event.cpp -text
uMod_GUI/uMod_Event.h -text
uMod_GUI/uMod_File.cpp -text
uMod_GUI/uMod_File.h -text
uMod_GUI/uMod_GUI.cpp -text
uMod_GUI/uMod_GUI.h -text
uMod_GUI/uMod_GameInfo.cpp -text
uMod_GUI/uMod_GameInfo.h -text
uMod_GUI/uMod_GamePage.cpp -text
uMod_GUI/uMod_GamePage.h -text
uMod_GUI/uMod_Language.cpp -text
uMod_GUI/uMod_Language.h -text
uMod_GUI/uMod_Main.h -text
uMod_GUI/uMod_Sender.cpp -text
uMod_GUI/uMod_Sender.h -text
uMod_GUI/uMod_Server.cpp -text
uMod_GUI/uMod_Server.h -text
uMod_GUI/uMod_Settings.cpp -text
uMod_GUI/uMod_Settings.h -text
uMod_GUI/unzip.cpp -text
uMod_GUI/unzip.h -text
uMod_GUI/zip.cpp -text
uMod_GUI/zip.h -text
/uMod_GlobalDefines.h -text
# Shell scripts must stay LF or bash on the CI runner chokes on \r.
*.sh text eol=lf
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# Pre-configure SimplySign Desktop for unattended use:
# - auto-show the login dialog on launch (so the TOTP keystrokes have a target)
# - cache the smart-card PIN in the CSP, so signtool signs without a per-call
# PIN prompt, and forget it again when the session disconnects.
# Mirrors the settings used by the blinkdisk / docuscope CI signing setups.
$ErrorActionPreference = "Stop"
$RegistryPath = "HKCU:\Software\Certum\SimplySign"
$settings = [ordered]@{
ShowLoginDialogOnStart = 1
ShowLoginDialogOnAppRequest = 1
RememberLastUserName = 0
Autostart = 0
UnregisterCertificatesOnDisconnect = 0
RememberPINinCSP = 1
ForgetPINinCSPonDisconnect = 1
LangID = 9
}
Write-Host "=== Configuring SimplySign Desktop registry ==="
New-Item -Path $RegistryPath -Force | Out-Null
foreach ($name in $settings.Keys) {
Set-ItemProperty -Path $RegistryPath -Name $name -Value $settings[$name] -Type DWord
Write-Host " $name = $($settings[$name])"
}
Write-Host "Done."
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# Authenticate SimplySign Desktop non-interactively.
#
# Certum's SimplySign cloud has no headless login: the certificate only reaches
# the Windows store after the GUI client authenticates. So we generate the
# current TOTP from the otpauth:// secret (CERTUM_OTP_URI) and paste the
# credentials into the login dialog. This needs an interactive desktop session,
# which GitHub-hosted Windows runners provide.
#
# Based on https://www.devas.life/how-to-automate-signing-your-windows-app-with-certum/
# and the refinements in blinkdisk's connect-simplysign.ps1.
param(
[string]$OtpUri = $env:CERTUM_OTP_URI,
[string]$UserId = $env:CERTUM_USERID,
[string]$ExePath = $env:CERTUM_EXE_PATH
)
if (-not $OtpUri) { Write-Host "ERROR: CERTUM_OTP_URI not provided"; exit 1 }
if (-not $UserId) { Write-Host "ERROR: CERTUM_USERID not provided"; exit 1 }
if (-not $ExePath) {
$ExePath = "C:\Program Files\Certum\SimplySign Desktop\SimplySignDesktop.exe"
}
Write-Host "=== SimplySign Desktop TOTP authentication ==="
if (-not (Test-Path $ExePath)) {
Write-Host "ERROR: SimplySign Desktop not found at $ExePath"
exit 1
}
# --- Parse the otpauth:// URI (works on PowerShell 5.1 and 7+) ---------------
$uri = [Uri]$OtpUri
try {
$q = [System.Web.HttpUtility]::ParseQueryString($uri.Query)
} catch {
$q = @{}
foreach ($part in $uri.Query.TrimStart('?') -split '&') {
$kv = $part -split '=', 2
if ($kv.Count -eq 2) { $q[$kv[0]] = [Uri]::UnescapeDataString($kv[1]) }
}
}
$Base32 = $q['secret']
$Digits = if ($q['digits']) { [int]$q['digits'] } else { 6 }
$Period = if ($q['period']) { [int]$q['period'] } else { 30 }
$Algorithm = if ($q['algorithm']) { $q['algorithm'].ToUpper() } else { 'SHA256' }
if (-not $Base32) { Write-Host "ERROR: otpauth URI has no 'secret'"; exit 1 }
if ($Algorithm -notin @('SHA1', 'SHA256', 'SHA512')) {
Write-Host "ERROR: unsupported TOTP algorithm: $Algorithm"
exit 1
}
# --- TOTP generator (RFC 6238), inline C# so there are no dependencies --------
Add-Type -Language CSharp @"
using System;
using System.Security.Cryptography;
public static class Totp
{
private const string B32 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ234567";
private static byte[] Base32Decode(string s)
{
s = s.TrimEnd('=').ToUpperInvariant();
byte[] bytes = new byte[s.Length * 5 / 8];
int bitBuffer = 0, bitsLeft = 0, idx = 0;
foreach (char c in s)
{
int val = B32.IndexOf(c);
if (val < 0) throw new ArgumentException("Invalid Base32 char: " + c);
bitBuffer = (bitBuffer << 5) | val;
bitsLeft += 5;
if (bitsLeft >= 8) { bytes[idx++] = (byte)(bitBuffer >> (bitsLeft - 8)); bitsLeft -= 8; }
}
return bytes;
}
private static HMAC Hmac(string algorithm, byte[] key)
{
switch (algorithm.ToUpper())
{
case "SHA1": return new HMACSHA1(key);
case "SHA256": return new HMACSHA256(key);
case "SHA512": return new HMACSHA512(key);
default: throw new ArgumentException("Unsupported algorithm: " + algorithm);
}
}
public static string Now(string secret, int digits, int period, string algorithm)
{
byte[] key = Base32Decode(secret);
long counter = DateTimeOffset.UtcNow.ToUnixTimeSeconds() / period;
byte[] cnt = BitConverter.GetBytes(counter);
if (BitConverter.IsLittleEndian) Array.Reverse(cnt);
byte[] hash;
using (var h = Hmac(algorithm, key)) { hash = h.ComputeHash(cnt); }
int offset = hash[hash.Length - 1] & 0x0F;
int binary =
((hash[offset] & 0x7F) << 24) |
((hash[offset + 1] & 0xFF) << 16) |
((hash[offset + 2] & 0xFF) << 8) |
(hash[offset + 3] & 0xFF);
int otp = binary % (int)Math.Pow(10, digits);
return otp.ToString(new string('0', digits));
}
}
"@
function Find-UiByName($el, $walker, $name) {
$c = $walker.GetFirstChild($el)
while ($c) {
if ($c.Current.Name -eq $name) { return $c }
$r = Find-UiByName $c $walker $name
if ($r) { return $r }
$c = $walker.GetNextSibling($c)
}
return $null
}
# An outdated SimplySign build pops a modal "New version found - download?" box
# over the login form, which swallows the credential keystrokes. Decline it by
# clicking "No" (Invoke / legacy default action / click the element's point).
function Dismiss-UpdatePrompt {
try { Add-Type -AssemblyName UIAutomationClient, UIAutomationTypes -ErrorAction Stop } catch { return $false }
if (-not ('Win32Mouse' -as [type])) {
Add-Type @"
using System;
using System.Runtime.InteropServices;
public static class Win32Mouse {
[DllImport("user32.dll")] static extern bool SetCursorPos(int x, int y);
[DllImport("user32.dll")] static extern void mouse_event(uint f, uint x, uint y, uint d, int e);
public static void Click(int x, int y){ SetCursorPos(x,y); mouse_event(0x02,0,0,0,0); mouse_event(0x04,0,0,0,0); }
}
"@
}
$procIds = @((Get-Process -Name '*SimplySign*' -ErrorAction SilentlyContinue).Id)
$walker = [System.Windows.Automation.TreeWalker]::ControlViewWalker
$top = $walker.GetFirstChild([System.Windows.Automation.AutomationElement]::RootElement)
while ($top) {
if ($procIds -contains $top.Current.ProcessId) {
$no = Find-UiByName $top $walker "No"
if ($no) {
Write-Host "Update prompt detected; declining (clicking 'No')."
try { ($no.GetCurrentPattern([System.Windows.Automation.InvokePattern]::Pattern)).Invoke(); return $true } catch {}
try { ($no.GetCurrentPattern([System.Windows.Automation.LegacyIAccessiblePattern]::Pattern)).DoDefaultAction(); return $true } catch {}
try { $pt = $no.GetClickablePoint(); [Win32Mouse]::Click([int]$pt.X, [int]$pt.Y); return $true } catch { Write-Host "Click 'No' failed: $($_.Exception.Message)" }
}
}
$top = $walker.GetNextSibling($top)
}
return $false
}
# Start from a clean slate so a stale window/session can't swallow the keystrokes.
if ($existing = Get-Process -Name "SimplySignDesktop" -ErrorAction Ignore) {
Write-Host "Killing existing SimplySignDesktop process..."
$existing | Stop-Process -Force
Start-Sleep -Seconds 1
}
Write-Host "Launching SimplySign Desktop..."
$proc = Start-Process -FilePath $ExePath -PassThru
Start-Sleep -Seconds 3
$wshell = New-Object -ComObject WScript.Shell
Write-Host "Focusing the login window..."
$focused = $wshell.AppActivate($proc.Id)
if (-not $focused) { $focused = $wshell.AppActivate('SimplySign Desktop') }
for ($i = 0; (-not $focused) -and ($i -lt 10); $i++) {
Start-Sleep -Milliseconds 500
$focused = $wshell.AppActivate($proc.Id) -or $wshell.AppActivate('SimplySign Desktop')
}
if (-not $focused) {
Write-Host "ERROR: could not bring SimplySign Desktop to the foreground"
exit 1
}
# Decline the "new version available" modal if it's covering the login form.
if (Dismiss-UpdatePrompt) { Start-Sleep -Milliseconds 800 }
# Re-assert focus: dismissing the dialog can move the foreground window, and
# keystrokes sent to the wrong window are silently dropped.
$wshell.AppActivate($proc.Id) | Out-Null
$wshell.AppActivate('SimplySign Desktop') | Out-Null
Start-Sleep -Milliseconds 400
# Paste rather than type: SendKeys mangles characters like + ^ % ( ) and can
# drop characters; pasting delivers the exact string. Falls back to typing if
# the clipboard is unavailable.
function Set-Field([string]$text) {
try {
Set-Clipboard -Value $text -ErrorAction Stop
Start-Sleep -Milliseconds 150
$wshell.SendKeys("^v")
} catch {
Write-Host "Clipboard unavailable ($($_.Exception.Message)); typing instead."
$wshell.SendKeys($text)
}
Start-Sleep -Milliseconds 250
}
Write-Host "Injecting credentials..."
Set-Field $UserId
$wshell.SendKeys("{TAB}")
Start-Sleep -Milliseconds 200
# Generate the code right before sending it so it can't expire while we focus.
$otp = [Totp]::Now($Base32, $Digits, $Period, $Algorithm)
Set-Field $otp
Start-Sleep -Milliseconds 200
$wshell.SendKeys("{ENTER}")
# Don't leave the OTP / username sitting on the clipboard afterwards.
try { Set-Clipboard -Value " " -ErrorAction Stop } catch {}
Write-Host "Waiting for authentication to settle..."
Start-Sleep -Seconds 5
if (-not (Get-Process -Id $proc.Id -ErrorAction SilentlyContinue)) {
Write-Host "ERROR: SimplySign Desktop exited - authentication failed."
exit 1
}
# Confirm the login actually mounted the signing certificate into the store.
$thumb = if ($env:CERTUM_CERT_SHA1) { ($env:CERTUM_CERT_SHA1 -replace '\s', '').ToUpperInvariant() } else { $null }
Write-Host "Verifying the signing certificate reached the store..."
$deadline = (Get-Date).AddSeconds(60)
$found = $false
do {
$certs = Get-ChildItem Cert:\CurrentUser\My, Cert:\LocalMachine\My -ErrorAction SilentlyContinue
if ($thumb) { $found = [bool]($certs | Where-Object { $_.Thumbprint -eq $thumb }) }
else { $found = [bool]($certs | Where-Object { $_.Subject -like '*Certum*' -or $_.Issuer -like '*Certum*' }) }
if ($found) { break }
Start-Sleep -Seconds 3
} while ((Get-Date) -lt $deadline)
if ($found) {
Write-Host "=== Authentication complete: signing certificate is available. ==="
} else {
Write-Host "ERROR: signing certificate did not appear after authentication."
exit 1
}
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#!/bin/bash
# Install Certum SimplySign Desktop on the (ephemeral) Windows runner.
# SimplySign Desktop is what mounts the cloud signing certificate as a virtual
# smart card into the Windows certificate store; signtool then selects it by
# thumbprint. The version + checksum are pinned for reproducibility.
set -euo pipefail
VERSION="9.3.4.72"
URL="https://files.certum.eu/software/SimplySignDesktop/Windows/${VERSION}/SimplySignDesktop-${VERSION}-64-bit-en.msi"
EXPECTED_SHA256="bd51ebbaaac20fc7d59ab7103b5ed532b7800586df4e31f6999d03a394f9c515"
INSTALLER="SimplySignDesktop.msi"
INSTALL_DIR="/c/Program Files/Certum/SimplySign Desktop"
echo "=== Installing Certum SimplySign Desktop ${VERSION} ==="
# Idempotent: a cached/pre-provisioned image may already have it.
if [ -d "$INSTALL_DIR" ]; then
echo "Already installed at: $INSTALL_DIR"
exit 0
fi
echo "Downloading installer..."
curl -L "$URL" -o "$INSTALLER" --fail --max-time 600
ACTUAL_SHA256=$(sha256sum "$INSTALLER" | awk '{print $1}')
if [ "$EXPECTED_SHA256" != "$ACTUAL_SHA256" ]; then
echo "ERROR: checksum mismatch"
echo " expected: $EXPECTED_SHA256"
echo " actual: $ACTUAL_SHA256"
exit 1
fi
echo "Checksum verified."
echo "Running msiexec (silent)..."
# Start-Process inherits this CWD, so the relative installer path resolves here.
powershell -Command "Start-Process msiexec.exe -ArgumentList '/i','${INSTALLER}','/quiet','/norestart','/l*v','install.log','ALLUSERS=1','REBOOT=ReallySuppress' -Wait -NoNewWindow"
if [ ! -d "$INSTALL_DIR" ]; then
echo "ERROR: installation directory not found after install"
echo "Last 20 lines of install.log:"
tail -20 install.log 2>/dev/null || echo "(no install.log)"
exit 1
fi
echo "SimplySign Desktop installed."
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# Sign the given files with the Certum cloud certificate (selected by SHA1
# thumbprint from the store) and verify each signature. Assumes SimplySign
# Desktop has already authenticated (connect-simplysign.ps1).
[CmdletBinding()]
param(
[Parameter(Mandatory = $true)]
[string[]]$Files,
[string]$CertSha1 = $env:CERTUM_CERT_SHA1,
[string]$TimestampUrl = "http://time.certum.pl"
)
$ErrorActionPreference = "Stop"
if (-not $CertSha1) { throw "CERTUM_CERT_SHA1 not provided." }
$thumb = ($CertSha1 -replace '\s', '').ToUpperInvariant()
# Resolve the newest signtool.exe from the installed Windows SDK(s).
$kitsBin = "C:\Program Files (x86)\Windows Kits\10\bin"
$signtool = Get-ChildItem -Path $kitsBin -Recurse -Filter signtool.exe -File -ErrorAction SilentlyContinue |
Where-Object { $_.FullName -like '*\x64\*' } |
Sort-Object { [version]$_.Directory.Parent.Name } |
Select-Object -Last 1 -ExpandProperty FullName
if (-not $signtool) { throw "signtool.exe not found under $kitsBin" }
Write-Host "Using signtool: $signtool"
# The SimplySign virtual smart card registers in the store a moment after the
# desktop client authenticates; poll for our certificate before signing.
Write-Host "Waiting for certificate $thumb to appear in the store..."
$deadline = (Get-Date).AddSeconds(120)
$cert = $null
$elapsed = 0
do {
$cert = Get-ChildItem Cert:\CurrentUser\My, Cert:\LocalMachine\My -ErrorAction SilentlyContinue |
Where-Object { $_.Thumbprint -eq $thumb } | Select-Object -First 1
if ($cert) { break }
Start-Sleep -Seconds 3
$elapsed += 3
Write-Host " ...still waiting (${elapsed}s)"
} while ((Get-Date) -lt $deadline)
if (-not $cert) {
Write-Host "Certificate not found. CurrentUser\My + LocalMachine\My contents:"
Get-ChildItem Cert:\CurrentUser\My, Cert:\LocalMachine\My -ErrorAction SilentlyContinue |
Select-Object Thumbprint, Subject, HasPrivateKey | Format-Table -AutoSize | Out-String | Write-Host
Write-Host "SimplySign processes:"
Get-Process -Name '*SimplySign*' -ErrorAction SilentlyContinue |
Select-Object Name, Id, Responding, MainWindowTitle | Format-Table -AutoSize | Out-String | Write-Host
throw "Certificate $thumb not found in the store - SimplySign authentication likely failed (see dump above)."
}
Write-Host "Found signing certificate: $($cert.Subject)"
$failed = @()
foreach ($file in $Files) {
if (-not (Test-Path $file)) { throw "File to sign not found: $file" }
Write-Host "=== Signing $file ==="
& $signtool sign /sha1 $thumb /fd sha256 /td sha256 /tr $TimestampUrl /v $file
if ($LASTEXITCODE -ne 0) { $failed += $file; continue }
& $signtool verify /pa /v $file
if ($LASTEXITCODE -ne 0) { $failed += $file }
}
if ($failed.Count -gt 0) {
throw "Signing/verification failed for: $($failed -join ', ')"
}
Write-Host "All binaries signed and verified."
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name: gMod CD Pipeline
on:
push:
branches:
- master
workflow_dispatch:
jobs:
build:
strategy:
matrix:
targetplatform: [x86]
runs-on: windows-2025-vs2026
permissions:
contents: write
env:
Configuration: Release
Actions_Allow_Unsecure_Commands: true
CERTUM_OTP_URI: ${{ secrets.CERTUM_OTP_URI }}
CERTUM_USERID: ${{ secrets.CERTUM_USERID }}
CERTUM_CERT_SHA1: ${{ secrets.CERTUM_CERT_SHA1 }}
steps:
- name: Checkout
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Setup MSBuild.exe
uses: microsoft/setup-msbuild@v1.3.1
- name: Install vcpkg
run: |
git clone https://github.com/microsoft/vcpkg.git
.\vcpkg\bootstrap-vcpkg.bat
- name: Set VCPKG_ROOT
run: |
echo "VCPKG_ROOT=$(Get-Location)\vcpkg" >> $env:GITHUB_ENV
shell: powershell
- name: Build CMake Files with vcpkg toolchain
run: cmake --preset=vcpkg
env:
VCPKG_ROOT: ${{ env.VCPKG_ROOT }}
- name: Build binaries
run: cmake --build build --config Release
# Signing only runs when the Certum secrets are present (i.e. on the real
# repo, not forks); without them the build still produces unsigned binaries.
- name: Set up Certum SimplySign
if: env.CERTUM_OTP_URI != ''
shell: bash
run: |
chmod +x ./.github/scripts/install-simplysign.sh
./.github/scripts/install-simplysign.sh
powershell -ExecutionPolicy Bypass -File "./.github/scripts/configure-simplysign.ps1"
- name: Authenticate Certum SimplySign
if: env.CERTUM_OTP_URI != ''
shell: bash
run: powershell -ExecutionPolicy Bypass -File "./.github/scripts/connect-simplysign.ps1"
- name: Sign release binaries
if: env.CERTUM_OTP_URI != ''
shell: pwsh
run: |
./.github/scripts/sign-certum.ps1 -Files @(".\bin\Release\gMod.dll", ".\bin\Release\TpfConvert.exe")
- name: Retrieve version
id: set_version
run: |
$fileVersionInfo = (Get-Item -Path .\bin\Release\gMod.dll).VersionInfo.FileVersion
if ([string]::IsNullOrEmpty($fileVersionInfo)) {
Write-Host "The DLL file version information could not be retrieved."
exit 1
} else {
Write-Host "FileVersionInfo: $fileVersionInfo"
echo "::set-output name=version::$fileVersionInfo"
}
shell: pwsh
- name: Publish release
uses: Xotl/cool-github-releases@v1.1.8
with:
mode: update
tag_name: v${{ steps.set_version.outputs.version }}
release_name: gMod v${{ steps.set_version.outputs.version }}
assets: .\bin\Release\gMod.dll;.\bin\Release\TpfConvert.exe;.\bin\Release\d3dx9_43.dll
github_token: ${{ env.GITHUB_TOKEN }}
replace_assets: true
body_mrkdwn: ${{ env.Changelog }}
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
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name: gMod CI Pipeline
on:
pull_request:
branches:
- master
push:
branches:
- dev
workflow_dispatch:
jobs:
build:
strategy:
matrix:
targetplatform: [x86]
runs-on: windows-2025-vs2026
env:
Configuration: Release
Actions_Allow_Unsecure_Commands: true
steps:
- name: Checkout
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Setup MSBuild.exe
uses: microsoft/setup-msbuild@v1.3.1
- name: Install vcpkg
run: |
git clone https://github.com/microsoft/vcpkg.git
.\vcpkg\bootstrap-vcpkg.bat
- name: Set VCPKG_ROOT
run: |
echo "VCPKG_ROOT=$(Get-Location)\vcpkg" >> $env:GITHUB_ENV
shell: powershell
- name: Build CMake Files with vcpkg toolchain
run: cmake --preset=vcpkg
env:
VCPKG_ROOT: ${{ env.VCPKG_ROOT }}
- name: Build binaries
run: cmake --build build --config Release
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name: gMod Lint
on:
pull_request:
branches:
- master
push:
branches:
- dev
workflow_dispatch:
permissions:
contents: write
jobs:
clang-format:
runs-on: ubuntu-24.04
steps:
- name: Checkout
uses: actions/checkout@v4
with:
ref: ${{ github.head_ref || github.ref_name }}
# Pinned to the version the tree was formatted with so CI and local agree.
- name: Install clang-format
run: pipx install clang-format==22.1.5
- name: Apply clang-format
run: clang-format -i header/*.h source/*.cpp modules/*.ixx TpfConvert/src/*.ixx
# Push / same-repo PRs: commit the fixes back. Fork PRs can't be pushed to,
# so fail the check instead and let the contributor format.
- name: Commit fixes
if: github.event_name != 'pull_request' || github.event.pull_request.head.repo.full_name == github.repository
uses: stefanzweifel/git-auto-commit-action@v5
with:
commit_message: "ci: apply clang-format"
- name: Verify formatting (fork PRs)
if: github.event_name == 'pull_request' && github.event.pull_request.head.repo.full_name != github.repository
run: git diff --exit-code
+68
View File
@@ -0,0 +1,68 @@
# IDE
*.vs
*.user
*.settings
*.vscode
*.project
*.cproject
*.vcproj
*.vcxproj
*.vcxproj.filters
**/CMakeFiles/**
cmake_install.cmake
CMakeCache.txt
*.sln
*.rc
/*.dir
# Build directories
Release
Debug
bin/
*/Debug
*/Release
*/bin
*/obj
vcpkg
vcpkg_installed
# Bloated Windows Databases
*.sdf
*.opensdf
*.suo
*.exp
*.db
*.pdb
*.idb
*.ilk
*.opendb
*.log
*.lastbuildstate
# Compiled files
*.slo
*.lo
*.o
*.obj
*.exe
*.wxs
*.wixobj
*.msi
# Precompiled Headers
*.gch
*.pch
*.idb
*.pdb
*.opendb
*.wixpdb
**/RelWithDebInfo/
**/Debug/
/bin
/win32
/out
/build
/_deps
.idea
-71
View File
@@ -1,71 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>uMod 1</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>org.eclipse.cdt.managedbuilder.core.genmakebuilder</name>
<triggers>clean,full,incremental,</triggers>
<arguments>
<dictionary>
<key>?name?</key>
<value></value>
</dictionary>
<dictionary>
<key>org.eclipse.cdt.make.core.append_environment</key>
<value>true</value>
</dictionary>
<dictionary>
<key>org.eclipse.cdt.make.core.buildArguments</key>
<value></value>
</dictionary>
<dictionary>
<key>org.eclipse.cdt.make.core.buildCommand</key>
<value>make</value>
</dictionary>
<dictionary>
<key>org.eclipse.cdt.make.core.buildLocation</key>
<value>${workspace_loc:/uMod/Debug}</value>
</dictionary>
<dictionary>
<key>org.eclipse.cdt.make.core.contents</key>
<value>org.eclipse.cdt.make.core.activeConfigSettings</value>
</dictionary>
<dictionary>
<key>org.eclipse.cdt.make.core.enableAutoBuild</key>
<value>false</value>
</dictionary>
<dictionary>
<key>org.eclipse.cdt.make.core.enableCleanBuild</key>
<value>true</value>
</dictionary>
<dictionary>
<key>org.eclipse.cdt.make.core.enableFullBuild</key>
<value>true</value>
</dictionary>
<dictionary>
<key>org.eclipse.cdt.make.core.stopOnError</key>
<value>true</value>
</dictionary>
<dictionary>
<key>org.eclipse.cdt.make.core.useDefaultBuildCmd</key>
<value>true</value>
</dictionary>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.cdt.managedbuilder.core.ScannerConfigBuilder</name>
<triggers>full,incremental,</triggers>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>org.eclipse.cdt.core.cnature</nature>
<nature>org.eclipse.cdt.core.ccnature</nature>
<nature>org.eclipse.cdt.managedbuilder.core.managedBuildNature</nature>
<nature>org.eclipse.cdt.managedbuilder.core.ScannerConfigNature</nature>
</natures>
</projectDescription>
@@ -1,66 +0,0 @@
#Sun Mar 11 21:51:23 CET 2012
eclipse.preferences.version=1
org.eclipse.cdt.codan.checkers.errnoreturn=Warning
org.eclipse.cdt.codan.checkers.errnoreturn.params={implicit\=>false}
org.eclipse.cdt.codan.checkers.errreturnvalue=Error
org.eclipse.cdt.codan.checkers.errreturnvalue.params={}
org.eclipse.cdt.codan.checkers.noreturn=Error
org.eclipse.cdt.codan.checkers.noreturn.params={implicit\=>false}
org.eclipse.cdt.codan.internal.checkers.AbstractClassCreation=Error
org.eclipse.cdt.codan.internal.checkers.AbstractClassCreation.params={launchModes\=>{RUN_ON_FULL_BUILD\=>false,RUN_ON_INC_BUILD\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
org.eclipse.cdt.codan.internal.checkers.AmbiguousProblem=Error
org.eclipse.cdt.codan.internal.checkers.AmbiguousProblem.params={launchModes\=>{RUN_ON_FULL_BUILD\=>false,RUN_ON_INC_BUILD\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
org.eclipse.cdt.codan.internal.checkers.AssignmentInConditionProblem=Warning
org.eclipse.cdt.codan.internal.checkers.AssignmentInConditionProblem.params={}
org.eclipse.cdt.codan.internal.checkers.AssignmentToItselfProblem=Error
org.eclipse.cdt.codan.internal.checkers.AssignmentToItselfProblem.params={}
org.eclipse.cdt.codan.internal.checkers.CaseBreakProblem=Warning
org.eclipse.cdt.codan.internal.checkers.CaseBreakProblem.params={no_break_comment\=>"no break",last_case_param\=>true,empty_case_param\=>false}
org.eclipse.cdt.codan.internal.checkers.CatchByReference=Warning
org.eclipse.cdt.codan.internal.checkers.CatchByReference.params={unknown\=>false,exceptions\=>()}
org.eclipse.cdt.codan.internal.checkers.CircularReferenceProblem=Error
org.eclipse.cdt.codan.internal.checkers.CircularReferenceProblem.params={launchModes\=>{RUN_ON_FULL_BUILD\=>false,RUN_ON_INC_BUILD\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
org.eclipse.cdt.codan.internal.checkers.FieldResolutionProblem=Error
org.eclipse.cdt.codan.internal.checkers.FieldResolutionProblem.params={launchModes\=>{RUN_ON_FULL_BUILD\=>false,RUN_ON_INC_BUILD\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
org.eclipse.cdt.codan.internal.checkers.FunctionResolutionProblem=Error
org.eclipse.cdt.codan.internal.checkers.FunctionResolutionProblem.params={launchModes\=>{RUN_ON_FULL_BUILD\=>false,RUN_ON_INC_BUILD\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
org.eclipse.cdt.codan.internal.checkers.InvalidArguments=Error
org.eclipse.cdt.codan.internal.checkers.InvalidArguments.params={launchModes\=>{RUN_ON_FULL_BUILD\=>false,RUN_ON_INC_BUILD\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
org.eclipse.cdt.codan.internal.checkers.InvalidTemplateArgumentsProblem=Error
org.eclipse.cdt.codan.internal.checkers.InvalidTemplateArgumentsProblem.params={launchModes\=>{RUN_ON_FULL_BUILD\=>false,RUN_ON_INC_BUILD\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
org.eclipse.cdt.codan.internal.checkers.LabelStatementNotFoundProblem=Error
org.eclipse.cdt.codan.internal.checkers.LabelStatementNotFoundProblem.params={launchModes\=>{RUN_ON_FULL_BUILD\=>false,RUN_ON_INC_BUILD\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
org.eclipse.cdt.codan.internal.checkers.MemberDeclarationNotFoundProblem=Error
org.eclipse.cdt.codan.internal.checkers.MemberDeclarationNotFoundProblem.params={launchModes\=>{RUN_ON_FULL_BUILD\=>false,RUN_ON_INC_BUILD\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
org.eclipse.cdt.codan.internal.checkers.MethodResolutionProblem=Error
org.eclipse.cdt.codan.internal.checkers.MethodResolutionProblem.params={launchModes\=>{RUN_ON_FULL_BUILD\=>false,RUN_ON_INC_BUILD\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
org.eclipse.cdt.codan.internal.checkers.NamingConventionFunctionChecker=-Info
org.eclipse.cdt.codan.internal.checkers.NamingConventionFunctionChecker.params={pattern\=>"^[a-z]",macro\=>true,exceptions\=>()}
org.eclipse.cdt.codan.internal.checkers.NonVirtualDestructorProblem=Warning
org.eclipse.cdt.codan.internal.checkers.NonVirtualDestructorProblem.params={}
org.eclipse.cdt.codan.internal.checkers.OverloadProblem=Error
org.eclipse.cdt.codan.internal.checkers.OverloadProblem.params={launchModes\=>{RUN_ON_FULL_BUILD\=>false,RUN_ON_INC_BUILD\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
org.eclipse.cdt.codan.internal.checkers.RedeclarationProblem=Error
org.eclipse.cdt.codan.internal.checkers.RedeclarationProblem.params={launchModes\=>{RUN_ON_FULL_BUILD\=>false,RUN_ON_INC_BUILD\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
org.eclipse.cdt.codan.internal.checkers.RedefinitionProblem=Error
org.eclipse.cdt.codan.internal.checkers.RedefinitionProblem.params={launchModes\=>{RUN_ON_FULL_BUILD\=>false,RUN_ON_INC_BUILD\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
org.eclipse.cdt.codan.internal.checkers.ReturnStyleProblem=-Warning
org.eclipse.cdt.codan.internal.checkers.ReturnStyleProblem.params={}
org.eclipse.cdt.codan.internal.checkers.ScanfFormatStringSecurityProblem=-Warning
org.eclipse.cdt.codan.internal.checkers.ScanfFormatStringSecurityProblem.params={}
org.eclipse.cdt.codan.internal.checkers.StatementHasNoEffectProblem=Warning
org.eclipse.cdt.codan.internal.checkers.StatementHasNoEffectProblem.params={macro\=>true,exceptions\=>()}
org.eclipse.cdt.codan.internal.checkers.SuggestedParenthesisProblem=Warning
org.eclipse.cdt.codan.internal.checkers.SuggestedParenthesisProblem.params={paramNot\=>false}
org.eclipse.cdt.codan.internal.checkers.SuspiciousSemicolonProblem=Warning
org.eclipse.cdt.codan.internal.checkers.SuspiciousSemicolonProblem.params={else\=>false,afterelse\=>false}
org.eclipse.cdt.codan.internal.checkers.TypeResolutionProblem=Error
org.eclipse.cdt.codan.internal.checkers.TypeResolutionProblem.params={launchModes\=>{RUN_ON_FULL_BUILD\=>false,RUN_ON_INC_BUILD\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
org.eclipse.cdt.codan.internal.checkers.UnusedFunctionDeclarationProblem=Warning
org.eclipse.cdt.codan.internal.checkers.UnusedFunctionDeclarationProblem.params={}
org.eclipse.cdt.codan.internal.checkers.UnusedStaticFunctionProblem=Warning
org.eclipse.cdt.codan.internal.checkers.UnusedStaticFunctionProblem.params={}
org.eclipse.cdt.codan.internal.checkers.UnusedVariableDeclarationProblem=Warning
org.eclipse.cdt.codan.internal.checkers.UnusedVariableDeclarationProblem.params={exceptions\=>("@(\#)","$Id")}
org.eclipse.cdt.codan.internal.checkers.VariableResolutionProblem=Error
org.eclipse.cdt.codan.internal.checkers.VariableResolutionProblem.params={launchModes\=>{RUN_ON_FULL_BUILD\=>false,RUN_ON_INC_BUILD\=>false,RUN_AS_YOU_TYPE\=>true,RUN_ON_DEMAND\=>true}}
+96
View File
@@ -0,0 +1,96 @@
# gMod
A 32-bit Windows DLL that hooks Direct3D 9 to load texture mods for Guild Wars. Continuation of uMod. Integrated with [GW Launcher](https://github.com/gwdevhub/gwlauncher) and [Daybreak](https://github.com/gwdevhub/Daybreak).
## Project structure
- `header/` — header files (D3D9Hooks, D3D9State, Defines, Error, Main, Utils)
- `source/` — implementation files (D3D9Hooks.cpp, dll_main.cpp, Error.cpp)
- `modules/` — C++23 module files (ModfileLoader, ModfileLoader_TpfReader, TextureClient, TextureFunction)
- `TpfConvert/` — standalone utility to fix broken .tpf files
- `cmake/` — CMake helper scripts
- `build/` — CMake build tree (generated, ignored)
- `bin/` — compiled output (generated, ignored)
## Build
Requires Visual Studio 2022, CMake 3.29+, and vcpkg — all via the VS 2022 Developer PowerShell.
```
cmake --preset=vcpkg
cmake --open build
# then compile inside Visual Studio, or:
cmake --build build --config Release
```
- Target: 32-bit only (`-A Win32` / `CMAKE_GENERATOR_PLATFORM=win32`)
- Standard: C++23
- Output: `bin/` (gMod.dll, TpfConvert.exe)
- Version: set in `CMakeLists.txt` (`VERSION_MAJOR/MINOR/PATCH/TWEAK`)
> **Cannot be built or run in this agent environment** (Linux, no MSVC, no 32-bit
> D3D9, no Guild Wars to inject into). Don't burn turns attempting `cmake`/builds
> here — validate changes by reading and matching existing patterns, and lean on
> Windows CI (`ci.yaml`) for the real build. When an actual compile/test is needed,
> ask the user to do it in Visual Studio rather than trying locally.
## Key dependencies (via vcpkg)
- `minhook` — D3D9 function hooking
- `libzippp` / `libzip` / `zlib` — reading .tpf/.zip mod files
- `directxtex` — texture format conversion
- `Microsoft.GSL` — Guidelines Support Library
## How it works
1. `dll_main.cpp` — DLL entry point, hooks d3d9.dll via MinHook
2. `D3D9Hooks.cpp` — intercepts `Direct3DCreate9` and IDirect3DDevice9 methods
3. `ModfileLoader` — reads `modlist.txt`, loads .tpf/.zip mod archives
4. `TextureClient` / `TextureFunction` — matches and replaces textures by hash at runtime
### Hooking model (read before touching D3D9 code)
gMod uses **MinHook vtable hooks**, not proxy/subclass wrappers (the old uMod model
was replaced — see `git log` "Replace D3D9 proxy wrappers with vtable hooks"). The
game keeps the **real** `IDirect3D9` / `IDirect3DDevice9` / texture objects byte-for-byte
untouched; gMod patches only the individual vtable slots it cares about (CreateDevice,
CreateTexture/Volume/Cube, UpdateTexture, BeginScene, Set/GetTexture, Release).
- Per-texture side-state lives **out of band** in `header/D3D9State.h` (`TexState`,
keyed by the real texture pointer), so reverting the hooks fully detaches gMod.
- `RemoveAllD3D9Hooks()` must leave the host process pristine — preserve that invariant.
- A vtable is shared by all instances of a class, so each slot is hooked once; texture
Release slots are hooked lazily on first instance. Don't double-hook.
## Conventions
- **Formatting is CI-enforced** by clang-format `22.1.5` (`.clang-format`, applied by
`lint.yaml` on push to `dev`). Don't hand-reformat or "tidy" whole files — it just
churns the diff. Notable rules: `ColumnLimit: 0` (never reflow long D3D signatures /
vtable typedefs), `SortIncludes: Never` (include order is load-bearing in Windows
headers — never reorder), 4-space indent, braces on their own line after functions.
- **C++23 named modules** (`modules/*.ixx`). Editing a module *interface* triggers wide
rebuilds; prefer changing implementation over interface when possible.
- **Public exported API is a fixed surface** — four `extern "C" __declspec(dllexport)`
functions in `dll_main.cpp`: `SetDevice`, `AddFile`, `RemoveFile`, `GetFiles`. These
are consumed by GW Launcher and Daybreak; do **not** change their names, signatures,
or calling convention (`__cdecl`) without coordinating downstream.
- **Commits**: short imperative summaries, lowercase, no trailing period
(e.g. "Keep loaded_files in load order so GetFiles returns priority order").
- **Branching**: `dev` is the integration branch; PRs target `master`. CI builds on
push to `dev` and on PRs to `master`.
### Where things live (by size / how often they change)
- `modules/TextureClient.ixx` (~670 lines) — texture match/replace bookkeeping, hot
- `source/D3D9Hooks.cpp` (~580) — the vtable detours and install/remove
- `modules/TextureFunction.ixx` (~380) — texture creation/conversion helpers
- `source/dll_main.cpp` (~345) — entry point + exported C API
- `modules/ModfileLoader*.ixx` — .tpf/.zip parsing
- `header/Defines.h` — shared structs/constants (`TextureFileStruct`, `HashTuple`, etc.)
## Notes
- Must be injected before d3d9.dll loads, or renamed to d3d9.dll in the GW folder
- Reshade > 5.0.1 causes glitches; recommend 5.0.1 or 4.9.1
- `modlist.txt` contains full paths to .tpf/.zip mod files, one per line
+73
View File
@@ -0,0 +1,73 @@
cmake_minimum_required(VERSION 3.29)
set(CMAKE_GENERATOR_PLATFORM win32)
project(gMod)
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
if(NOT(CMAKE_SIZEOF_VOID_P EQUAL 4))
message(FATAL_ERROR "You are configuring a non 32-bit build, this is not supported. Run cmake with `-A Win32`")
endif()
set(VERSION_MAJOR 1)
set(VERSION_MINOR 10)
set(VERSION_PATCH 0)
set(VERSION_TWEAK 0)
set(VERSION_RC "${CMAKE_CURRENT_BINARY_DIR}/version.rc")
configure_file("${CMAKE_CURRENT_SOURCE_DIR}/version.rc.in" "${VERSION_RC}" @ONLY)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${PROJECT_SOURCE_DIR}/bin")
set(CMAKE_CXX_STANDARD 23)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
add_compile_options(/MP /permissive-)
list(APPEND CMAKE_MODULE_PATH "${PROJECT_SOURCE_DIR}/cmake")
find_package(libzippp CONFIG REQUIRED)
find_package(minhook CONFIG REQUIRED)
find_package(Microsoft.GSL CONFIG REQUIRED)
include(dxtk)
add_library(gMod SHARED)
file(GLOB SOURCES
"header/*.h"
"source/*.cpp"
"modules/*.ixx"
${VERSION_RC}
)
target_include_directories(gMod PRIVATE
"header"
${CMAKE_INSTALL_PREFIX}/include
)
source_group(TREE "${CMAKE_CURRENT_SOURCE_DIR}" FILES ${SOURCES})
target_sources(gMod PRIVATE ${SOURCES})
target_compile_options(gMod PRIVATE /W4 /WX)
target_link_libraries(gMod PRIVATE
dxguid
libzippp::libzippp
psapi
minhook::minhook
directxtex
Microsoft.GSL::GSL
)
target_link_options(gMod PRIVATE
"$<$<CONFIG:DEBUG>:/NODEFAULTLIB:LIBCMT>"
"/LARGEADDRESSAWARE"
)
source_group(TREE "${CMAKE_CURRENT_SOURCE_DIR}" FILES ${SOURCES})
target_sources(gMod PRIVATE ${SOURCES})
target_compile_definitions(gMod PRIVATE
"NOMINMAX"
"_WIN32_WINNT=_WIN32_WINNT_WIN7"
"WIN32_LEAN_AND_MEAN"
"VC_EXTRALEAN"
DIRECT_INJECTION
LOG_MESSAGE
)
add_subdirectory(TpfConvert)
+16
View File
@@ -0,0 +1,16 @@
{
"version": 2,
"configurePresets": [
{
"name": "vcpkg",
"generator": "Visual Studio 18 2026",
"architecture": "Win32",
"binaryDir": "${sourceDir}/build",
"cacheVariables": {
"VCPKG_OVERLAY_TRIPLETS": "${sourceDir}/triplets",
"VCPKG_TARGET_TRIPLET": "x86-windows-mixed",
"CMAKE_TOOLCHAIN_FILE": "$env{VCPKG_ROOT}/scripts/buildsystems/vcpkg.cmake"
}
}
]
}
+26
View File
@@ -0,0 +1,26 @@
{
"configurations": [
{
"name": "x86-Debug",
"generator": "Visual Studio 17 2022",
"configurationType": "Debug",
"inheritEnvironments": [ "msvc_x86" ],
"buildRoot": "${projectDir}\\out\\build\\${name}",
"installRoot": "${projectDir}\\out\\install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": ""
},
{
"name": "x86-Release",
"generator": "Visual Studio 17 2022",
"configurationType": "Release",
"inheritEnvironments": [ "msvc_x86" ],
"buildRoot": "${projectDir}\\out\\build\\${name}",
"installRoot": "${projectDir}\\out\\install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": ""
}
]
}
+674
View File
@@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
form of a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
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How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.
+44
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@@ -0,0 +1,44 @@
***gMod***
Continuation of the uMod project to improve performance and stability. Integrated with [Guild Wars Launcher](https://github.com/gwdevhub/gwlauncher) and [Daybreak](https://github.com/gwdevhub/Daybreak).
*Usage is primarily intended with GW Launcher or Daybreak, but it can be used without.*
**Usage with manual gMod.dll injection:**
- Create a file called modlist.txt in either the Guild Wars (Gw.exe) folder, or the gMod.dll folder.
- Inject gMod.dll before d3d9.dll is loaded.
**Usage without dll injection:**
- Create a file called modlist.txt in the Guild Wars (Gw.exe) folder.
- Place gMod.dll in the Guild Wars folder
- Rename gMod.dll to d3d9.dll
- Launch Guild Wars
**Format of the modlist.txt file:**
Each line in the modlist.txt is the full path to a mod you want to load (eg. `D:\uMod\Borderless Cartography Made Easy 2015 1.3.tpf`)
gMod will load all these files on startup
**Disclaimer about [Reshade](https://github.com/crosire/reshade)**
Reshade in versions > 5.0.1 is known to cause glitches with TexMod, uMod and also gMod.
If you would like to use Reshade in combination with gMod, we recommend running version [5.0.1](https://github.com/crosire/reshade/releases/tag/v5.0.1) or [4.9.1](https://github.com/crosire/reshade/releases/tag/v4.9.1).
**Build from source**
Requirements:
- Visual Studio 2022
- CMake 3.29+, integrated into the Developer Powershell for VS 2022
- vcpkg, integrated into the Developer Powershell for VS 2022
Compile:
- cmake --preset=vcpkg
- cmake --open build
- compile
**TpfConvert**
Small utility to convert old .tpf files with invalid images into .zip files with working images.
Usage:
- Put TpfConvert.exe and d3dx9.dll in the folder where you have your old, broken texmods with invalid images.
- Run TpfConvert.exe, all *.tpf and *.zip files are processed. The originals are saved into a newly created backup folder.
- Done.
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@@ -1,58 +0,0 @@
The licence is set for each file separately.
1) How to compile the GUI:
1.1) You need:
- wxWidgets 2.9. (an earlier version won't work, cause I use wxString functions only available in 2.9., I use atm 2.9.2)
In the package a makefile for the gcc (makefile.gcc) and a makefile for the MS Visual C Compiler (makefile.vc) is included, but you can generate your own makefile for the compiler of your choice.
Compiling wxWidgets:
- Compile it with BUILD=release otherwise the executable will be very large.
- The vc compiler somehow generates a smaller executable.
- Set the linkage to static (in the config.gcc or config.vc) before you compile the wxWidgets, to ensure, that also on other PC's your executable will run.
If you use my makefiles, you have to change the WX_DIR Variable to your wxWidgets directory. This Variable is nearly at the beginning of the makefiles.
note: I have set the linkage to static in the corresponding config.* files, if you have not compiled you wxWidgets with static linkage the compiler will fail, when linking the GUI.
1.2) Using gcc:
change in the uMod_GUI Directory and type:
mingw32-make -f makefile.gcc BUILD=release
(note: with the options -j 4 you compile simultaneously with 4 threads)
1.3) Using vc:
change in the uMod_GUI Directory and type:
nmake -f makefile.vc BUILD=release
(note: you need to use the special MS Visual prompt)
2) How to compile the dll:
2.1) You need:
- The DirectX SDK (I use June 2010)
- MS Visual C Compiler (I use the free Express 2010 version)
- maybe the Microsoft Windows SDK
There exist two makefiles, one for the mingw32-make.exe (makefile.gcc) which call the vc compiler and one for the nmake.exe (makefile.vc) which also calls the vc compiler. I have created the makefile.gcc only to use the -j 4 option of the gnu make.
You have to compile the 3 dll's separately (one for each injection method). The dll will be copied after successful compilation in the uMod_GUI/bin directory.
If you want to use the logging mode of the dll you have to parse LOG_MESSAGE=1
2.2) Using gcc (BUT you need the vc compiler!):
change in the uMod_DX9 Directory and type:
mingw32-make -f makefile.gcc
mingw32-make -f makefile.gcc DI=1
mingw32-make -f makefile.gcc NI=1
(note: you need to use the special MS Visual prompt)
(note: with the options -j 4 you compile simultaneously with 4 threads)
2.3) Using vc:
change in the uMod_DX9 Directory and type:
nmake -f makefile.vc
nmake -f makefile.vc DI=1
nmake -f makefile.vc NI=1
(note: you need to use the special MS Visual prompt)
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add_executable(TpfConvert)
# Find all .ixx files in the TpfConvert folder
file(GLOB TPF_SOURCES "src/*.ixx")
# Add the .ixx files to the TpfConvert target
target_sources(TpfConvert PRIVATE ${TPF_SOURCES})
set_target_properties(TpfConvert PROPERTIES
CXX_STANDARD 23
CXX_STANDARD_REQUIRED ON
)
target_compile_definitions(TpfConvert PRIVATE
"NOMINMAX"
"_WIN32_WINNT=_WIN32_WINNT_WIN7"
"WIN32_LEAN_AND_MEAN"
"VC_EXTRALEAN"
)
if(DEFINED ENV{VCPKG_ROOT})
message(STATUS "VCPKG_ROOT: $ENV{VCPKG_ROOT}")
else()
message(STATUS "VCPKG_ROOT is not set")
endif()
if(DEFINED CMAKE_TOOLCHAIN_FILE)
message(STATUS "CMAKE_TOOLCHAIN_FILE: ${CMAKE_TOOLCHAIN_FILE}")
else()
message(STATUS "CMAKE_TOOLCHAIN_FILE is not set")
endif()
find_package(dxsdk-d3dx CONFIG REQUIRED)
target_link_libraries(TpfConvert PRIVATE
libzippp::libzippp
Microsoft::D3DX9
d3d9
)
+179
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@@ -0,0 +1,179 @@
export module ModfileLoader;
import std;
import <libzippp.h>;
import ModfileLoader.TpfReader;
export using HashType = uint64_t;
export struct TexEntry {
std::vector<uint8_t> data{};
HashType crc_hash = 0; // hash value
std::string ext{};
};
namespace {
HashType GetCrcFromFilename(const std::string& filename)
{
const static std::regex re(R"(0[xX][0-9a-fA-F]{4,16})", std::regex::optimize);
std::smatch match;
if (!std::regex_search(filename, match, re)) {
return 0;
}
uint64_t crc64_hash = 0;
const auto number_str = match.str();
try {
crc64_hash = std::stoull(number_str, nullptr, 16);
}
catch (const std::invalid_argument&) {
std::print(stderr, "Failed to parse {} as a hash\n", filename);
return 0;
}
catch (const std::out_of_range&) {
std::print(stderr, "Out of range while parsing {} as a hash\n", filename);
return 0;
}
return crc64_hash;
}
}
export class ModfileLoader {
std::filesystem::path file_name;
const std::string TPF_PASSWORD{
0x73, 0x2A, 0x63, 0x7D, 0x5F, 0x0A, static_cast<char>(0xA6), static_cast<char>(0xBD),
0x7D, 0x65, 0x7E, 0x67, 0x61, 0x2A, 0x7F, 0x7F,
0x74, 0x61, 0x67, 0x5B, 0x60, 0x70, 0x45, 0x74,
0x5C, 0x22, 0x74, 0x5D, 0x6E, 0x6A, 0x73, 0x41,
0x77, 0x6E, 0x46, 0x47, 0x77, 0x49, 0x0C, 0x4B,
0x46, 0x6F};
public:
ModfileLoader(const std::filesystem::path& fileName);
std::vector<TexEntry> GetContents() const;
private:
std::vector<TexEntry> GetTpfContents() const;
std::vector<TexEntry> GetFileContents() const;
static void LoadEntries(libzippp::ZipArchive& archive, std::vector<TexEntry>& entries);
};
ModfileLoader::ModfileLoader(const std::filesystem::path& fileName)
{
file_name = std::filesystem::absolute(fileName);
}
std::vector<TexEntry> ModfileLoader::GetContents() const
{
try {
return file_name.wstring().ends_with(L".tpf") ? GetTpfContents() : GetFileContents();
}
catch (const std::exception&) {
std::print(stderr, "Failed to open mod file: {}\n", file_name.string().c_str());
}
return {};
}
std::vector<TexEntry> ModfileLoader::GetTpfContents() const
{
std::vector<TexEntry> entries;
auto tpf_reader = TpfReader(file_name);
const auto buffer = tpf_reader.ReadToEnd();
const auto zip_archive = libzippp::ZipArchive::fromBuffer(buffer.data(), buffer.size(), false, TPF_PASSWORD);
if (!zip_archive) {
std::print(stderr, "Failed to open tpf file: {} - {} uint8_ts!\n", file_name.string(), buffer.size());
return {};
}
zip_archive->setErrorHandlerCallback(
[](const std::string& message, const std::string& strerror, int zip_error_code, int system_error_code) -> void {
std::print(stderr, "GetTpfContents: {} {} {} {}\n", message, strerror, zip_error_code, system_error_code);
});
zip_archive->open();
LoadEntries(*zip_archive, entries);
zip_archive->close();
libzippp::ZipArchive::free(zip_archive);
return entries;
}
std::vector<TexEntry> ModfileLoader::GetFileContents() const
{
std::vector<TexEntry> entries;
libzippp::ZipArchive zip_archive(file_name.string());
zip_archive.open();
LoadEntries(zip_archive, entries);
zip_archive.close();
return entries;
}
void ParseSimpleArchive(const libzippp::ZipArchive& archive, std::vector<TexEntry>& entries)
{
for (const auto& entry : archive.getEntries()) {
if (!entry.isFile())
continue;
const auto entry_name = entry.getName();
const auto crc_hash = GetCrcFromFilename(entry_name);
if (!crc_hash)
continue;
const auto data_ptr = static_cast<uint8_t*>(entry.readAsBinary());
const auto size = entry.getSize();
std::vector vec(data_ptr, data_ptr + size);
std::filesystem::path tex_name(entry_name);
entries.emplace_back(std::move(vec), crc_hash, tex_name.extension().string());
delete[] data_ptr;
}
}
void ParseTexmodArchive(std::vector<std::string>& lines, libzippp::ZipArchive& archive, std::vector<TexEntry>& entries)
{
for (const auto& line : lines) {
// 0xC57D73F7|GW.EXE_0xC57D73F7.tga\r\n
// match[1] | match[2]
const static auto address_file_regex = std::regex(R"(^[\\/.]*([^|]+)\|([^\r\n]+))", std::regex::optimize);
std::smatch match;
if (!std::regex_search(line, match, address_file_regex))
continue;
const auto address_string = match[1].str();
const auto file_path = match[2].str();
const auto crc_hash = GetCrcFromFilename(address_string);
if (!crc_hash)
continue;
const auto entry = archive.getEntry(file_path);
if (entry.isNull() || !entry.isFile())
continue;
const auto data_ptr = static_cast<uint8_t*>(entry.readAsBinary());
const auto size = static_cast<size_t>(entry.getSize());
std::vector vec(data_ptr, data_ptr + size);
const auto tex_name = std::filesystem::path(entry.getName());
entries.emplace_back(std::move(vec), crc_hash, tex_name.extension().string());
delete[] data_ptr;
}
}
void ModfileLoader::LoadEntries(libzippp::ZipArchive& archive, std::vector<TexEntry>& entries)
{
const auto def_file = archive.getEntry("texmod.def");
if (def_file.isNull() || !def_file.isFile()) {
ParseSimpleArchive(archive, entries);
}
else {
const auto def = def_file.readAsText();
std::istringstream iss(def);
std::vector<std::string> lines;
std::string line;
while (std::getline(iss, line)) {
lines.push_back(line);
}
ParseTexmodArchive(lines, archive, entries);
}
}
@@ -0,0 +1,58 @@
export module ModfileLoader.TpfReader;
import std;
export class TpfReader {
public:
TpfReader(const std::filesystem::path& path)
{
file_stream = std::ifstream(path, std::ios::binary);
if (!file_stream.seekg(0, std::ios::end).good() || !file_stream.seekg(0, std::ios::beg).good()) {
throw std::invalid_argument("Provided stream needs to have SEEK set to True");
}
}
~TpfReader()
{
file_stream.close();
}
std::vector<char> ReadToEnd()
{
file_stream.seekg(0, std::ios::end);
line_length = file_stream.tellg();
file_stream.seekg(0, std::ios::beg); // Go to the beginning of the stream
std::vector<char> data(line_length);
file_stream.read(data.data(), line_length);
for (auto i = 0; i < data.size(); i++) {
data[i] = XOR(data[i], i);
}
for (int i = data.size() - 1; i > 0 && data[i] != 0; i--) {
data[i] = 0;
}
// in the other zip libraries, these had to be cut off, with libzip we need to zero them out
// cutting them off makes the archive invalid
// data.resize(last_zero);
return data;
}
private:
std::ifstream file_stream;
long line_length = 0;
[[nodiscard]] char XOR(const char b, const long position) const
{
if (position >= (line_length / 4) * 4) {
return b ^ TPF_XOREven;
}
return position % 2 == 0 ? b ^ TPF_XOREven : b ^ TPF_XOROdd;
}
static constexpr char TPF_XOROdd = 0x3F;
static constexpr char TPF_XOREven = static_cast<char>(0xA4);
};
+152
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@@ -0,0 +1,152 @@
#include <corecrt_wstdio.h>
#include <Windows.h>
#include <d3dx9.h>
#include <d3d9.h>
import std;
import ModfileLoader;
import <libzippp.h>;
struct TexEntry;
namespace {
IDirect3D9* pD3D = nullptr;
IDirect3DDevice9* pDevice = nullptr;
bool InitializeDirect3D()
{
pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if (pD3D == nullptr) {
std::print(stderr, "Failed to create Direct3D9 object\n");
return false;
}
D3DPRESENT_PARAMETERS d3dpp = {};
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = GetDesktopWindow();
if (FAILED(pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, GetDesktopWindow(),
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice))) {
std::print(stderr, "Failed to create Direct3D9 device\n");
pD3D->Release();
return false;
}
return true;
}
void CleanupDirect3D()
{
if (pDevice) pDevice->Release();
if (pD3D) pD3D->Release();
}
std::pair<std::string, std::vector<uint8_t>> SaveAsDDS(const TexEntry& entry)
{
IDirect3DTexture9* pTexture = nullptr;
ID3DXBuffer* pBuffer = nullptr;
HRESULT hr = D3DXCreateTextureFromFileInMemoryEx(pDevice,
entry.data.data(), entry.data.size(),
D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0,
D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_NONE,
D3DX_FILTER_NONE, 0, NULL, NULL, &pTexture);
if (FAILED(hr)) {
std::print(stderr, "Failed to create texture from memory\n");
return {};
}
hr = D3DXSaveTextureToFileInMemory(&pBuffer, D3DXIFF_DDS, pTexture, NULL);
if (FAILED(hr)) {
std::print(stderr, "Failed to save texture to DDS memory buffer\n");
pTexture->Release();
return {};
}
std::string dds_filename = std::format("0x{:x}.dds", entry.crc_hash);
std::vector<uint8_t> dds_data(pBuffer->GetBufferSize());
std::memcpy(dds_data.data(), pBuffer->GetBufferPointer(), pBuffer->GetBufferSize());
pTexture->Release();
pBuffer->Release();
return {dds_filename, dds_data};
}
std::filesystem::path GetExecutablePath()
{
char buffer[MAX_PATH];
GetModuleFileNameA(NULL, buffer, MAX_PATH);
return std::filesystem::path(buffer).parent_path();
}
}
int main(int argc, char* argv[])
{
const std::filesystem::path path = argc > 1 ? argv[1] : GetExecutablePath();
const auto backup_path = path / "backup";
if (!InitializeDirect3D()) {
return -1;
}
if (!std::filesystem::exists(path)) {
return 1;
}
if (!std::filesystem::exists(backup_path)) {
std::filesystem::create_directory(backup_path);
}
for (const auto& modfile : std::filesystem::directory_iterator(path)) {
if (modfile.is_regular_file() && (modfile.path().extension() == ".tpf" || modfile.path().extension() == ".zip")) {
const auto mod_path = modfile.path();
const auto backup_file = backup_path / mod_path.filename();
if (std::filesystem::exists(backup_file)) {
std::print("Skipping previous TpfConvert output: {}\n", mod_path.filename().string());
continue;
}
else {
std::print("Processing: {}\n", mod_path.filename().string());
std::error_code ec;
std::filesystem::rename(mod_path, backup_file, ec);
}
const auto zip_filename = path / (mod_path.stem().string() + ".zip");
if (std::filesystem::exists(zip_filename)) {
std::filesystem::remove(zip_filename);
}
ModfileLoader loader(backup_file);
std::vector<std::pair<std::string, std::vector<uint8_t>>> data_entries;
const auto entries = loader.GetContents();
libzippp::ZipArchive zip_archive(zip_filename.string());
zip_archive.open(libzippp::ZipArchive::Write);
for (const auto& entry : entries) {
auto [dds_filename, dds_data] = SaveAsDDS(entry);
if (!dds_filename.empty()) {
data_entries.emplace_back(dds_filename, std::move(dds_data));
}
}
for (const auto& [filename, data] : data_entries) {
const auto success = zip_archive.addData(filename, data.data(), data.size());
if (!success) {
std::print(stderr, "Failed to add data to ZIP: {}\n", filename);
}
}
zip_archive.close();
std::print("Saved to ZIP: {}\n", zip_filename.string());
}
}
CleanupDirect3D();
return 0;
}
+31
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@@ -0,0 +1,31 @@
include_guard()
include(FetchContent)
FetchContent_Declare(
DirectXTex
GIT_REPOSITORY https://github.com/microsoft/DirectXTex
GIT_TAG oct2023)
FetchContent_GetProperties(directxtex)
if (directxtex_POPULATED)
return()
endif()
FetchContent_Populate(directxtex)
add_library(directxtex)
file(GLOB SOURCES
"${directxtex_SOURCE_DIR}/DDSTextureLoader/DDSTextureLoader9.h"
"${directxtex_SOURCE_DIR}/DDSTextureLoader/DDSTextureLoader9.cpp"
"${directxtex_SOURCE_DIR}/WICTextureLoader/WICTextureLoader9.h"
"${directxtex_SOURCE_DIR}/WICTextureLoader/WICTextureLoader9.cpp"
"${directxtex_SOURCE_DIR}/DirectXTex/*.h"
"${directxtex_SOURCE_DIR}/DirectXTex/*.cpp"
)
list(REMOVE_ITEM SOURCES
"${directxtex_SOURCE_DIR}/DirectXTex/BCDirectCompute.cpp"
)
source_group(TREE ${directxtex_SOURCE_DIR} FILES ${SOURCES})
target_sources(directxtex PRIVATE ${SOURCES})
target_include_directories(directxtex PUBLIC "${directxtex_SOURCE_DIR}")
set_target_properties(directxtex PROPERTIES FOLDER "Dependencies/")
+305
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@@ -0,0 +1,305 @@
#pragma once
#include <d3d9.h>
#include <atomic>
class TextureClient;
// Wraps a real IDirect3DDevice9 so CreateTexture/CreateVolumeTexture/CreateCubeTexture/
// UpdateTexture/BeginScene/SetTexture/GetTexture/Release are intercepted via ordinary
// compiled virtual dispatch instead of a MinHook-patched vtable slot (unstable under
// ARM64 emulation). Every other method is a pure forward to the real device.
class WrappedDirect3DDevice9 : public IDirect3DDevice9 {
public:
explicit WrappedDirect3DDevice9(IDirect3DDevice9* real);
IDirect3DDevice9* RealDevice() const { return real_; }
TextureClient* Client() const { return client_; }
void SetClient(TextureClient* client) { client_ = client; }
STDMETHOD(QueryInterface)(REFIID riid, void** ppvObj) override;
STDMETHOD_(ULONG, AddRef)() override;
STDMETHOD_(ULONG, Release)() override;
STDMETHOD(TestCooperativeLevel)() override;
STDMETHOD_(UINT, GetAvailableTextureMem)() override;
STDMETHOD(EvictManagedResources)() override;
STDMETHOD(GetDirect3D)(IDirect3D9** ppD3D9) override;
STDMETHOD(GetDeviceCaps)(D3DCAPS9* pCaps) override;
STDMETHOD(GetDisplayMode)(UINT iSwapChain, D3DDISPLAYMODE* pMode) override;
STDMETHOD(GetCreationParameters)(D3DDEVICE_CREATION_PARAMETERS* pParameters) override;
STDMETHOD(SetCursorProperties)(UINT XHotSpot, UINT YHotSpot, IDirect3DSurface9* pCursorBitmap) override;
STDMETHOD_(void, SetCursorPosition)(int X, int Y, DWORD Flags) override;
STDMETHOD_(BOOL, ShowCursor)(BOOL bShow) override;
STDMETHOD(CreateAdditionalSwapChain)(D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DSwapChain9** pSwapChain) override;
STDMETHOD(GetSwapChain)(UINT iSwapChain, IDirect3DSwapChain9** pSwapChain) override;
STDMETHOD_(UINT, GetNumberOfSwapChains)() override;
STDMETHOD(Reset)(D3DPRESENT_PARAMETERS* pPresentationParameters) override;
STDMETHOD(Present)(const RECT* pSourceRect, const RECT* pDestRect, HWND hDestWindowOverride, const RGNDATA* pDirtyRegion) override;
STDMETHOD(GetBackBuffer)(UINT iSwapChain, UINT iBackBuffer, D3DBACKBUFFER_TYPE Type, IDirect3DSurface9** ppBackBuffer) override;
STDMETHOD(GetRasterStatus)(UINT iSwapChain, D3DRASTER_STATUS* pRasterStatus) override;
STDMETHOD(SetDialogBoxMode)(BOOL bEnableDialogs) override;
STDMETHOD_(void, SetGammaRamp)(UINT iSwapChain, DWORD Flags, const D3DGAMMARAMP* pRamp) override;
STDMETHOD_(void, GetGammaRamp)(UINT iSwapChain, D3DGAMMARAMP* pRamp) override;
STDMETHOD(CreateTexture)(UINT Width, UINT Height, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DTexture9** ppTexture, HANDLE* pSharedHandle) override;
STDMETHOD(CreateVolumeTexture)(UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DVolumeTexture9** ppVolumeTexture, HANDLE* pSharedHandle) override;
STDMETHOD(CreateCubeTexture)(UINT EdgeLength, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DCubeTexture9** ppCubeTexture, HANDLE* pSharedHandle) override;
STDMETHOD(CreateVertexBuffer)(UINT Length, DWORD Usage, DWORD FVF, D3DPOOL Pool, IDirect3DVertexBuffer9** ppVertexBuffer, HANDLE* pSharedHandle) override;
STDMETHOD(CreateIndexBuffer)(UINT Length, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DIndexBuffer9** ppIndexBuffer, HANDLE* pSharedHandle) override;
STDMETHOD(CreateRenderTarget)(UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Lockable, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle) override;
STDMETHOD(CreateDepthStencilSurface)(UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Discard, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle) override;
STDMETHOD(UpdateSurface)(IDirect3DSurface9* pSourceSurface, const RECT* pSourceRect, IDirect3DSurface9* pDestinationSurface, const POINT* pDestPoint) override;
STDMETHOD(UpdateTexture)(IDirect3DBaseTexture9* pSourceTexture, IDirect3DBaseTexture9* pDestinationTexture) override;
STDMETHOD(GetRenderTargetData)(IDirect3DSurface9* pRenderTarget, IDirect3DSurface9* pDestSurface) override;
STDMETHOD(GetFrontBufferData)(UINT iSwapChain, IDirect3DSurface9* pDestSurface) override;
STDMETHOD(StretchRect)(IDirect3DSurface9* pSourceSurface, const RECT* pSourceRect, IDirect3DSurface9* pDestSurface, const RECT* pDestRect, D3DTEXTUREFILTERTYPE Filter) override;
STDMETHOD(ColorFill)(IDirect3DSurface9* pSurface, const RECT* pRect, D3DCOLOR color) override;
STDMETHOD(CreateOffscreenPlainSurface)(UINT Width, UINT Height, D3DFORMAT Format, D3DPOOL Pool, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle) override;
STDMETHOD(SetRenderTarget)(DWORD RenderTargetIndex, IDirect3DSurface9* pRenderTarget) override;
STDMETHOD(GetRenderTarget)(DWORD RenderTargetIndex, IDirect3DSurface9** ppRenderTarget) override;
STDMETHOD(SetDepthStencilSurface)(IDirect3DSurface9* pNewZStencil) override;
STDMETHOD(GetDepthStencilSurface)(IDirect3DSurface9** ppZStencilSurface) override;
STDMETHOD(BeginScene)() override;
STDMETHOD(EndScene)() override;
STDMETHOD(Clear)(DWORD Count, const D3DRECT* pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) override;
STDMETHOD(SetTransform)(D3DTRANSFORMSTATETYPE State, const D3DMATRIX* pMatrix) override;
STDMETHOD(GetTransform)(D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) override;
STDMETHOD(MultiplyTransform)(D3DTRANSFORMSTATETYPE, const D3DMATRIX*) override;
STDMETHOD(SetViewport)(const D3DVIEWPORT9* pViewport) override;
STDMETHOD(GetViewport)(D3DVIEWPORT9* pViewport) override;
STDMETHOD(SetMaterial)(const D3DMATERIAL9* pMaterial) override;
STDMETHOD(GetMaterial)(D3DMATERIAL9* pMaterial) override;
STDMETHOD(SetLight)(DWORD Index, const D3DLIGHT9*) override;
STDMETHOD(GetLight)(DWORD Index, D3DLIGHT9*) override;
STDMETHOD(LightEnable)(DWORD Index, BOOL Enable) override;
STDMETHOD(GetLightEnable)(DWORD Index, BOOL* pEnable) override;
STDMETHOD(SetClipPlane)(DWORD Index, const float* pPlane) override;
STDMETHOD(GetClipPlane)(DWORD Index, float* pPlane) override;
STDMETHOD(SetRenderState)(D3DRENDERSTATETYPE State, DWORD Value) override;
STDMETHOD(GetRenderState)(D3DRENDERSTATETYPE State, DWORD* pValue) override;
STDMETHOD(CreateStateBlock)(D3DSTATEBLOCKTYPE Type, IDirect3DStateBlock9** ppSB) override;
STDMETHOD(BeginStateBlock)() override;
STDMETHOD(EndStateBlock)(IDirect3DStateBlock9** ppSB) override;
STDMETHOD(SetClipStatus)(const D3DCLIPSTATUS9* pClipStatus) override;
STDMETHOD(GetClipStatus)(D3DCLIPSTATUS9* pClipStatus) override;
STDMETHOD(GetTexture)(DWORD Stage, IDirect3DBaseTexture9** ppTexture) override;
STDMETHOD(SetTexture)(DWORD Stage, IDirect3DBaseTexture9* pTexture) override;
STDMETHOD(GetTextureStageState)(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) override;
STDMETHOD(SetTextureStageState)(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value) override;
STDMETHOD(GetSamplerState)(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD* pValue) override;
STDMETHOD(SetSamplerState)(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value) override;
STDMETHOD(ValidateDevice)(DWORD* pNumPasses) override;
STDMETHOD(SetPaletteEntries)(UINT PaletteNumber, const PALETTEENTRY* pEntries) override;
STDMETHOD(GetPaletteEntries)(UINT PaletteNumber, PALETTEENTRY* pEntries) override;
STDMETHOD(SetCurrentTexturePalette)(UINT PaletteNumber) override;
STDMETHOD(GetCurrentTexturePalette)(UINT* PaletteNumber) override;
STDMETHOD(SetScissorRect)(const RECT* pRect) override;
STDMETHOD(GetScissorRect)(RECT* pRect) override;
STDMETHOD(SetSoftwareVertexProcessing)(BOOL bSoftware) override;
STDMETHOD_(BOOL, GetSoftwareVertexProcessing)() override;
STDMETHOD(SetNPatchMode)(float nSegments) override;
STDMETHOD_(float, GetNPatchMode)() override;
STDMETHOD(DrawPrimitive)(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount) override;
STDMETHOD(DrawIndexedPrimitive)(D3DPRIMITIVETYPE, INT BaseVertexIndex, UINT MinVertexIndex, UINT NumVertices, UINT startIndex, UINT primCount) override;
STDMETHOD(DrawPrimitiveUP)(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, const void* pVertexStreamZeroData, UINT VertexStreamZeroStride) override;
STDMETHOD(DrawIndexedPrimitiveUP)(D3DPRIMITIVETYPE PrimitiveType, UINT MinVertexIndex, UINT NumVertices, UINT PrimitiveCount, const void* pIndexData, D3DFORMAT IndexDataFormat, const void* pVertexStreamZeroData, UINT VertexStreamZeroStride) override;
STDMETHOD(ProcessVertices)(UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IDirect3DVertexBuffer9* pDestBuffer, IDirect3DVertexDeclaration9* pVertexDecl, DWORD Flags) override;
STDMETHOD(CreateVertexDeclaration)(const D3DVERTEXELEMENT9* pVertexElements, IDirect3DVertexDeclaration9** ppDecl) override;
STDMETHOD(SetVertexDeclaration)(IDirect3DVertexDeclaration9* pDecl) override;
STDMETHOD(GetVertexDeclaration)(IDirect3DVertexDeclaration9** ppDecl) override;
STDMETHOD(SetFVF)(DWORD FVF) override;
STDMETHOD(GetFVF)(DWORD* pFVF) override;
STDMETHOD(CreateVertexShader)(const DWORD* pFunction, IDirect3DVertexShader9** ppShader) override;
STDMETHOD(SetVertexShader)(IDirect3DVertexShader9* pShader) override;
STDMETHOD(GetVertexShader)(IDirect3DVertexShader9** ppShader) override;
STDMETHOD(SetVertexShaderConstantF)(UINT StartRegister, const float* pConstantData, UINT Vector4fCount) override;
STDMETHOD(GetVertexShaderConstantF)(UINT StartRegister, float* pConstantData, UINT Vector4fCount) override;
STDMETHOD(SetVertexShaderConstantI)(UINT StartRegister, const int* pConstantData, UINT Vector4iCount) override;
STDMETHOD(GetVertexShaderConstantI)(UINT StartRegister, int* pConstantData, UINT Vector4iCount) override;
STDMETHOD(SetVertexShaderConstantB)(UINT StartRegister, const BOOL* pConstantData, UINT BoolCount) override;
STDMETHOD(GetVertexShaderConstantB)(UINT StartRegister, BOOL* pConstantData, UINT BoolCount) override;
STDMETHOD(SetStreamSource)(UINT StreamNumber, IDirect3DVertexBuffer9* pStreamData, UINT OffsetInBytes, UINT Stride) override;
STDMETHOD(GetStreamSource)(UINT StreamNumber, IDirect3DVertexBuffer9** ppStreamData, UINT* pOffsetInBytes, UINT* pStride) override;
STDMETHOD(SetStreamSourceFreq)(UINT StreamNumber, UINT Setting) override;
STDMETHOD(GetStreamSourceFreq)(UINT StreamNumber, UINT* pSetting) override;
STDMETHOD(SetIndices)(IDirect3DIndexBuffer9* pIndexData) override;
STDMETHOD(GetIndices)(IDirect3DIndexBuffer9** ppIndexData) override;
STDMETHOD(CreatePixelShader)(const DWORD* pFunction, IDirect3DPixelShader9** ppShader) override;
STDMETHOD(SetPixelShader)(IDirect3DPixelShader9* pShader) override;
STDMETHOD(GetPixelShader)(IDirect3DPixelShader9** ppShader) override;
STDMETHOD(SetPixelShaderConstantF)(UINT StartRegister, const float* pConstantData, UINT Vector4fCount) override;
STDMETHOD(GetPixelShaderConstantF)(UINT StartRegister, float* pConstantData, UINT Vector4fCount) override;
STDMETHOD(SetPixelShaderConstantI)(UINT StartRegister, const int* pConstantData, UINT Vector4iCount) override;
STDMETHOD(GetPixelShaderConstantI)(UINT StartRegister, int* pConstantData, UINT Vector4iCount) override;
STDMETHOD(SetPixelShaderConstantB)(UINT StartRegister, const BOOL* pConstantData, UINT BoolCount) override;
STDMETHOD(GetPixelShaderConstantB)(UINT StartRegister, BOOL* pConstantData, UINT BoolCount) override;
STDMETHOD(DrawRectPatch)(UINT Handle, const float* pNumSegs, const D3DRECTPATCH_INFO* pRectPatchInfo) override;
STDMETHOD(DrawTriPatch)(UINT Handle, const float* pNumSegs, const D3DTRIPATCH_INFO* pTriPatchInfo) override;
STDMETHOD(DeletePatch)(UINT Handle) override;
STDMETHOD(CreateQuery)(D3DQUERYTYPE Type, IDirect3DQuery9** ppQuery) override;
protected:
IDirect3DDevice9* real_;
std::atomic<ULONG> ref_count_;
TextureClient* client_;
// Shared by Release() here and by WrappedDirect3DDevice9Ex::Release(); deletes
// client_ exactly as h_DeviceRelease does, via TextureClient::CurrentClient().
void TeardownTextureClient();
};
// Adds IDirect3DDevice9Ex's own methods via ordinary forwards, plus CreateDeviceEx-style
// interception is one level up (in WrappedDirect3D9Ex); this class only needs to override
// the base's virtuals once (inherited) and add the Ex-only ones.
class WrappedDirect3DDevice9Ex : public IDirect3DDevice9Ex {
public:
explicit WrappedDirect3DDevice9Ex(IDirect3DDevice9Ex* real);
IDirect3DDevice9Ex* RealDeviceEx() const { return real_; }
TextureClient* Client() const { return client_; }
void SetClient(TextureClient* client) { client_ = client; }
STDMETHOD(QueryInterface)(REFIID riid, void** ppvObj) override;
STDMETHOD_(ULONG, AddRef)() override;
STDMETHOD_(ULONG, Release)() override;
STDMETHOD(TestCooperativeLevel)() override;
STDMETHOD_(UINT, GetAvailableTextureMem)() override;
STDMETHOD(EvictManagedResources)() override;
STDMETHOD(GetDirect3D)(IDirect3D9** ppD3D9) override;
STDMETHOD(GetDeviceCaps)(D3DCAPS9* pCaps) override;
STDMETHOD(GetDisplayMode)(UINT iSwapChain, D3DDISPLAYMODE* pMode) override;
STDMETHOD(GetCreationParameters)(D3DDEVICE_CREATION_PARAMETERS* pParameters) override;
STDMETHOD(SetCursorProperties)(UINT XHotSpot, UINT YHotSpot, IDirect3DSurface9* pCursorBitmap) override;
STDMETHOD_(void, SetCursorPosition)(int X, int Y, DWORD Flags) override;
STDMETHOD_(BOOL, ShowCursor)(BOOL bShow) override;
STDMETHOD(CreateAdditionalSwapChain)(D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DSwapChain9** pSwapChain) override;
STDMETHOD(GetSwapChain)(UINT iSwapChain, IDirect3DSwapChain9** pSwapChain) override;
STDMETHOD_(UINT, GetNumberOfSwapChains)() override;
STDMETHOD(Reset)(D3DPRESENT_PARAMETERS* pPresentationParameters) override;
STDMETHOD(Present)(const RECT* pSourceRect, const RECT* pDestRect, HWND hDestWindowOverride, const RGNDATA* pDirtyRegion) override;
STDMETHOD(GetBackBuffer)(UINT iSwapChain, UINT iBackBuffer, D3DBACKBUFFER_TYPE Type, IDirect3DSurface9** ppBackBuffer) override;
STDMETHOD(GetRasterStatus)(UINT iSwapChain, D3DRASTER_STATUS* pRasterStatus) override;
STDMETHOD(SetDialogBoxMode)(BOOL bEnableDialogs) override;
STDMETHOD_(void, SetGammaRamp)(UINT iSwapChain, DWORD Flags, const D3DGAMMARAMP* pRamp) override;
STDMETHOD_(void, GetGammaRamp)(UINT iSwapChain, D3DGAMMARAMP* pRamp) override;
STDMETHOD(CreateTexture)(UINT Width, UINT Height, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DTexture9** ppTexture, HANDLE* pSharedHandle) override;
STDMETHOD(CreateVolumeTexture)(UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DVolumeTexture9** ppVolumeTexture, HANDLE* pSharedHandle) override;
STDMETHOD(CreateCubeTexture)(UINT EdgeLength, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DCubeTexture9** ppCubeTexture, HANDLE* pSharedHandle) override;
STDMETHOD(CreateVertexBuffer)(UINT Length, DWORD Usage, DWORD FVF, D3DPOOL Pool, IDirect3DVertexBuffer9** ppVertexBuffer, HANDLE* pSharedHandle) override;
STDMETHOD(CreateIndexBuffer)(UINT Length, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DIndexBuffer9** ppIndexBuffer, HANDLE* pSharedHandle) override;
STDMETHOD(CreateRenderTarget)(UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Lockable, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle) override;
STDMETHOD(CreateDepthStencilSurface)(UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Discard, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle) override;
STDMETHOD(UpdateSurface)(IDirect3DSurface9* pSourceSurface, const RECT* pSourceRect, IDirect3DSurface9* pDestinationSurface, const POINT* pDestPoint) override;
STDMETHOD(UpdateTexture)(IDirect3DBaseTexture9* pSourceTexture, IDirect3DBaseTexture9* pDestinationTexture) override;
STDMETHOD(GetRenderTargetData)(IDirect3DSurface9* pRenderTarget, IDirect3DSurface9* pDestSurface) override;
STDMETHOD(GetFrontBufferData)(UINT iSwapChain, IDirect3DSurface9* pDestSurface) override;
STDMETHOD(StretchRect)(IDirect3DSurface9* pSourceSurface, const RECT* pSourceRect, IDirect3DSurface9* pDestSurface, const RECT* pDestRect, D3DTEXTUREFILTERTYPE Filter) override;
STDMETHOD(ColorFill)(IDirect3DSurface9* pSurface, const RECT* pRect, D3DCOLOR color) override;
STDMETHOD(CreateOffscreenPlainSurface)(UINT Width, UINT Height, D3DFORMAT Format, D3DPOOL Pool, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle) override;
STDMETHOD(SetRenderTarget)(DWORD RenderTargetIndex, IDirect3DSurface9* pRenderTarget) override;
STDMETHOD(GetRenderTarget)(DWORD RenderTargetIndex, IDirect3DSurface9** ppRenderTarget) override;
STDMETHOD(SetDepthStencilSurface)(IDirect3DSurface9* pNewZStencil) override;
STDMETHOD(GetDepthStencilSurface)(IDirect3DSurface9** ppZStencilSurface) override;
STDMETHOD(BeginScene)() override;
STDMETHOD(EndScene)() override;
STDMETHOD(Clear)(DWORD Count, const D3DRECT* pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) override;
STDMETHOD(SetTransform)(D3DTRANSFORMSTATETYPE State, const D3DMATRIX* pMatrix) override;
STDMETHOD(GetTransform)(D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) override;
STDMETHOD(MultiplyTransform)(D3DTRANSFORMSTATETYPE, const D3DMATRIX*) override;
STDMETHOD(SetViewport)(const D3DVIEWPORT9* pViewport) override;
STDMETHOD(GetViewport)(D3DVIEWPORT9* pViewport) override;
STDMETHOD(SetMaterial)(const D3DMATERIAL9* pMaterial) override;
STDMETHOD(GetMaterial)(D3DMATERIAL9* pMaterial) override;
STDMETHOD(SetLight)(DWORD Index, const D3DLIGHT9*) override;
STDMETHOD(GetLight)(DWORD Index, D3DLIGHT9*) override;
STDMETHOD(LightEnable)(DWORD Index, BOOL Enable) override;
STDMETHOD(GetLightEnable)(DWORD Index, BOOL* pEnable) override;
STDMETHOD(SetClipPlane)(DWORD Index, const float* pPlane) override;
STDMETHOD(GetClipPlane)(DWORD Index, float* pPlane) override;
STDMETHOD(SetRenderState)(D3DRENDERSTATETYPE State, DWORD Value) override;
STDMETHOD(GetRenderState)(D3DRENDERSTATETYPE State, DWORD* pValue) override;
STDMETHOD(CreateStateBlock)(D3DSTATEBLOCKTYPE Type, IDirect3DStateBlock9** ppSB) override;
STDMETHOD(BeginStateBlock)() override;
STDMETHOD(EndStateBlock)(IDirect3DStateBlock9** ppSB) override;
STDMETHOD(SetClipStatus)(const D3DCLIPSTATUS9* pClipStatus) override;
STDMETHOD(GetClipStatus)(D3DCLIPSTATUS9* pClipStatus) override;
STDMETHOD(GetTexture)(DWORD Stage, IDirect3DBaseTexture9** ppTexture) override;
STDMETHOD(SetTexture)(DWORD Stage, IDirect3DBaseTexture9* pTexture) override;
STDMETHOD(GetTextureStageState)(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) override;
STDMETHOD(SetTextureStageState)(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value) override;
STDMETHOD(GetSamplerState)(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD* pValue) override;
STDMETHOD(SetSamplerState)(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value) override;
STDMETHOD(ValidateDevice)(DWORD* pNumPasses) override;
STDMETHOD(SetPaletteEntries)(UINT PaletteNumber, const PALETTEENTRY* pEntries) override;
STDMETHOD(GetPaletteEntries)(UINT PaletteNumber, PALETTEENTRY* pEntries) override;
STDMETHOD(SetCurrentTexturePalette)(UINT PaletteNumber) override;
STDMETHOD(GetCurrentTexturePalette)(UINT* PaletteNumber) override;
STDMETHOD(SetScissorRect)(const RECT* pRect) override;
STDMETHOD(GetScissorRect)(RECT* pRect) override;
STDMETHOD(SetSoftwareVertexProcessing)(BOOL bSoftware) override;
STDMETHOD_(BOOL, GetSoftwareVertexProcessing)() override;
STDMETHOD(SetNPatchMode)(float nSegments) override;
STDMETHOD_(float, GetNPatchMode)() override;
STDMETHOD(DrawPrimitive)(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount) override;
STDMETHOD(DrawIndexedPrimitive)(D3DPRIMITIVETYPE, INT BaseVertexIndex, UINT MinVertexIndex, UINT NumVertices, UINT startIndex, UINT primCount) override;
STDMETHOD(DrawPrimitiveUP)(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, const void* pVertexStreamZeroData, UINT VertexStreamZeroStride) override;
STDMETHOD(DrawIndexedPrimitiveUP)(D3DPRIMITIVETYPE PrimitiveType, UINT MinVertexIndex, UINT NumVertices, UINT PrimitiveCount, const void* pIndexData, D3DFORMAT IndexDataFormat, const void* pVertexStreamZeroData, UINT VertexStreamZeroStride) override;
STDMETHOD(ProcessVertices)(UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IDirect3DVertexBuffer9* pDestBuffer, IDirect3DVertexDeclaration9* pVertexDecl, DWORD Flags) override;
STDMETHOD(CreateVertexDeclaration)(const D3DVERTEXELEMENT9* pVertexElements, IDirect3DVertexDeclaration9** ppDecl) override;
STDMETHOD(SetVertexDeclaration)(IDirect3DVertexDeclaration9* pDecl) override;
STDMETHOD(GetVertexDeclaration)(IDirect3DVertexDeclaration9** ppDecl) override;
STDMETHOD(SetFVF)(DWORD FVF) override;
STDMETHOD(GetFVF)(DWORD* pFVF) override;
STDMETHOD(CreateVertexShader)(const DWORD* pFunction, IDirect3DVertexShader9** ppShader) override;
STDMETHOD(SetVertexShader)(IDirect3DVertexShader9* pShader) override;
STDMETHOD(GetVertexShader)(IDirect3DVertexShader9** ppShader) override;
STDMETHOD(SetVertexShaderConstantF)(UINT StartRegister, const float* pConstantData, UINT Vector4fCount) override;
STDMETHOD(GetVertexShaderConstantF)(UINT StartRegister, float* pConstantData, UINT Vector4fCount) override;
STDMETHOD(SetVertexShaderConstantI)(UINT StartRegister, const int* pConstantData, UINT Vector4iCount) override;
STDMETHOD(GetVertexShaderConstantI)(UINT StartRegister, int* pConstantData, UINT Vector4iCount) override;
STDMETHOD(SetVertexShaderConstantB)(UINT StartRegister, const BOOL* pConstantData, UINT BoolCount) override;
STDMETHOD(GetVertexShaderConstantB)(UINT StartRegister, BOOL* pConstantData, UINT BoolCount) override;
STDMETHOD(SetStreamSource)(UINT StreamNumber, IDirect3DVertexBuffer9* pStreamData, UINT OffsetInBytes, UINT Stride) override;
STDMETHOD(GetStreamSource)(UINT StreamNumber, IDirect3DVertexBuffer9** ppStreamData, UINT* pOffsetInBytes, UINT* pStride) override;
STDMETHOD(SetStreamSourceFreq)(UINT StreamNumber, UINT Setting) override;
STDMETHOD(GetStreamSourceFreq)(UINT StreamNumber, UINT* pSetting) override;
STDMETHOD(SetIndices)(IDirect3DIndexBuffer9* pIndexData) override;
STDMETHOD(GetIndices)(IDirect3DIndexBuffer9** ppIndexData) override;
STDMETHOD(CreatePixelShader)(const DWORD* pFunction, IDirect3DPixelShader9** ppShader) override;
STDMETHOD(SetPixelShader)(IDirect3DPixelShader9* pShader) override;
STDMETHOD(GetPixelShader)(IDirect3DPixelShader9** ppShader) override;
STDMETHOD(SetPixelShaderConstantF)(UINT StartRegister, const float* pConstantData, UINT Vector4fCount) override;
STDMETHOD(GetPixelShaderConstantF)(UINT StartRegister, float* pConstantData, UINT Vector4fCount) override;
STDMETHOD(SetPixelShaderConstantI)(UINT StartRegister, const int* pConstantData, UINT Vector4iCount) override;
STDMETHOD(GetPixelShaderConstantI)(UINT StartRegister, int* pConstantData, UINT Vector4iCount) override;
STDMETHOD(SetPixelShaderConstantB)(UINT StartRegister, const BOOL* pConstantData, UINT BoolCount) override;
STDMETHOD(GetPixelShaderConstantB)(UINT StartRegister, BOOL* pConstantData, UINT BoolCount) override;
STDMETHOD(DrawRectPatch)(UINT Handle, const float* pNumSegs, const D3DRECTPATCH_INFO* pRectPatchInfo) override;
STDMETHOD(DrawTriPatch)(UINT Handle, const float* pNumSegs, const D3DTRIPATCH_INFO* pTriPatchInfo) override;
STDMETHOD(DeletePatch)(UINT Handle) override;
STDMETHOD(CreateQuery)(D3DQUERYTYPE Type, IDirect3DQuery9** ppQuery) override;
STDMETHOD(SetConvolutionMonoKernel)(UINT width, UINT height, float* rows, float* columns) override;
STDMETHOD(ComposeRects)(IDirect3DSurface9* pSrc, IDirect3DSurface9* pDst, IDirect3DVertexBuffer9* pSrcRectDescs, UINT NumRects, IDirect3DVertexBuffer9* pDstRectDescs, D3DCOMPOSERECTSOP Operation, int Xoffset, int Yoffset) override;
STDMETHOD(PresentEx)(const RECT* pSourceRect, const RECT* pDestRect, HWND hDestWindowOverride, const RGNDATA* pDirtyRegion, DWORD dwFlags) override;
STDMETHOD(GetGPUThreadPriority)(INT* pPriority) override;
STDMETHOD(SetGPUThreadPriority)(INT Priority) override;
STDMETHOD(WaitForVBlank)(UINT iSwapChain) override;
STDMETHOD(CheckResourceResidency)(IDirect3DResource9** pResourceArray, UINT32 NumResources) override;
STDMETHOD(SetMaximumFrameLatency)(UINT MaxLatency) override;
STDMETHOD(GetMaximumFrameLatency)(UINT* pMaxLatency) override;
STDMETHOD(CheckDeviceState)(HWND hDestinationWindow) override;
STDMETHOD(CreateRenderTargetEx)(UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Lockable, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle, DWORD Usage) override;
STDMETHOD(CreateOffscreenPlainSurfaceEx)(UINT Width, UINT Height, D3DFORMAT Format, D3DPOOL Pool, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle, DWORD Usage) override;
STDMETHOD(CreateDepthStencilSurfaceEx)(UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Discard, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle, DWORD Usage) override;
STDMETHOD(ResetEx)(D3DPRESENT_PARAMETERS* pPresentationParameters, D3DDISPLAYMODEEX* pFullscreenDisplayMode) override;
STDMETHOD(GetDisplayModeEx)(UINT iSwapChain, D3DDISPLAYMODEEX* pMode, D3DDISPLAYROTATION* pRotation) override;
private:
IDirect3DDevice9Ex* real_;
std::atomic<ULONG> ref_count_;
TextureClient* client_;
void TeardownTextureClient();
};
+13
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#pragma once
#include <d3d9.h>
void InstallD3D9Hooks(IDirect3D9* d3d9, bool is_ex);
void RemoveAllD3D9Hooks();
// Delete every per-device TextureClient, releasing its replacement textures. Only safe
// on a real FreeLibrary (device still alive), not during process termination.
void DestroyAllTextureClients();
bool RegisterExistingDevice(IDirect3DDevice9* device);
+31
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#pragma once
#include <d3d9.h>
#include "Defines.h"
// Per-texture side-state, keyed by the real texture pointer (see D3D9Hooks.h).
// Held out-of-band so reverting the vtable hooks fully detaches gMod.
enum class TexType {
Tex2D,
Volume,
Cube,
};
// State for one texture: an "original" the game created, or a "fake" we loaded
// from a mod to stand in for one.
struct TexState {
IDirect3DBaseTexture9* real = nullptr;
// An original points at the fake bound in its place (or nullptr); a fake
// points back at the original it replaces.
TexState* partner = nullptr;
IDirect3DDevice9* device = nullptr;
TextureFileStruct* reference = nullptr; // the modfile backing a fake
HashTuple hash = {};
TexType type = TexType::Tex2D;
bool isFake = false;
};
// Content hash (CRC32 + optional CRC64) of an original texture. Defined in
// D3D9Hooks.cpp.
HashTuple GetTextureHash(const TexState* state);
+127
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#pragma once
#include <d3d9.h>
#include <atomic>
class TextureClient;
// Wraps a real IDirect3D*Texture9 so every method is ordinary compiled virtual dispatch
// instead of a MinHook-patched vtable slot. See D3D9DeviceWrapper.h for why this matters.
class WrappedTexture9 : public IDirect3DTexture9 {
public:
explicit WrappedTexture9(IDirect3DTexture9* real);
IDirect3DTexture9* RealTexture() const { return real_; }
STDMETHOD(QueryInterface)(REFIID riid, void** ppvObj) override;
STDMETHOD_(ULONG, AddRef)() override;
STDMETHOD_(ULONG, Release)() override;
STDMETHOD(GetDevice)(IDirect3DDevice9** ppDevice) override;
STDMETHOD(SetPrivateData)(REFGUID refguid, const void* pData, DWORD SizeOfData, DWORD Flags) override;
STDMETHOD(GetPrivateData)(REFGUID refguid, void* pData, DWORD* pSizeOfData) override;
STDMETHOD(FreePrivateData)(REFGUID refguid) override;
STDMETHOD_(DWORD, SetPriority)(DWORD PriorityNew) override;
STDMETHOD_(DWORD, GetPriority)() override;
STDMETHOD_(void, PreLoad)() override;
STDMETHOD_(D3DRESOURCETYPE, GetType)() override;
STDMETHOD_(DWORD, SetLOD)(DWORD LODNew) override;
STDMETHOD_(DWORD, GetLOD)() override;
STDMETHOD_(DWORD, GetLevelCount)() override;
STDMETHOD(SetAutoGenFilterType)(D3DTEXTUREFILTERTYPE FilterType) override;
STDMETHOD_(D3DTEXTUREFILTERTYPE, GetAutoGenFilterType)() override;
STDMETHOD_(void, GenerateMipSubLevels)() override;
STDMETHOD(GetLevelDesc)(UINT Level, D3DSURFACE_DESC* pDesc) override;
STDMETHOD(GetSurfaceLevel)(UINT Level, IDirect3DSurface9** ppSurfaceLevel) override;
STDMETHOD(LockRect)(UINT Level, D3DLOCKED_RECT* pLockedRect, const RECT* pRect, DWORD Flags) override;
STDMETHOD(UnlockRect)(UINT Level) override;
STDMETHOD(AddDirtyRect)(const RECT* pDirtyRect) override;
private:
IDirect3DTexture9* real_;
std::atomic<ULONG> ref_count_;
};
class WrappedVolumeTexture9 : public IDirect3DVolumeTexture9 {
public:
explicit WrappedVolumeTexture9(IDirect3DVolumeTexture9* real);
IDirect3DVolumeTexture9* RealTexture() const { return real_; }
STDMETHOD(QueryInterface)(REFIID riid, void** ppvObj) override;
STDMETHOD_(ULONG, AddRef)() override;
STDMETHOD_(ULONG, Release)() override;
STDMETHOD(GetDevice)(IDirect3DDevice9** ppDevice) override;
STDMETHOD(SetPrivateData)(REFGUID refguid, const void* pData, DWORD SizeOfData, DWORD Flags) override;
STDMETHOD(GetPrivateData)(REFGUID refguid, void* pData, DWORD* pSizeOfData) override;
STDMETHOD(FreePrivateData)(REFGUID refguid) override;
STDMETHOD_(DWORD, SetPriority)(DWORD PriorityNew) override;
STDMETHOD_(DWORD, GetPriority)() override;
STDMETHOD_(void, PreLoad)() override;
STDMETHOD_(D3DRESOURCETYPE, GetType)() override;
STDMETHOD_(DWORD, SetLOD)(DWORD LODNew) override;
STDMETHOD_(DWORD, GetLOD)() override;
STDMETHOD_(DWORD, GetLevelCount)() override;
STDMETHOD(SetAutoGenFilterType)(D3DTEXTUREFILTERTYPE FilterType) override;
STDMETHOD_(D3DTEXTUREFILTERTYPE, GetAutoGenFilterType)() override;
STDMETHOD_(void, GenerateMipSubLevels)() override;
STDMETHOD(GetLevelDesc)(UINT Level, D3DVOLUME_DESC* pDesc) override;
STDMETHOD(GetVolumeLevel)(UINT Level, IDirect3DVolume9** ppVolumeLevel) override;
STDMETHOD(LockBox)(UINT Level, D3DLOCKED_BOX* pLockedVolume, const D3DBOX* pBox, DWORD Flags) override;
STDMETHOD(UnlockBox)(UINT Level) override;
STDMETHOD(AddDirtyBox)(const D3DBOX* pDirtyBox) override;
private:
IDirect3DVolumeTexture9* real_;
std::atomic<ULONG> ref_count_;
};
class WrappedCubeTexture9 : public IDirect3DCubeTexture9 {
public:
explicit WrappedCubeTexture9(IDirect3DCubeTexture9* real);
IDirect3DCubeTexture9* RealTexture() const { return real_; }
STDMETHOD(QueryInterface)(REFIID riid, void** ppvObj) override;
STDMETHOD_(ULONG, AddRef)() override;
STDMETHOD_(ULONG, Release)() override;
STDMETHOD(GetDevice)(IDirect3DDevice9** ppDevice) override;
STDMETHOD(SetPrivateData)(REFGUID refguid, const void* pData, DWORD SizeOfData, DWORD Flags) override;
STDMETHOD(GetPrivateData)(REFGUID refguid, void* pData, DWORD* pSizeOfData) override;
STDMETHOD(FreePrivateData)(REFGUID refguid) override;
STDMETHOD_(DWORD, SetPriority)(DWORD PriorityNew) override;
STDMETHOD_(DWORD, GetPriority)() override;
STDMETHOD_(void, PreLoad)() override;
STDMETHOD_(D3DRESOURCETYPE, GetType)() override;
STDMETHOD_(DWORD, SetLOD)(DWORD LODNew) override;
STDMETHOD_(DWORD, GetLOD)() override;
STDMETHOD_(DWORD, GetLevelCount)() override;
STDMETHOD(SetAutoGenFilterType)(D3DTEXTUREFILTERTYPE FilterType) override;
STDMETHOD_(D3DTEXTUREFILTERTYPE, GetAutoGenFilterType)() override;
STDMETHOD_(void, GenerateMipSubLevels)() override;
STDMETHOD(GetLevelDesc)(UINT Level, D3DSURFACE_DESC* pDesc) override;
STDMETHOD(GetCubeMapSurface)(D3DCUBEMAP_FACES FaceType, UINT Level, IDirect3DSurface9** ppCubeMapSurface) override;
STDMETHOD(LockRect)(D3DCUBEMAP_FACES FaceType, UINT Level, D3DLOCKED_RECT* pLockedRect, const RECT* pRect, DWORD Flags) override;
STDMETHOD(UnlockRect)(D3DCUBEMAP_FACES FaceType, UINT Level) override;
STDMETHOD(AddDirtyRect)(D3DCUBEMAP_FACES FaceType, const RECT* pDirtyRect) override;
private:
IDirect3DCubeTexture9* real_;
std::atomic<ULONG> ref_count_;
};
// Real texture pointer -> wrapper, for the D3D9 calls that only ever hand back real
// pointers (e.g. IDirect3DDevice9::GetTexture) so they can be turned back into the
// wrapper identity the game must see. Populated by each wrapper's constructor, erased
// in its destructor/Release.
IDirect3DBaseTexture9* FindWrapperForRealTexture(IDirect3DBaseTexture9* real);
void RegisterWrapperForRealTexture(IDirect3DBaseTexture9* real, IDirect3DBaseTexture9* wrapper);
void UnregisterWrapperForRealTexture(IDirect3DBaseTexture9* real);
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#pragma once
#include <d3d9.h>
#include <atomic>
// Wraps a real IDirect3D9 so CreateDevice is intercepted via ordinary compiled virtual
// dispatch instead of a MinHook-patched vtable slot (unstable under ARM64 emulation).
// Every other method is a pure forward to the real object.
class WrappedDirect3D9 : public IDirect3D9 {
public:
explicit WrappedDirect3D9(IDirect3D9* real);
STDMETHOD(QueryInterface)(REFIID riid, void** ppvObj) override;
STDMETHOD_(ULONG, AddRef)() override;
STDMETHOD_(ULONG, Release)() override;
STDMETHOD(RegisterSoftwareDevice)(void* pInitializeFunction) override;
STDMETHOD_(UINT, GetAdapterCount)() override;
STDMETHOD(GetAdapterIdentifier)(UINT Adapter, DWORD Flags, D3DADAPTER_IDENTIFIER9* pIdentifier) override;
STDMETHOD_(UINT, GetAdapterModeCount)(UINT Adapter, D3DFORMAT Format) override;
STDMETHOD(EnumAdapterModes)(UINT Adapter, D3DFORMAT Format, UINT Mode, D3DDISPLAYMODE* pMode) override;
STDMETHOD(GetAdapterDisplayMode)(UINT Adapter, D3DDISPLAYMODE* pMode) override;
STDMETHOD(CheckDeviceType)(UINT Adapter, D3DDEVTYPE DevType, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, BOOL bWindowed) override;
STDMETHOD(CheckDeviceFormat)(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat) override;
STDMETHOD(CheckDeviceMultiSampleType)(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SurfaceFormat, BOOL Windowed, D3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) override;
STDMETHOD(CheckDepthStencilMatch)(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, D3DFORMAT RenderTargetFormat, D3DFORMAT DepthStencilFormat) override;
STDMETHOD(CheckDeviceFormatConversion)(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SourceFormat, D3DFORMAT TargetFormat) override;
STDMETHOD(GetDeviceCaps)(UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS9* pCaps) override;
STDMETHOD_(HMONITOR, GetAdapterMonitor)(UINT Adapter) override;
STDMETHOD(CreateDevice)(UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DDevice9** ppReturnedDeviceInterface) override;
protected:
IDirect3D9* real_;
std::atomic<ULONG> ref_count_;
};
class WrappedDirect3D9Ex : public IDirect3D9Ex {
public:
explicit WrappedDirect3D9Ex(IDirect3D9Ex* real);
STDMETHOD(QueryInterface)(REFIID riid, void** ppvObj) override;
STDMETHOD_(ULONG, AddRef)() override;
STDMETHOD_(ULONG, Release)() override;
STDMETHOD(RegisterSoftwareDevice)(void* pInitializeFunction) override;
STDMETHOD_(UINT, GetAdapterCount)() override;
STDMETHOD(GetAdapterIdentifier)(UINT Adapter, DWORD Flags, D3DADAPTER_IDENTIFIER9* pIdentifier) override;
STDMETHOD_(UINT, GetAdapterModeCount)(UINT Adapter, D3DFORMAT Format) override;
STDMETHOD(EnumAdapterModes)(UINT Adapter, D3DFORMAT Format, UINT Mode, D3DDISPLAYMODE* pMode) override;
STDMETHOD(GetAdapterDisplayMode)(UINT Adapter, D3DDISPLAYMODE* pMode) override;
STDMETHOD(CheckDeviceType)(UINT Adapter, D3DDEVTYPE DevType, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, BOOL bWindowed) override;
STDMETHOD(CheckDeviceFormat)(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat) override;
STDMETHOD(CheckDeviceMultiSampleType)(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SurfaceFormat, BOOL Windowed, D3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) override;
STDMETHOD(CheckDepthStencilMatch)(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, D3DFORMAT RenderTargetFormat, D3DFORMAT DepthStencilFormat) override;
STDMETHOD(CheckDeviceFormatConversion)(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SourceFormat, D3DFORMAT TargetFormat) override;
STDMETHOD(GetDeviceCaps)(UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS9* pCaps) override;
STDMETHOD_(HMONITOR, GetAdapterMonitor)(UINT Adapter) override;
STDMETHOD(CreateDevice)(UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DDevice9** ppReturnedDeviceInterface) override;
STDMETHOD_(UINT, GetAdapterModeCountEx)(UINT Adapter, const D3DDISPLAYMODEFILTER* pFilter) override;
STDMETHOD(EnumAdapterModesEx)(UINT Adapter, const D3DDISPLAYMODEFILTER* pFilter, UINT Mode, D3DDISPLAYMODEEX* pMode) override;
STDMETHOD(GetAdapterDisplayModeEx)(UINT Adapter, D3DDISPLAYMODEEX* pMode, D3DDISPLAYROTATION* pRotation) override;
STDMETHOD(CreateDeviceEx)(UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, D3DDISPLAYMODEEX* pFullscreenDisplayMode, IDirect3DDevice9Ex** ppReturnedDeviceInterface) override;
STDMETHOD(GetAdapterLUID)(UINT Adapter, LUID* pLUID) override;
private:
IDirect3D9Ex* real_;
std::atomic<ULONG> ref_count_;
};
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#pragma once
// using HashType = DWORD32;
using HashType = DWORD64;
struct HashTuple {
HashType crc32;
HashType crc64;
bool operator==(const HashTuple& other) const noexcept
{
return (other.crc32 == crc32) || (other.crc64 == crc64);
}
explicit operator bool() const noexcept
{
return crc32 != 0 || crc64 != 0;
}
explicit operator HashType() const noexcept
{
return crc32 ? crc32 : crc64;
}
};
struct TexEntry {
std::vector<BYTE> data{};
HashType crc_hash = 0; // hash value
std::string ext{};
};
struct TextureFileStruct {
std::vector<BYTE> data{};
HashType crc_hash = 0; // hash value
};
inline void Message([[maybe_unused]] const char* format, ...)
{
#ifdef _DEBUG
// const HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
//[[maybe_unused]] const auto success = SetConsoleTextAttribute(hConsole, 0); // white
va_list args;
va_start(args, format);
vprintf(format, args);
va_end(args);
#endif
}
inline void Info([[maybe_unused]] const char* format, ...)
{
#ifdef _DEBUG
// const HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
//[[maybe_unused]] const auto success = SetConsoleTextAttribute(hConsole, 0); // white
va_list args;
va_start(args, format);
vprintf(format, args);
va_end(args);
#endif
}
inline void Warning([[maybe_unused]] const char* format, ...)
{
#ifdef _DEBUG
const HANDLE hConsole = GetStdHandle(STD_ERROR_HANDLE);
[[maybe_unused]] const auto success = SetConsoleTextAttribute(hConsole, 6); // yellow
va_list args;
va_start(args, format);
vfprintf(stderr, format, args);
va_end(args);
#endif
}
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#pragma once
// define return values, a value less than zero indicates an error
#define RETURN_OK 0
#define RETURN_EXISTS -70
#define RETURN_FATAL_ERROR -1
#define RETURN_NO_MEMORY -2
#define RETURN_BAD_ARGUMENT -3
#define RETURN_NO_IDirect3DDevice9 -10
#define RETURN_TEXTURE_NOT_LOADED -20
#define RETURN_TEXTURE_NOT_SAVED -21
#define RETURN_TEXTURE_NOT_FOUND -22
#define RETURN_TEXTURE_ALLREADY_ADDED -23
#define RETURN_TEXTURE_NOT_SWITCHED -24
#define RETURN_LockRect_FAILED -30
#define RETURN_UnlockRect_FAILED -31
#define RETURN_GetLevelDesc_FAILED -32
#define RETURN_NO_MUTEX -40
#define RETURN_MUTEX_LOCK -41
#define RETURN_MUTEX_UNLOCK -42
#define RETURN_UPDATE_ALLREADY_ADDED -50
#define RETURN_FILE_NOT_LOADED -51
#define RETURN_PIPE_NOT_OPENED 60
// define error states
#define uMod_ERROR_FATAL 1u
#define uMod_ERROR_MUTEX 1u << 1
#define uMod_ERROR_PIPE 1u << 2
#define uMod_ERROR_MEMORY 1u << 3
#define uMod_ERROR_TEXTURE 1u << 4
#define uMod_ERROR_MULTIPLE_IDirect3D9 1u << 5
#define uMod_ERROR_MULTIPLE_IDirect3DDevice9 1u << 6
#define uMod_ERROR_UPDATE 1u << 7
#define uMod_ERROR_SERVER 1u << 8
__declspec(noreturn) void FatalAssert(
const char* expr,
const char* file,
unsigned int line,
const char* function);
#define ASSERT(expr) ((void)(!!(expr) || (FatalAssert(#expr, __FILE__, (unsigned)__LINE__, __FUNCTION__), 0)))
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#pragma once
#include <windows.h>
#include <cstdlib>
#include <cstdio>
#include <filesystem>
#include <fstream>
#include <future>
#include <map>
#include <ranges>
#include "Utils.h"
#include <d3d9.h>
#include <gsl/gsl>
#include "Defines.h"
#include "Error.h"
#include "D3D9State.h"
#pragma warning(disable : 4477)
extern unsigned int gl_ErrorState;
extern HINSTANCE gl_hThisInstance;
inline std::filesystem::path gmod_dll_path;
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#pragma once
#include <vector>
namespace utils {
template <typename T>
void erase_first(std::vector<T>& vec, const T& elem)
{
const auto found = std::ranges::find(vec, elem);
if (found != std::ranges::end(vec)) {
vec.erase(found);
}
}
inline std::wstring utf8_to_wstring(const std::string& utf8str)
{
if (utf8str.empty()) return {};
// Calculate the number of wide characters needed for the conversion
const int count = MultiByteToWideChar(CP_UTF8, 0, utf8str.c_str(), -1, nullptr, 0);
if (count == 0) throw std::runtime_error("Failed to convert UTF-8 to UTF-16");
std::wstring wstr(count, 0);
MultiByteToWideChar(CP_UTF8, 0, utf8str.c_str(), -1, wstr.data(), count);
return wstr;
}
}
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module;
#include "Main.h"
#include "Defines.h"
export module ModfileLoader;
import std;
import <libzippp.h>;
import ModfileLoader.TpfReader;
import TextureFunction;
namespace {
bool use_64_bit_crc = false;
HashType GetCrcFromFilename(const std::string& filename)
{
const static std::regex re(R"(0[xX][0-9a-fA-F]{4,16})", std::regex::optimize);
std::smatch match;
if (!std::regex_search(filename, match, re)) {
return 0;
}
uint64_t crc64_hash = 0;
const auto number_str = match.str();
try {
crc64_hash = std::stoull(number_str, nullptr, 16);
}
catch (const std::invalid_argument&) {
Warning("Failed to parse %s as a hash\n", filename.c_str());
return 0;
}
catch (const std::out_of_range&) {
Warning("Out of range while parsing %s as a hash\n", filename.c_str());
return 0;
}
use_64_bit_crc = use_64_bit_crc || crc64_hash > 0xFFFFFFFF;
return crc64_hash;
}
}
namespace HashCheck {
export bool Use64BitCrc()
{
return use_64_bit_crc;
}
}
export class ModfileLoader {
std::filesystem::path file_name;
const std::string TPF_PASSWORD{
0x73, 0x2A, 0x63, 0x7D, 0x5F, 0x0A, static_cast<char>(0xA6), static_cast<char>(0xBD),
0x7D, 0x65, 0x7E, 0x67, 0x61, 0x2A, 0x7F, 0x7F,
0x74, 0x61, 0x67, 0x5B, 0x60, 0x70, 0x45, 0x74,
0x5C, 0x22, 0x74, 0x5D, 0x6E, 0x6A, 0x73, 0x41,
0x77, 0x6E, 0x46, 0x47, 0x77, 0x49, 0x0C, 0x4B,
0x46, 0x6F};
public:
ModfileLoader(const std::filesystem::path& fileName);
std::vector<TexEntry> GetContents() const;
private:
std::vector<TexEntry> GetTpfContents() const;
std::vector<TexEntry> GetFileContents() const;
static void LoadEntries(libzippp::ZipArchive& archive, std::vector<TexEntry>& entries);
};
ModfileLoader::ModfileLoader(const std::filesystem::path& fileName)
{
file_name = std::filesystem::absolute(fileName);
}
std::vector<TexEntry> ModfileLoader::GetContents() const
{
try {
return file_name.wstring().ends_with(L".tpf") ? GetTpfContents() : GetFileContents();
}
catch (const std::exception&) {
Warning("Failed to open mod file: %s\n", file_name.c_str());
}
return {};
}
std::vector<TexEntry> ModfileLoader::GetTpfContents() const
{
std::vector<TexEntry> entries;
auto tpf_reader = TpfReader(file_name);
const auto buffer = tpf_reader.ReadToEnd();
const auto zip_archive = libzippp::ZipArchive::fromBuffer(buffer.data(), buffer.size(), false, TPF_PASSWORD);
if (!zip_archive) {
Warning("Failed to open tpf file: %s - %u bytes!", file_name.c_str(), buffer.size());
return {};
}
zip_archive->setErrorHandlerCallback(
[](const std::string& message, const std::string& strerror, int zip_error_code, int system_error_code) -> void {
Message("GetTpfContents: %s %s %d %d\n", message.c_str(), strerror.c_str(), zip_error_code, system_error_code);
});
zip_archive->open();
LoadEntries(*zip_archive, entries);
zip_archive->close();
libzippp::ZipArchive::free(zip_archive);
return entries;
}
std::vector<TexEntry> ModfileLoader::GetFileContents() const
{
std::vector<TexEntry> entries;
libzippp::ZipArchive zip_archive(file_name.string());
zip_archive.open();
LoadEntries(zip_archive, entries);
zip_archive.close();
return entries;
}
void ParseSimpleArchive(const libzippp::ZipArchive& archive, std::vector<TexEntry>& entries)
{
for (const auto& entry : archive.getEntries()) {
if (!entry.isFile())
continue;
const auto entry_name = entry.getName();
const auto crc_hash = GetCrcFromFilename(entry.getName());
if (!crc_hash) {
Warning("Entry with name %s could not be parsed", entry_name.c_str());
continue;
}
const auto data_ptr = static_cast<BYTE*>(entry.readAsBinary());
const auto size = entry.getSize();
std::vector vec(data_ptr, data_ptr + size);
std::filesystem::path tex_name(entry.getName());
entries.emplace_back(std::move(vec), crc_hash, tex_name.extension().string());
delete[] data_ptr;
}
}
void ParseTexmodArchive(std::vector<std::string>& lines, libzippp::ZipArchive& archive, std::vector<TexEntry>& entries)
{
for (const auto& line : lines) {
// 0xC57D73F7|GW.EXE_0xC57D73F7.tga\r\n
// match[1] | match[2]
const static auto address_file_regex = std::regex(R"(^[\\/.]*([^|]+)\|([^\r\n]+))", std::regex::optimize);
std::smatch match;
if (!std::regex_search(line, match, address_file_regex)) {
Warning("Failed to parse texmod.def archive line: %s - %s", line.c_str(), line.c_str());
continue;
}
const auto address_string = match[1].str();
const auto file_path = match[2].str();
const auto crc_hash = GetCrcFromFilename(address_string);
if (!crc_hash)
continue;
const auto entry = archive.getEntry(file_path);
if (entry.isNull() || !entry.isFile())
continue;
const auto data_ptr = static_cast<BYTE*>(entry.readAsBinary());
const auto size = static_cast<size_t>(entry.getSize());
std::vector vec(data_ptr, data_ptr + size);
const auto tex_name = std::filesystem::path(entry.getName());
entries.emplace_back(std::move(vec), crc_hash, tex_name.extension().string());
delete[] data_ptr;
}
}
void ModfileLoader::LoadEntries(libzippp::ZipArchive& archive, std::vector<TexEntry>& entries)
{
const auto def_file = archive.getEntry("texmod.def");
if (def_file.isNull() || !def_file.isFile()) {
ParseSimpleArchive(archive, entries);
}
else {
const auto def = def_file.readAsText();
std::istringstream iss(def);
std::vector<std::string> lines;
std::string line;
while (std::getline(iss, line)) {
lines.push_back(line);
}
ParseTexmodArchive(lines, archive, entries);
}
}
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export module ModfileLoader.TpfReader;
import std;
export class TpfReader {
public:
TpfReader(const std::filesystem::path& path)
{
file_stream = std::ifstream(path, std::ios::binary);
if (!file_stream.seekg(0, std::ios::end).good() || !file_stream.seekg(0, std::ios::beg).good()) {
throw std::invalid_argument("Provided stream needs to have SEEK set to True");
}
}
~TpfReader()
{
file_stream.close();
}
std::vector<char> ReadToEnd()
{
file_stream.seekg(0, std::ios::end);
line_length = file_stream.tellg();
file_stream.seekg(0, std::ios::beg); // Go to the beginning of the stream
std::vector<char> data(static_cast<long>(line_length));
file_stream.read(data.data(), line_length);
for (auto i = 0u; i < data.size(); i++) {
data[i] = XOR(data[i], i);
}
for (auto i = data.size() - 1; i > 0 && data[i] != 0; i--) {
data[i] = 0;
}
// in the other zip libraries, these had to be cut off, with libzip we need to zero them out
// cutting them off makes the archive invalid
// data.resize(last_zero);
return data;
}
private:
std::ifstream file_stream;
std::streamoff line_length = 0;
[[nodiscard]] char XOR(const char b, const long position) const
{
if (position >= (line_length / 4) * 4) {
return b ^ TPF_XOREven;
}
return position % 2 == 0 ? b ^ TPF_XOREven : b ^ TPF_XOROdd;
}
static constexpr char TPF_XOROdd = 0x3F;
static constexpr char TPF_XOREven = static_cast<char>(0xA4);
};
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module;
#include "Main.h"
#include "Error.h"
#include "D3D9State.h"
#include <DDSTextureLoader/DDSTextureLoader9.h>
#include <DirectXTex/DirectXTex.h>
#include <mutex>
#include <unordered_map>
export module TextureClient;
import TextureFunction;
import ModfileLoader;
export std::vector<std::pair<std::string, std::string>> modlists_contents;
struct PendingOp {
enum class Kind {
Add,
Remove
};
Kind kind;
HashType hash;
std::vector<BYTE> data;
};
// Couples a value with the mutex guarding it; the value is only reachable while
// the lock is held.
template <class T>
class Guarded {
std::mutex mutex;
T value;
public:
template <class Fn>
auto with(Fn&& fn)
{
std::lock_guard lock(mutex);
return fn(value);
}
};
// Owned by each d3d9 device (see D3D9Hooks.cpp). Holds per-texture side-state
// and does the modding; the On*() methods are the vtable-hook entry points.
export class TextureClient {
public:
TextureClient(IDirect3DDevice9* device);
~TextureClient();
// Called from the hooked vtable slots:
TexState* OnCreateTexture(IDirect3DBaseTexture9* texture, TexType type);
void OnBeginScene();
// The fake replacement when `texture` is a modded original, else `texture`.
IDirect3DBaseTexture9* ResolveBinding(IDirect3DBaseTexture9* texture);
// For GetTexture: the original behind one of our fakes, or nullptr.
IDirect3DBaseTexture9* ResolveOriginalFromFake(IDirect3DBaseTexture9* texture);
void OnUpdateTexture(IDirect3DBaseTexture9* source, IDirect3DBaseTexture9* destination);
void OnReleaseTexture(IDirect3DBaseTexture9* texture); // called once the real refcount hit zero
void Initialize();
void EnqueueAdd(HashType hash, std::vector<BYTE> data);
void EnqueueRemove(HashType hash);
static int AddFile(const std::filesystem::path& path);
static int RemoveFile(const std::filesystem::path& path);
static std::vector<std::filesystem::path> GetFiles();
// The texture Release hook has only a texture pointer, so it finds its client here.
static TextureClient* CurrentClient();
private:
IDirect3DDevice9* D3D9Device;
// Side-state keyed by real texture pointer: the game's textures vs. our fakes.
std::recursive_mutex registry_mutex;
std::unordered_map<IDirect3DBaseTexture9*, TexState*> originals;
std::unordered_map<IDirect3DBaseTexture9*, TexState*> fakes;
// Hashed one creation later, once the game has filled it with data.
IDirect3DBaseTexture9* last_created[3] = {};
bool loading_fake = false; // set while LoadTexture() drives CreateTexture internally
bool shutting_down = false; // set in ~TextureClient so the Release hook stops touching us
bool should_update = false;
int AddTexture(IDirect3DBaseTexture9* texture); // hash a freshly filled original + look up its mod
int LookUpToMod(TexState* state); // switch in a fake if a mod matches the hash
int LoadTexture(TextureFileStruct* file_in_memory, IDirect3DBaseTexture9** ppTexture, TexState** ppState);
static void Switch(TexState* original, TexState* fake);
static void Unswitch(TexState* original);
void UnswitchAndRelease(TexState* original); // unswitch + release our fake
int MergeUpdate();
int LockMutex();
int UnlockMutex();
HANDLE hMutex;
Guarded<std::vector<PendingOp>> pending_ops;
void ProcessPendingOps();
void RemoveModdedTexture(HashType hash);
std::unordered_map<HashType, gsl::owner<TextureFileStruct*>> modded_textures; // hash -> mod file in memory
static void LoadStartupModlists();
// Enqueue an Add per distinct non-zero hash, free the structs, return the hashes
// in load order; accumulates moved bytes into loaded_bytes when given.
static std::vector<HashType> IngestModfile(std::vector<gsl::owner<TextureFileStruct*>>& texture_file_structs, uint64_t* loaded_bytes = nullptr);
// Kept in load order, which is priority order: on a hash collision the
// earlier file wins (see ProcessPendingOps).
struct LoadedFile {
std::filesystem::path path;
std::vector<HashType> hashes;
};
static inline std::mutex global_mutex;
static inline TextureClient* current_client = nullptr;
// A vector, not a map: tens of mods at most, and their order is meaningful.
static inline std::vector<LoadedFile> loaded_files;
// Caller holds global_mutex; path must already be absolute.
static std::vector<LoadedFile>::iterator FindLoadedFile(const std::filesystem::path& absolute_path)
{
return std::ranges::find(loaded_files, absolute_path, &LoadedFile::path);
}
};
TextureClient* TextureClient::CurrentClient()
{
std::lock_guard lk(global_mutex);
return current_client;
}
TextureClient::TextureClient(IDirect3DDevice9* device)
{
Message("TextureClient::TextureClient(): %p\n", this);
D3D9Device = device;
hMutex = CreateMutex(nullptr, false, nullptr);
std::lock_guard lk(global_mutex);
ASSERT(current_client == nullptr); // gMod assumes a single d3d9 device per process
current_client = this;
}
TextureClient::~TextureClient()
{
Message("TextureClient::~TextureClient(): %p\n", this);
{
std::lock_guard lk(global_mutex);
if (current_client == this) current_client = nullptr;
}
{
std::lock_guard lk(registry_mutex);
shutting_down = true; // the texture Release hook now no-ops for our textures
// Release replacements we still own (still partnered) so they aren't leaked when
// torn down with the device alive (FreeLibrary). Orphaned fakes were already
// released; a device-release teardown leaves the maps empty, so this is a no-op.
for (const auto fake : fakes | std::views::values) {
if (fake->partner != nullptr) {
fake->partner->partner = nullptr; // detach the original's back-pointer
if (fake->real) fake->real->Release();
}
delete fake;
}
fakes.clear();
for (const auto state : originals | std::views::values) {
delete state;
}
originals.clear();
}
if (hMutex != nullptr) {
CloseHandle(hMutex);
}
for (const auto texture_file_struct : modded_textures | std::views::values) {
delete texture_file_struct;
}
modded_textures.clear();
}
void TextureClient::Switch(TexState* original, TexState* fake)
{
original->partner = fake;
fake->partner = original;
}
void TextureClient::Unswitch(TexState* original)
{
if (original->partner != nullptr) {
original->partner->partner = nullptr;
original->partner = nullptr;
}
}
void TextureClient::UnswitchAndRelease(TexState* original)
{
TexState* fake = original->partner;
if (fake == nullptr) return;
Unswitch(original); // detach before releasing so the fake's Release hook won't touch `original`
if (fake->real) fake->real->Release(); // re-enters OnReleaseTexture(fake), which frees its state
}
TexState* TextureClient::OnCreateTexture(IDirect3DBaseTexture9* texture, TexType type)
{
std::lock_guard lk(registry_mutex);
const auto state = new TexState();
state->real = texture;
state->device = D3D9Device;
state->type = type;
if (loading_fake) {
// A replacement we're creating: track as a fake, skip the originals bookkeeping.
state->isFake = true;
fakes.emplace(texture, state);
return state;
}
originals.emplace(texture, state);
// The previous texture of this type is now filled, so hash it.
if (const auto last = last_created[static_cast<int>(type)]) {
AddTexture(last);
}
last_created[static_cast<int>(type)] = texture;
return state;
}
int TextureClient::AddTexture(IDirect3DBaseTexture9* texture)
{
const auto it = originals.find(texture);
if (it == originals.end()) return RETURN_OK;
const auto state = it->second;
// No longer pending.
if (last_created[static_cast<int>(state->type)] == texture) {
last_created[static_cast<int>(state->type)] = nullptr;
}
if (gl_ErrorState & uMod_ERROR_FATAL) {
return RETURN_FATAL_ERROR;
}
state->hash = GetTextureHash(state);
if (!state->hash) {
return RETURN_FATAL_ERROR;
}
return LookUpToMod(state); // check if this texture should be modded
}
int TextureClient::LookUpToMod(TexState* state)
{
Message("TextureClient::LookUpToMod( %p): hash: %#lX\n", state->real, state->hash);
if (state->partner != nullptr)
return RETURN_OK; // already switched
auto found = modded_textures.find(state->hash.crc32);
if (found == modded_textures.end())
if (found = modded_textures.find(state->hash.crc64), !state->hash.crc64 || found == modded_textures.end())
return RETURN_OK;
const auto textureFileStruct = found->second;
IDirect3DBaseTexture9* fake_texture = nullptr;
TexState* fake_state = nullptr;
if (const int ret = LoadTexture(textureFileStruct, &fake_texture, &fake_state); ret != RETURN_OK)
return ret;
Switch(state, fake_state);
fake_state->reference = textureFileStruct;
return RETURN_OK;
}
int TextureClient::LoadTexture(TextureFileStruct* file_in_memory, IDirect3DBaseTexture9** ppTexture, TexState** ppState)
{
Message("LoadTexture( %p, %#lX): %p\n", file_in_memory, file_in_memory->crc_hash, this);
*ppTexture = nullptr;
*ppState = nullptr;
// CreateDDSTextureFromMemoryEx calls the hooked CreateTexture; loading_fake
// makes that hook register the result as a fake, not a game original.
IDirect3DTexture9* texture = nullptr;
loading_fake = true;
const auto ret = DirectX::CreateDDSTextureFromMemoryEx(
D3D9Device,
file_in_memory->data.data(),
file_in_memory->data.size(),
0, D3DPOOL_MANAGED, false,
&texture);
loading_fake = false;
if (ret != D3D_OK || texture == nullptr) {
Warning("LoadDDSTexture (%p, %#lX): FAILED ret: \n", file_in_memory->data.data(), file_in_memory->crc_hash, ret);
return RETURN_TEXTURE_NOT_LOADED;
}
const auto fake = static_cast<IDirect3DBaseTexture9*>(texture);
const auto state_it = fakes.find(fake);
ASSERT(state_it != fakes.end()); // must have been registered by the CreateTexture hook
*ppTexture = fake;
*ppState = state_it->second;
Message("LoadTexture (%p, %#lX): DONE\n", fake, file_in_memory->crc_hash);
return RETURN_OK;
}
IDirect3DBaseTexture9* TextureClient::ResolveBinding(IDirect3DBaseTexture9* texture)
{
if (texture == nullptr) return nullptr;
std::lock_guard lk(registry_mutex);
const auto it = originals.find(texture);
if (it != originals.end() && it->second->partner != nullptr) {
return it->second->partner->real; // bind the fake in place of the original
}
return texture;
}
IDirect3DBaseTexture9* TextureClient::ResolveOriginalFromFake(IDirect3DBaseTexture9* texture)
{
if (texture == nullptr) return nullptr;
std::lock_guard lk(registry_mutex);
const auto it = fakes.find(texture);
if (it != fakes.end() && it->second->partner != nullptr) {
return it->second->partner->real;
}
return nullptr;
}
void TextureClient::OnBeginScene()
{
{
std::lock_guard lk(registry_mutex);
for (int type = 0; type < 3; ++type) {
if (last_created[type] != nullptr) {
AddTexture(last_created[type]); // hashes + clears the slot
}
}
}
MergeUpdate();
}
void TextureClient::OnUpdateTexture(IDirect3DBaseTexture9* source, IDirect3DBaseTexture9* destination)
{
// The copy already happened; re-hash both textures and re-run the mod lookup.
std::lock_guard lk(registry_mutex);
auto refresh = [this](IDirect3DBaseTexture9* texture) {
const auto it = originals.find(texture);
if (it == originals.end()) return;
const auto state = it->second;
const auto hash = GetTextureHash(state);
if (hash == state->hash) return; // unchanged
state->hash = hash;
if (state->partner != nullptr) UnswitchAndRelease(state);
if (hash) LookUpToMod(state);
};
refresh(source);
refresh(destination);
}
void TextureClient::OnReleaseTexture(IDirect3DBaseTexture9* texture)
{
std::lock_guard lk(registry_mutex);
if (shutting_down) return; // ~TextureClient is tearing everything down itself
// A fake of ours being released (either by us during cleanup, or transitively).
if (const auto fit = fakes.find(texture); fit != fakes.end()) {
const auto state = fit->second;
if (state->partner != nullptr) state->partner->partner = nullptr;
fakes.erase(fit);
delete state;
return;
}
// A game texture (original) reaching zero references.
if (const auto oit = originals.find(texture); oit != originals.end()) {
const auto state = oit->second;
if (last_created[static_cast<int>(state->type)] == texture) {
last_created[static_cast<int>(state->type)] = nullptr;
}
originals.erase(oit);
UnswitchAndRelease(state); // release the fake we held for it, if any
delete state;
}
}
int TextureClient::MergeUpdate()
{
const bool has_pending = pending_ops.with([](auto& ops) { return !ops.empty(); });
if (!should_update && !has_pending) return RETURN_OK;
if (const int ret = LockMutex()) {
gl_ErrorState |= uMod_ERROR_TEXTURE;
return ret;
}
Message("MergeUpdate(): %p\n", this);
ProcessPendingOps();
{
std::lock_guard lk(registry_mutex);
for (const auto state : originals | std::views::values) {
if (state->partner == nullptr && state->hash) {
LookUpToMod(state);
}
}
}
should_update = false;
return UnlockMutex();
}
void TextureClient::EnqueueAdd(HashType hash, std::vector<BYTE> data)
{
if (!hash) return;
pending_ops.with([&](auto& ops) { ops.push_back(PendingOp{PendingOp::Kind::Add, hash, std::move(data)}); });
}
void TextureClient::EnqueueRemove(HashType hash)
{
if (!hash) return;
pending_ops.with([&](auto& ops) { ops.push_back(PendingOp{PendingOp::Kind::Remove, hash, {}}); });
}
void TextureClient::ProcessPendingOps()
{
std::vector<PendingOp> ops;
pending_ops.with([&](auto& pending) { ops.swap(pending); });
for (auto& op : ops) {
if (op.kind == PendingOp::Kind::Add) {
if (modded_textures.contains(op.hash)) continue;
const auto texture_file_struct = new TextureFileStruct();
texture_file_struct->crc_hash = op.hash;
texture_file_struct->data = std::move(op.data);
modded_textures.emplace(op.hash, texture_file_struct);
should_update = true;
}
else {
RemoveModdedTexture(op.hash);
}
}
}
void TextureClient::RemoveModdedTexture(HashType hash)
{
const auto it = modded_textures.find(hash);
if (it == modded_textures.end()) return;
const auto texture_file_struct = it->second;
{
std::lock_guard lk(registry_mutex);
for (const auto original : originals | std::views::values) {
const auto fake = original->partner;
if (fake != nullptr && fake->reference == texture_file_struct) {
UnswitchAndRelease(original);
}
}
}
modded_textures.erase(it);
delete texture_file_struct;
}
int TextureClient::LockMutex()
{
if ((gl_ErrorState & (uMod_ERROR_FATAL | uMod_ERROR_MUTEX))) {
return RETURN_NO_MUTEX;
}
if (WAIT_OBJECT_0 != WaitForSingleObject(hMutex, 100)) {
return RETURN_MUTEX_LOCK; // waiting 100ms, to wait infinite pass INFINITE
}
return RETURN_OK;
}
int TextureClient::UnlockMutex()
{
if (ReleaseMutex(hMutex) == 0) {
return RETURN_MUTEX_UNLOCK;
}
return RETURN_OK;
}
gsl::owner<TextureFileStruct*> MakeTextureFileStruct(TexEntry& entry, const bool compress)
{
const auto texture_file_struct = new TextureFileStruct();
texture_file_struct->crc_hash = entry.crc_hash;
const auto dds_blob = TextureFunction::ConvertToCompressedDDS(entry, compress);
texture_file_struct->data.assign(static_cast<BYTE*>(dds_blob.GetBufferPointer()), static_cast<BYTE*>(dds_blob.GetBufferPointer()) + dds_blob.GetBufferSize());
return texture_file_struct;
}
std::vector<gsl::owner<TextureFileStruct*>> ProcessModfile(const std::filesystem::path& modfile, const bool compress)
{
const auto hr = CoInitializeEx(nullptr, COINIT_APARTMENTTHREADED);
if (FAILED(hr)) return {};
const auto modfile_str = modfile.string();
Message("Initialize: loading file %s... ", modfile_str.c_str());
auto file_loader = ModfileLoader(modfile);
auto entries = file_loader.GetContents();
if (entries.empty()) {
Message("No entries found.\n");
CoUninitialize();
return {};
}
Message("%zu textures... ", entries.size());
std::vector<gsl::owner<TextureFileStruct*>> texture_file_structs;
texture_file_structs.reserve(entries.size());
unsigned file_bytes_loaded = 0;
for (auto& tpf_entry : entries) {
const auto texture_file_struct = MakeTextureFileStruct(tpf_entry, compress);
texture_file_structs.push_back(texture_file_struct);
file_bytes_loaded += static_cast<unsigned>(texture_file_structs.back()->data.size());
}
entries.clear();
Message("%d bytes loaded.\n", file_bytes_loaded);
CoUninitialize();
return texture_file_structs;
}
std::vector<HashType> TextureClient::IngestModfile(std::vector<gsl::owner<TextureFileStruct*>>& texture_file_structs, uint64_t* loaded_bytes)
{
std::vector<HashType> hashes;
for (auto* texture_file_struct : texture_file_structs) {
const auto hash = texture_file_struct->crc_hash;
if (hash && std::ranges::find(hashes, hash) == hashes.end()) {
hashes.push_back(hash);
if (loaded_bytes) *loaded_bytes += texture_file_struct->data.size();
if (current_client) {
current_client->EnqueueAdd(hash, std::move(texture_file_struct->data));
}
}
delete texture_file_struct;
}
texture_file_structs.clear();
return hashes;
}
std::vector<std::filesystem::path> TextureClient::GetFiles()
{
std::lock_guard lk(global_mutex);
std::vector<std::filesystem::path> result;
result.reserve(loaded_files.size());
for (const auto& loaded_file : loaded_files) {
result.push_back(loaded_file.path);
}
return result;
}
int TextureClient::RemoveFile(const std::filesystem::path& path)
{
const auto absolute_path = std::filesystem::absolute(path);
std::lock_guard lk(global_mutex);
const auto it = FindLoadedFile(absolute_path);
if (it == loaded_files.end()) return RETURN_FILE_NOT_LOADED;
if (current_client) {
for (const auto hash : it->hashes) {
current_client->EnqueueRemove(hash);
}
}
loaded_files.erase(it);
return RETURN_OK;
}
int TextureClient::AddFile(const std::filesystem::path& path)
{
const auto absolute_path = std::filesystem::absolute(path);
{
std::lock_guard lk(global_mutex);
if (FindLoadedFile(absolute_path) != loaded_files.end()) return RETURN_EXISTS;
}
if (!std::filesystem::exists(absolute_path)) return RETURN_FILE_NOT_LOADED;
const auto file_size = std::filesystem::file_size(absolute_path);
auto texture_file_structs = ProcessModfile(absolute_path, file_size > 400'000'000);
if (texture_file_structs.empty()) return RETURN_FILE_NOT_LOADED;
std::lock_guard lk(global_mutex);
// Re-check under lock; another thread may have loaded the same path concurrently.
if (FindLoadedFile(absolute_path) != loaded_files.end()) {
for (auto* texture_file_struct : texture_file_structs)
delete texture_file_struct;
return RETURN_EXISTS;
}
auto hashes = IngestModfile(texture_file_structs);
if (hashes.empty()) return RETURN_TEXTURE_NOT_LOADED;
loaded_files.push_back({absolute_path, std::move(hashes)});
return RETURN_OK;
}
void TextureClient::LoadStartupModlists()
{
std::locale::global(std::locale(""));
std::vector<std::filesystem::path> modfiles;
for (const auto& content : modlists_contents | std::views::values) {
std::istringstream iss(content);
std::string line;
while (std::getline(iss, line)) {
if (line.starts_with("//") || line.starts_with("#") || line.empty()) {
continue;
}
// Remove newline character
line.erase(std::ranges::remove(line, '\r').begin(), line.end());
line.erase(std::ranges::remove(line, '\n').begin(), line.end());
if (line.empty()) continue;
auto modfile = std::filesystem::absolute(std::filesystem::path(utils::utf8_to_wstring(line)));
if (!std::ranges::contains(modfiles, modfile)) {
modfiles.push_back(std::move(modfile));
}
}
}
auto total_size = 0ull;
for (const auto& modfile : modfiles) {
if (std::filesystem::exists(modfile)) total_size += std::filesystem::file_size(modfile);
}
const bool compress = total_size > 400'000'000;
std::vector<std::future<std::vector<gsl::owner<TextureFileStruct*>>>> futures;
futures.reserve(modfiles.size());
for (const auto& modfile : modfiles) {
futures.emplace_back(std::async(std::launch::async, ProcessModfile, modfile, compress));
}
auto loaded_size = 0ull;
for (size_t i = 0; i < modfiles.size(); ++i) {
auto texture_file_structs = futures[i].get();
std::lock_guard lk(global_mutex);
if (FindLoadedFile(modfiles[i]) != loaded_files.end()) {
for (const auto* texture_file_struct : texture_file_structs)
delete texture_file_struct;
continue;
}
auto hashes = IngestModfile(texture_file_structs, &loaded_size);
if (!hashes.empty()) {
loaded_files.push_back({modfiles[i], std::move(hashes)});
}
}
Info("LoadStartupModlists: %llu bytes (%llu MB)\n", loaded_size, loaded_size / 1024 / 1024);
}
void TextureClient::Initialize()
{
const auto t1 = std::chrono::high_resolution_clock::now();
Info("Initialize: begin\n");
// AddFile() before the device existed recorded files but couldn't enqueue them
// (no client yet); enqueue them now.
for (const auto& path : GetFiles()) {
if (!std::filesystem::exists(path)) continue;
const auto file_size = std::filesystem::file_size(path);
auto texture_file_structs = ProcessModfile(path, file_size > 400'000'000);
IngestModfile(texture_file_structs);
}
LoadStartupModlists();
const auto t2 = std::chrono::high_resolution_clock::now();
const auto ms = duration_cast<std::chrono::milliseconds>(t2 - t1);
Info("Initialize: end, took %d ms\n", ms);
}
+378
View File
@@ -0,0 +1,378 @@
module;
#include "Main.h"
#include <d3d9types.h>
#include <DirectXTex/DirectXTex.h>
export module TextureFunction;
// clang-format off
constexpr auto crctab64 = std::to_array({
0x0000000000000000ULL, 0x7ad870c830358979ULL, 0xf5b0e190606b12f2ULL,
0x8f689158505e9b8bULL, 0xc038e5739841b68fULL, 0xbae095bba8743ff6ULL,
0x358804e3f82aa47dULL, 0x4f50742bc81f2d04ULL, 0xab28ecb46814fe75ULL,
0xd1f09c7c5821770cULL, 0x5e980d24087fec87ULL, 0x24407dec384a65feULL,
0x6b1009c7f05548faULL, 0x11c8790fc060c183ULL, 0x9ea0e857903e5a08ULL,
0xe478989fa00bd371ULL, 0x7d08ff3b88be6f81ULL, 0x07d08ff3b88be6f8ULL,
0x88b81eabe8d57d73ULL, 0xf2606e63d8e0f40aULL, 0xbd301a4810ffd90eULL,
0xc7e86a8020ca5077ULL, 0x4880fbd87094cbfcULL, 0x32588b1040a14285ULL,
0xd620138fe0aa91f4ULL, 0xacf86347d09f188dULL, 0x2390f21f80c18306ULL,
0x594882d7b0f40a7fULL, 0x1618f6fc78eb277bULL, 0x6cc0863448deae02ULL,
0xe3a8176c18803589ULL, 0x997067a428b5bcf0ULL, 0xfa11fe77117cdf02ULL,
0x80c98ebf2149567bULL, 0x0fa11fe77117cdf0ULL, 0x75796f2f41224489ULL,
0x3a291b04893d698dULL, 0x40f16bccb908e0f4ULL, 0xcf99fa94e9567b7fULL,
0xb5418a5cd963f206ULL, 0x513912c379682177ULL, 0x2be1620b495da80eULL,
0xa489f35319033385ULL, 0xde51839b2936bafcULL, 0x9101f7b0e12997f8ULL,
0xebd98778d11c1e81ULL, 0x64b116208142850aULL, 0x1e6966e8b1770c73ULL,
0x8719014c99c2b083ULL, 0xfdc17184a9f739faULL, 0x72a9e0dcf9a9a271ULL,
0x08719014c99c2b08ULL, 0x4721e43f0183060cULL, 0x3df994f731b68f75ULL,
0xb29105af61e814feULL, 0xc849756751dd9d87ULL, 0x2c31edf8f1d64ef6ULL,
0x56e99d30c1e3c78fULL, 0xd9810c6891bd5c04ULL, 0xa3597ca0a188d57dULL,
0xec09088b6997f879ULL, 0x96d1784359a27100ULL, 0x19b9e91b09fcea8bULL,
0x636199d339c963f2ULL, 0xdf7adabd7a6e2d6fULL, 0xa5a2aa754a5ba416ULL,
0x2aca3b2d1a053f9dULL, 0x50124be52a30b6e4ULL, 0x1f423fcee22f9be0ULL,
0x659a4f06d21a1299ULL, 0xeaf2de5e82448912ULL, 0x902aae96b271006bULL,
0x74523609127ad31aULL, 0x0e8a46c1224f5a63ULL, 0x81e2d7997211c1e8ULL,
0xfb3aa75142244891ULL, 0xb46ad37a8a3b6595ULL, 0xceb2a3b2ba0eececULL,
0x41da32eaea507767ULL, 0x3b024222da65fe1eULL, 0xa2722586f2d042eeULL,
0xd8aa554ec2e5cb97ULL, 0x57c2c41692bb501cULL, 0x2d1ab4dea28ed965ULL,
0x624ac0f56a91f461ULL, 0x1892b03d5aa47d18ULL, 0x97fa21650afae693ULL,
0xed2251ad3acf6feaULL, 0x095ac9329ac4bc9bULL, 0x7382b9faaaf135e2ULL,
0xfcea28a2faafae69ULL, 0x8632586aca9a2710ULL, 0xc9622c4102850a14ULL,
0xb3ba5c8932b0836dULL, 0x3cd2cdd162ee18e6ULL, 0x460abd1952db919fULL,
0x256b24ca6b12f26dULL, 0x5fb354025b277b14ULL, 0xd0dbc55a0b79e09fULL,
0xaa03b5923b4c69e6ULL, 0xe553c1b9f35344e2ULL, 0x9f8bb171c366cd9bULL,
0x10e3202993385610ULL, 0x6a3b50e1a30ddf69ULL, 0x8e43c87e03060c18ULL,
0xf49bb8b633338561ULL, 0x7bf329ee636d1eeaULL, 0x012b592653589793ULL,
0x4e7b2d0d9b47ba97ULL, 0x34a35dc5ab7233eeULL, 0xbbcbcc9dfb2ca865ULL,
0xc113bc55cb19211cULL, 0x5863dbf1e3ac9decULL, 0x22bbab39d3991495ULL,
0xadd33a6183c78f1eULL, 0xd70b4aa9b3f20667ULL, 0x985b3e827bed2b63ULL,
0xe2834e4a4bd8a21aULL, 0x6debdf121b863991ULL, 0x1733afda2bb3b0e8ULL,
0xf34b37458bb86399ULL, 0x8993478dbb8deae0ULL, 0x06fbd6d5ebd3716bULL,
0x7c23a61ddbe6f812ULL, 0x3373d23613f9d516ULL, 0x49aba2fe23cc5c6fULL,
0xc6c333a67392c7e4ULL, 0xbc1b436e43a74e9dULL, 0x95ac9329ac4bc9b5ULL,
0xef74e3e19c7e40ccULL, 0x601c72b9cc20db47ULL, 0x1ac40271fc15523eULL,
0x5594765a340a7f3aULL, 0x2f4c0692043ff643ULL, 0xa02497ca54616dc8ULL,
0xdafce7026454e4b1ULL, 0x3e847f9dc45f37c0ULL, 0x445c0f55f46abeb9ULL,
0xcb349e0da4342532ULL, 0xb1eceec59401ac4bULL, 0xfebc9aee5c1e814fULL,
0x8464ea266c2b0836ULL, 0x0b0c7b7e3c7593bdULL, 0x71d40bb60c401ac4ULL,
0xe8a46c1224f5a634ULL, 0x927c1cda14c02f4dULL, 0x1d148d82449eb4c6ULL,
0x67ccfd4a74ab3dbfULL, 0x289c8961bcb410bbULL, 0x5244f9a98c8199c2ULL,
0xdd2c68f1dcdf0249ULL, 0xa7f41839ecea8b30ULL, 0x438c80a64ce15841ULL,
0x3954f06e7cd4d138ULL, 0xb63c61362c8a4ab3ULL, 0xcce411fe1cbfc3caULL,
0x83b465d5d4a0eeceULL, 0xf96c151de49567b7ULL, 0x76048445b4cbfc3cULL,
0x0cdcf48d84fe7545ULL, 0x6fbd6d5ebd3716b7ULL, 0x15651d968d029fceULL,
0x9a0d8ccedd5c0445ULL, 0xe0d5fc06ed698d3cULL, 0xaf85882d2576a038ULL,
0xd55df8e515432941ULL, 0x5a3569bd451db2caULL, 0x20ed197575283bb3ULL,
0xc49581ead523e8c2ULL, 0xbe4df122e51661bbULL, 0x3125607ab548fa30ULL,
0x4bfd10b2857d7349ULL, 0x04ad64994d625e4dULL, 0x7e7514517d57d734ULL,
0xf11d85092d094cbfULL, 0x8bc5f5c11d3cc5c6ULL, 0x12b5926535897936ULL,
0x686de2ad05bcf04fULL, 0xe70573f555e26bc4ULL, 0x9ddd033d65d7e2bdULL,
0xd28d7716adc8cfb9ULL, 0xa85507de9dfd46c0ULL, 0x273d9686cda3dd4bULL,
0x5de5e64efd965432ULL, 0xb99d7ed15d9d8743ULL, 0xc3450e196da80e3aULL,
0x4c2d9f413df695b1ULL, 0x36f5ef890dc31cc8ULL, 0x79a59ba2c5dc31ccULL,
0x037deb6af5e9b8b5ULL, 0x8c157a32a5b7233eULL, 0xf6cd0afa9582aa47ULL,
0x4ad64994d625e4daULL, 0x300e395ce6106da3ULL, 0xbf66a804b64ef628ULL,
0xc5bed8cc867b7f51ULL, 0x8aeeace74e645255ULL, 0xf036dc2f7e51db2cULL,
0x7f5e4d772e0f40a7ULL, 0x05863dbf1e3ac9deULL, 0xe1fea520be311aafULL,
0x9b26d5e88e0493d6ULL, 0x144e44b0de5a085dULL, 0x6e963478ee6f8124ULL,
0x21c640532670ac20ULL, 0x5b1e309b16452559ULL, 0xd476a1c3461bbed2ULL,
0xaeaed10b762e37abULL, 0x37deb6af5e9b8b5bULL, 0x4d06c6676eae0222ULL,
0xc26e573f3ef099a9ULL, 0xb8b627f70ec510d0ULL, 0xf7e653dcc6da3dd4ULL,
0x8d3e2314f6efb4adULL, 0x0256b24ca6b12f26ULL, 0x788ec2849684a65fULL,
0x9cf65a1b368f752eULL, 0xe62e2ad306bafc57ULL, 0x6946bb8b56e467dcULL,
0x139ecb4366d1eea5ULL, 0x5ccebf68aecec3a1ULL, 0x2616cfa09efb4ad8ULL,
0xa97e5ef8cea5d153ULL, 0xd3a62e30fe90582aULL, 0xb0c7b7e3c7593bd8ULL,
0xca1fc72bf76cb2a1ULL, 0x45775673a732292aULL, 0x3faf26bb9707a053ULL,
0x70ff52905f188d57ULL, 0x0a2722586f2d042eULL, 0x854fb3003f739fa5ULL,
0xff97c3c80f4616dcULL, 0x1bef5b57af4dc5adULL, 0x61372b9f9f784cd4ULL,
0xee5fbac7cf26d75fULL, 0x9487ca0fff135e26ULL, 0xdbd7be24370c7322ULL,
0xa10fceec0739fa5bULL, 0x2e675fb4576761d0ULL, 0x54bf2f7c6752e8a9ULL,
0xcdcf48d84fe75459ULL, 0xb71738107fd2dd20ULL, 0x387fa9482f8c46abULL,
0x42a7d9801fb9cfd2ULL, 0x0df7adabd7a6e2d6ULL, 0x772fdd63e7936bafULL,
0xf8474c3bb7cdf024ULL, 0x829f3cf387f8795dULL, 0x66e7a46c27f3aa2cULL,
0x1c3fd4a417c62355ULL, 0x935745fc4798b8deULL, 0xe98f353477ad31a7ULL,
0xa6df411fbfb21ca3ULL, 0xdc0731d78f8795daULL, 0x536fa08fdfd90e51ULL,
0x29b7d047efec8728ULL
});
// clang-format on
export namespace TextureFunction {
uint64_t get_crc64(const char* data, unsigned int length)
{
uint64_t crc = 0xFFFFFFFFFFFFFFFFULL;
while (length--) {
crc = crctab64[(crc ^ *data++) & 0xFF] ^ (crc >> 8);
}
return crc;
}
uint32_t get_crc32(const char* data_ptr, const unsigned int length)
{
constexpr static auto crc32_poly = 0xEDB88320u;
constexpr static auto ul_crc_in = 0xffffffff;
unsigned int crc = ul_crc_in;
for (unsigned int idx = 0u; idx < length; idx++) {
unsigned int data = *data_ptr++;
for (unsigned int bit = 0u; bit < 8u; bit++, data >>= 1) {
crc = crc >> 1 ^ ((crc ^ data) & 1 ? crc32_poly : 0);
}
}
return crc;
}
int GetBitsFromFormat(D3DFORMAT format)
{
switch (format) // switch trough the formats to calculate the size of the raw data
{
case D3DFMT_A1: // 1-bit monochrome.
{
return 1;
}
case D3DFMT_R3G3B2: // 8-bit RGB texture format using 3 bits for red, 3 bits for green, and 2 bits for blue.
case D3DFMT_A8: // 8-bit alpha only.
case D3DFMT_A8P8: // 8-bit color indexed with 8 bits of alpha.
case D3DFMT_P8: // 8-bit color indexed.
case D3DFMT_L8: // 8-bit luminance only.
case D3DFMT_A4L4: // 8-bit using 4 bits each for alpha and luminance.
case D3DFMT_FORCE_DWORD:
case D3DFMT_S8_LOCKABLE: // A lockable 8-bit stencil buffer.
{
return 8;
}
case D3DFMT_D16_LOCKABLE: // 16-bit z-buffer bit depth.
case D3DFMT_D15S1: // 16-bit z-buffer bit depth where 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel.
case D3DFMT_L6V5U5: // 16-bit bump-map format with luminance using 6 bits for luminance, and 5 bits each for v and u.
case D3DFMT_V8U8: // 16-bit bump-map format using 8 bits each for u and v data.
case D3DFMT_CxV8U8: // 16-bit normal compression format. The texture sampler computes the C channel from: C = sqrt(1 - U2 - V2).
case D3DFMT_R5G6B5: // 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue.
case D3DFMT_X1R5G5B5: // 16-bit pixel format where 5 bits are reserved for each color.
case D3DFMT_A1R5G5B5: // 16-bit pixel format where 5 bits are reserved for each color and 1 bit is reserved for alpha.
case D3DFMT_A4R4G4B4: // 16-bit ARGB pixel format with 4 bits for each channel.
case D3DFMT_A8R3G3B2: // 16-bit ARGB texture format using 8 bits for alpha, 3 bits each for red and green, and 2 bits for blue.
case D3DFMT_X4R4G4B4: // 16-bit RGB pixel format using 4 bits for each color.
case D3DFMT_L16: // 16-bit luminance only.
case D3DFMT_R16F: // 16-bit float format using 16 bits for the red channel.
case D3DFMT_A8L8: // 16-bit using 8 bits each for alpha and luminance.
case D3DFMT_D16: // 16-bit z-buffer bit depth.
case D3DFMT_INDEX16: // 16-bit index buffer bit depth.
case D3DFMT_G8R8_G8B8: // ??
case D3DFMT_R8G8_B8G8: // ??
case D3DFMT_UYVY: // ??
case D3DFMT_YUY2: // ??
{
return 16;
}
case D3DFMT_R8G8B8: // 24-bit RGB pixel format with 8 bits per channel.
{
return 24;
}
case D3DFMT_R32F: // 32-bit float format using 32 bits for the red channel.
case D3DFMT_X8L8V8U8: // 32-bit bump-map format with luminance using 8 bits for each channel.
case D3DFMT_A2W10V10U10: // 32-bit bump-map format using 2 bits for alpha and 10 bits each for w, v, and u.
case D3DFMT_Q8W8V8U8: // 32-bit bump-map format using 8 bits for each channel.
case D3DFMT_V16U16: // 32-bit bump-map format using 16 bits for each channel.
case D3DFMT_A8R8G8B8: // 32-bit ARGB pixel format with alpha, using 8 bits per channel.
case D3DFMT_X8R8G8B8: // 32-bit RGB pixel format, where 8 bits are reserved for each color.
case D3DFMT_A2B10G10R10: // 32-bit pixel format using 10 bits for each color and 2 bits for alpha.
case D3DFMT_A8B8G8R8: // 32-bit ARGB pixel format with alpha, using 8 bits per channel.
case D3DFMT_X8B8G8R8: // 32-bit RGB pixel format, where 8 bits are reserved for each color.
case D3DFMT_G16R16: // 32-bit pixel format using 16 bits each for green and red.
case D3DFMT_G16R16F: // 32-bit float format using 16 bits for the red channel and 16 bits for the green channel.
case D3DFMT_A2R10G10B10: // 32-bit pixel format using 10 bits each for red, green, and blue, and 2 bits for alpha.
case D3DFMT_D32: // 32-bit z-buffer bit depth.
case D3DFMT_D24S8: // 32-bit z-buffer bit depth using 24 bits for the depth channel and 8 bits for the stencil channel.
case D3DFMT_D24X8: // 32-bit z-buffer bit depth using 24 bits for the depth channel.
case D3DFMT_D24X4S4: // 32-bit z-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel.
case D3DFMT_D32F_LOCKABLE: // A lockable format where the depth value is represented as a standard IEEE floating-point number.
case D3DFMT_D24FS8: // A non-lockable format that contains 24 bits of depth (in a 24-bit floating point format - 20e4) and 8 bits of stencil.
case D3DFMT_D32_LOCKABLE: // A lockable 32-bit depth buffer.
case D3DFMT_INDEX32: // 32-bit index buffer bit depth.
{
return 32;
}
case D3DFMT_G32R32F: // 64-bit float format using 32 bits for the red channel and 32 bits for the green channel.
case D3DFMT_Q16W16V16U16: // 64-bit bump-map format using 16 bits for each component.
case D3DFMT_A16B16G16R16: // 64-bit pixel format using 16 bits for each component.
case D3DFMT_A16B16G16R16F: // 64-bit float format using 16 bits for the each channel (alpha, blue, green, red).
{
return 64;
}
case D3DFMT_A32B32G32R32F: // 128-bit float format using 32 bits for the each channel (alpha, blue, green, red).
{
return 128;
}
case D3DFMT_DXT2:
case D3DFMT_DXT3:
case D3DFMT_DXT4:
case D3DFMT_DXT5: {
return 8;
}
case D3DFMT_DXT1: {
return 4;
}
default: // compressed formats
{
return 4;
}
}
}
DirectX::ScratchImage ImageConvertToBGRA(DirectX::ScratchImage& image, const TexEntry& entry)
{
if (image.GetMetadata().format == DXGI_FORMAT_B8G8R8A8_UNORM ||
image.GetMetadata().format == DXGI_FORMAT_BC1_UNORM ||
image.GetMetadata().format == DXGI_FORMAT_BC2_UNORM ||
image.GetMetadata().format == DXGI_FORMAT_BC3_UNORM ||
image.GetMetadata().format == DXGI_FORMAT_BC4_UNORM ||
image.GetMetadata().format == DXGI_FORMAT_BC5_UNORM) {
return std::move(image);
}
DirectX::ScratchImage bgra_image;
const HRESULT hr = DirectX::Convert(
image.GetImages(),
image.GetImageCount(),
image.GetMetadata(),
DXGI_FORMAT_B8G8R8A8_UNORM,
DirectX::TEX_FILTER_DEFAULT,
DirectX::TEX_THRESHOLD_DEFAULT,
bgra_image);
if (FAILED(hr)) {
Warning("ImageConvertToBGRA (%#lX%s): FAILED\n", entry.crc_hash, entry.ext.c_str());
bgra_image = std::move(image);
}
image.Release();
return bgra_image;
}
DirectX::ScratchImage ImageGenerateMipMaps(DirectX::ScratchImage& image, const TexEntry& entry)
{
if (entry.ext == ".dds") {
return std::move(image);
}
DirectX::ScratchImage mipmapped_image;
const auto hr = DirectX::GenerateMipMaps(
image.GetImages(),
image.GetImageCount(),
image.GetMetadata(),
DirectX::TEX_FILTER_DEFAULT,
0,
mipmapped_image);
if (FAILED(hr)) {
Warning("GenerateMipMaps (%#lX%s): FAILED\n", entry.crc_hash, entry.ext.c_str());
mipmapped_image = std::move(image);
}
image.Release();
return mipmapped_image;
}
DirectX::ScratchImage ImageCompress(DirectX::ScratchImage& image, const TexEntry& entry)
{
if (image.GetMetadata().format == DXGI_FORMAT_BC1_UNORM ||
image.GetMetadata().format == DXGI_FORMAT_BC2_UNORM ||
image.GetMetadata().format == DXGI_FORMAT_BC3_UNORM ||
image.GetMetadata().format == DXGI_FORMAT_BC4_UNORM ||
image.GetMetadata().format == DXGI_FORMAT_BC5_UNORM) {
return std::move(image);
}
DirectX::ScratchImage compressed_image;
const auto hr = DirectX::Compress(
image.GetImages(),
image.GetImageCount(),
image.GetMetadata(),
DXGI_FORMAT_BC3_UNORM,
DirectX::TEX_COMPRESS_DEFAULT,
DirectX::TEX_THRESHOLD_DEFAULT,
compressed_image);
if (FAILED(hr)) {
Warning("ImageCompress (%#lX%s): FAILED\n", entry.crc_hash, entry.ext.c_str());
compressed_image = std::move(image);
}
image.Release();
return compressed_image;
}
void ImageSave(const DirectX::ScratchImage& image, const TexEntry& entry)
{
const auto file_name = std::format("0x{:x}.dds", entry.crc_hash);
const auto file_out = gmod_dll_path.parent_path() / "textures" / file_name;
try {
if (std::filesystem::exists(file_out)) {
return;
}
if (!std::filesystem::exists(file_out.parent_path())) {
std::filesystem::create_directory(file_out.parent_path());
}
const auto hr = DirectX::SaveToDDSFile(
image.GetImages(),
image.GetImageCount(),
image.GetMetadata(),
DirectX::DDS_FLAGS_NONE,
file_out.c_str());
if (FAILED(hr)) {
Warning("SaveDDSImageToDisk (%#lX%s): FAILED\n", entry.crc_hash, entry.ext.c_str());
}
}
catch (const std::exception& e) {
Warning("SaveDDSImageToDisk (%#lX%s): %s\n", entry.crc_hash, entry.ext.c_str(), e.what());
}
}
DirectX::Blob ConvertToCompressedDDS(TexEntry& entry, const bool compress)
{
DirectX::ScratchImage image;
HRESULT hr = 0;
if (entry.ext == ".dds") {
hr = DirectX::LoadFromDDSMemory(entry.data.data(), entry.data.size(), DirectX::DDS_FLAGS_NONE, nullptr, image);
}
else if (entry.ext == ".tga") {
hr = DirectX::LoadFromTGAMemory(entry.data.data(), entry.data.size(), DirectX::TGA_FLAGS_BGR, nullptr, image);
}
else if (entry.ext == ".hdr") {
hr = DirectX::LoadFromHDRMemory(entry.data.data(), entry.data.size(), nullptr, image);
}
else {
hr = DirectX::LoadFromWICMemory(entry.data.data(), entry.data.size(), DirectX::WIC_FLAGS_NONE, nullptr, image);
if (image.GetMetadata().format == DXGI_FORMAT_B8G8R8X8_UNORM) {
image.OverrideFormat(DXGI_FORMAT_B8G8R8A8_UNORM);
}
}
entry.data.clear();
if (FAILED(hr)) {
Warning("LoadImageFromMemory (%#lX%s): FAILED\n", entry.crc_hash, entry.ext.c_str());
return {};
}
auto bgra_image = ImageConvertToBGRA(image, entry);
auto mipmapped_image = ImageGenerateMipMaps(bgra_image, entry);
const auto compressed_image = compress ? ImageCompress(mipmapped_image, entry) : std::move(mipmapped_image);
DirectX::Blob dds_blob;
hr = DirectX::SaveToDDSMemory(
compressed_image.GetImages(),
compressed_image.GetImageCount(),
compressed_image.GetMetadata(),
DirectX::DDS_FLAGS_NONE,
dds_blob);
if (FAILED(hr)) {
Warning("SaveDDSImageToMemory (%#lX%s): FAILED\n", entry.crc_hash, entry.ext.c_str());
return {};
}
#ifdef _DEBUG
ImageSave(compressed_image, entry);
#endif
return dds_blob;
}
}
+536
View File
@@ -0,0 +1,536 @@
#include "Main.h"
#include "D3D9DeviceWrapper.h"
#include "D3D9TextureWrappers.h"
import TextureClient;
namespace {
// Unwraps a WrappedTexture9/WrappedVolumeTexture9/WrappedCubeTexture9 to the real
// pointer the real device needs; passes non-wrapper (or null) pointers through as-is.
IDirect3DBaseTexture9* Unwrap(IDirect3DBaseTexture9* texture)
{
if (texture == nullptr) return nullptr;
switch (texture->GetType()) {
case D3DRTYPE_TEXTURE: return static_cast<WrappedTexture9*>(texture)->RealTexture();
case D3DRTYPE_VOLUMETEXTURE: return static_cast<WrappedVolumeTexture9*>(texture)->RealTexture();
case D3DRTYPE_CUBETEXTURE: return static_cast<WrappedCubeTexture9*>(texture)->RealTexture();
default: return texture;
}
}
}
// ---- WrappedDirect3DDevice9 ----------------------------------------------
WrappedDirect3DDevice9::WrappedDirect3DDevice9(IDirect3DDevice9* real) : real_(real), ref_count_(1), client_(nullptr)
{
real_->AddRef();
}
HRESULT WrappedDirect3DDevice9::QueryInterface(REFIID riid, void** ppvObj)
{
if (riid == IID_IUnknown || riid == IID_IDirect3DDevice9) {
AddRef();
*ppvObj = this;
return S_OK;
}
// Unrecognized-but-successful QueryInterface hands back an unwrapped real pointer.
return real_->QueryInterface(riid, ppvObj);
}
ULONG WrappedDirect3DDevice9::AddRef()
{
return ++ref_count_;
}
void WrappedDirect3DDevice9::TeardownTextureClient()
{
if (auto* client = TextureClient::CurrentClient())
delete client;
}
ULONG WrappedDirect3DDevice9::Release()
{
const ULONG count = --ref_count_;
if (count == 0) {
TeardownTextureClient();
real_->Release();
delete this;
return 0;
}
return count;
}
HRESULT WrappedDirect3DDevice9::TestCooperativeLevel() { return real_->TestCooperativeLevel(); }
UINT WrappedDirect3DDevice9::GetAvailableTextureMem() { return real_->GetAvailableTextureMem(); }
HRESULT WrappedDirect3DDevice9::EvictManagedResources() { return real_->EvictManagedResources(); }
HRESULT WrappedDirect3DDevice9::GetDirect3D(IDirect3D9** ppD3D9) { return real_->GetDirect3D(ppD3D9); }
HRESULT WrappedDirect3DDevice9::GetDeviceCaps(D3DCAPS9* pCaps) { return real_->GetDeviceCaps(pCaps); }
HRESULT WrappedDirect3DDevice9::GetDisplayMode(UINT iSwapChain, D3DDISPLAYMODE* pMode) { return real_->GetDisplayMode(iSwapChain, pMode); }
HRESULT WrappedDirect3DDevice9::GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS* pParameters) { return real_->GetCreationParameters(pParameters); }
HRESULT WrappedDirect3DDevice9::SetCursorProperties(UINT XHotSpot, UINT YHotSpot, IDirect3DSurface9* pCursorBitmap) { return real_->SetCursorProperties(XHotSpot, YHotSpot, pCursorBitmap); }
void WrappedDirect3DDevice9::SetCursorPosition(int X, int Y, DWORD Flags) { real_->SetCursorPosition(X, Y, Flags); }
BOOL WrappedDirect3DDevice9::ShowCursor(BOOL bShow) { return real_->ShowCursor(bShow); }
HRESULT WrappedDirect3DDevice9::CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DSwapChain9** pSwapChain) { return real_->CreateAdditionalSwapChain(pPresentationParameters, pSwapChain); }
HRESULT WrappedDirect3DDevice9::GetSwapChain(UINT iSwapChain, IDirect3DSwapChain9** pSwapChain) { return real_->GetSwapChain(iSwapChain, pSwapChain); }
UINT WrappedDirect3DDevice9::GetNumberOfSwapChains() { return real_->GetNumberOfSwapChains(); }
HRESULT WrappedDirect3DDevice9::Reset(D3DPRESENT_PARAMETERS* pPresentationParameters) { return real_->Reset(pPresentationParameters); }
HRESULT WrappedDirect3DDevice9::Present(const RECT* pSourceRect, const RECT* pDestRect, HWND hDestWindowOverride, const RGNDATA* pDirtyRegion) { return real_->Present(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); }
HRESULT WrappedDirect3DDevice9::GetBackBuffer(UINT iSwapChain, UINT iBackBuffer, D3DBACKBUFFER_TYPE Type, IDirect3DSurface9** ppBackBuffer) { return real_->GetBackBuffer(iSwapChain, iBackBuffer, Type, ppBackBuffer); }
HRESULT WrappedDirect3DDevice9::GetRasterStatus(UINT iSwapChain, D3DRASTER_STATUS* pRasterStatus) { return real_->GetRasterStatus(iSwapChain, pRasterStatus); }
HRESULT WrappedDirect3DDevice9::SetDialogBoxMode(BOOL bEnableDialogs) { return real_->SetDialogBoxMode(bEnableDialogs); }
void WrappedDirect3DDevice9::SetGammaRamp(UINT iSwapChain, DWORD Flags, const D3DGAMMARAMP* pRamp) { real_->SetGammaRamp(iSwapChain, Flags, pRamp); }
void WrappedDirect3DDevice9::GetGammaRamp(UINT iSwapChain, D3DGAMMARAMP* pRamp) { real_->GetGammaRamp(iSwapChain, pRamp); }
HRESULT WrappedDirect3DDevice9::CreateTexture(UINT Width, UINT Height, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DTexture9** ppTexture, HANDLE* pSharedHandle)
{
IDirect3DTexture9* real_texture = nullptr;
const HRESULT hr = real_->CreateTexture(Width, Height, Levels, Usage, Format, Pool, &real_texture, pSharedHandle);
if (FAILED(hr) || real_texture == nullptr) {
if (ppTexture) *ppTexture = nullptr;
return hr;
}
const auto wrapped = new WrappedTexture9(real_texture);
real_texture->Release(); // the wrapper holds its own AddRef'd reference
if (client_) client_->OnCreateTexture(wrapped, TexType::Tex2D);
*ppTexture = wrapped;
return hr;
}
HRESULT WrappedDirect3DDevice9::CreateVolumeTexture(UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DVolumeTexture9** ppVolumeTexture, HANDLE* pSharedHandle)
{
IDirect3DVolumeTexture9* real_texture = nullptr;
const HRESULT hr = real_->CreateVolumeTexture(Width, Height, Depth, Levels, Usage, Format, Pool, &real_texture, pSharedHandle);
if (FAILED(hr) || real_texture == nullptr) {
if (ppVolumeTexture) *ppVolumeTexture = nullptr;
return hr;
}
const auto wrapped = new WrappedVolumeTexture9(real_texture);
real_texture->Release();
if (client_) client_->OnCreateTexture(wrapped, TexType::Volume);
*ppVolumeTexture = wrapped;
return hr;
}
HRESULT WrappedDirect3DDevice9::CreateCubeTexture(UINT EdgeLength, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DCubeTexture9** ppCubeTexture, HANDLE* pSharedHandle)
{
IDirect3DCubeTexture9* real_texture = nullptr;
const HRESULT hr = real_->CreateCubeTexture(EdgeLength, Levels, Usage, Format, Pool, &real_texture, pSharedHandle);
if (FAILED(hr) || real_texture == nullptr) {
if (ppCubeTexture) *ppCubeTexture = nullptr;
return hr;
}
const auto wrapped = new WrappedCubeTexture9(real_texture);
real_texture->Release();
if (client_) client_->OnCreateTexture(wrapped, TexType::Cube);
*ppCubeTexture = wrapped;
return hr;
}
HRESULT WrappedDirect3DDevice9::CreateVertexBuffer(UINT Length, DWORD Usage, DWORD FVF, D3DPOOL Pool, IDirect3DVertexBuffer9** ppVertexBuffer, HANDLE* pSharedHandle) { return real_->CreateVertexBuffer(Length, Usage, FVF, Pool, ppVertexBuffer, pSharedHandle); }
HRESULT WrappedDirect3DDevice9::CreateIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DIndexBuffer9** ppIndexBuffer, HANDLE* pSharedHandle) { return real_->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, pSharedHandle); }
HRESULT WrappedDirect3DDevice9::CreateRenderTarget(UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Lockable, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle) { return real_->CreateRenderTarget(Width, Height, Format, MultiSample, MultisampleQuality, Lockable, ppSurface, pSharedHandle); }
HRESULT WrappedDirect3DDevice9::CreateDepthStencilSurface(UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Discard, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle) { return real_->CreateDepthStencilSurface(Width, Height, Format, MultiSample, MultisampleQuality, Discard, ppSurface, pSharedHandle); }
HRESULT WrappedDirect3DDevice9::UpdateSurface(IDirect3DSurface9* pSourceSurface, const RECT* pSourceRect, IDirect3DSurface9* pDestinationSurface, const POINT* pDestPoint) { return real_->UpdateSurface(pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint); }
HRESULT WrappedDirect3DDevice9::UpdateTexture(IDirect3DBaseTexture9* pSourceTexture, IDirect3DBaseTexture9* pDestinationTexture)
{
const HRESULT hr = real_->UpdateTexture(Unwrap(pSourceTexture), Unwrap(pDestinationTexture));
if (SUCCEEDED(hr) && client_)
client_->OnUpdateTexture(pSourceTexture, pDestinationTexture); // re-hash by wrapper identity
return hr;
}
HRESULT WrappedDirect3DDevice9::GetRenderTargetData(IDirect3DSurface9* pRenderTarget, IDirect3DSurface9* pDestSurface) { return real_->GetRenderTargetData(pRenderTarget, pDestSurface); }
HRESULT WrappedDirect3DDevice9::GetFrontBufferData(UINT iSwapChain, IDirect3DSurface9* pDestSurface) { return real_->GetFrontBufferData(iSwapChain, pDestSurface); }
HRESULT WrappedDirect3DDevice9::StretchRect(IDirect3DSurface9* pSourceSurface, const RECT* pSourceRect, IDirect3DSurface9* pDestSurface, const RECT* pDestRect, D3DTEXTUREFILTERTYPE Filter) { return real_->StretchRect(pSourceSurface, pSourceRect, pDestSurface, pDestRect, Filter); }
HRESULT WrappedDirect3DDevice9::ColorFill(IDirect3DSurface9* pSurface, const RECT* pRect, D3DCOLOR color) { return real_->ColorFill(pSurface, pRect, color); }
HRESULT WrappedDirect3DDevice9::CreateOffscreenPlainSurface(UINT Width, UINT Height, D3DFORMAT Format, D3DPOOL Pool, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle) { return real_->CreateOffscreenPlainSurface(Width, Height, Format, Pool, ppSurface, pSharedHandle); }
HRESULT WrappedDirect3DDevice9::SetRenderTarget(DWORD RenderTargetIndex, IDirect3DSurface9* pRenderTarget) { return real_->SetRenderTarget(RenderTargetIndex, pRenderTarget); }
HRESULT WrappedDirect3DDevice9::GetRenderTarget(DWORD RenderTargetIndex, IDirect3DSurface9** ppRenderTarget) { return real_->GetRenderTarget(RenderTargetIndex, ppRenderTarget); }
HRESULT WrappedDirect3DDevice9::SetDepthStencilSurface(IDirect3DSurface9* pNewZStencil) { return real_->SetDepthStencilSurface(pNewZStencil); }
HRESULT WrappedDirect3DDevice9::GetDepthStencilSurface(IDirect3DSurface9** ppZStencilSurface) { return real_->GetDepthStencilSurface(ppZStencilSurface); }
HRESULT WrappedDirect3DDevice9::BeginScene()
{
if (client_) client_->OnBeginScene();
return real_->BeginScene();
}
HRESULT WrappedDirect3DDevice9::EndScene() { return real_->EndScene(); }
HRESULT WrappedDirect3DDevice9::Clear(DWORD Count, const D3DRECT* pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) { return real_->Clear(Count, pRects, Flags, Color, Z, Stencil); }
HRESULT WrappedDirect3DDevice9::SetTransform(D3DTRANSFORMSTATETYPE State, const D3DMATRIX* pMatrix) { return real_->SetTransform(State, pMatrix); }
HRESULT WrappedDirect3DDevice9::GetTransform(D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) { return real_->GetTransform(State, pMatrix); }
HRESULT WrappedDirect3DDevice9::MultiplyTransform(D3DTRANSFORMSTATETYPE state, const D3DMATRIX* matrix) { return real_->MultiplyTransform(state, matrix); }
HRESULT WrappedDirect3DDevice9::SetViewport(const D3DVIEWPORT9* pViewport) { return real_->SetViewport(pViewport); }
HRESULT WrappedDirect3DDevice9::GetViewport(D3DVIEWPORT9* pViewport) { return real_->GetViewport(pViewport); }
HRESULT WrappedDirect3DDevice9::SetMaterial(const D3DMATERIAL9* pMaterial) { return real_->SetMaterial(pMaterial); }
HRESULT WrappedDirect3DDevice9::GetMaterial(D3DMATERIAL9* pMaterial) { return real_->GetMaterial(pMaterial); }
HRESULT WrappedDirect3DDevice9::SetLight(DWORD Index, const D3DLIGHT9* light) { return real_->SetLight(Index, light); }
HRESULT WrappedDirect3DDevice9::GetLight(DWORD Index, D3DLIGHT9* light) { return real_->GetLight(Index, light); }
HRESULT WrappedDirect3DDevice9::LightEnable(DWORD Index, BOOL Enable) { return real_->LightEnable(Index, Enable); }
HRESULT WrappedDirect3DDevice9::GetLightEnable(DWORD Index, BOOL* pEnable) { return real_->GetLightEnable(Index, pEnable); }
HRESULT WrappedDirect3DDevice9::SetClipPlane(DWORD Index, const float* pPlane) { return real_->SetClipPlane(Index, pPlane); }
HRESULT WrappedDirect3DDevice9::GetClipPlane(DWORD Index, float* pPlane) { return real_->GetClipPlane(Index, pPlane); }
HRESULT WrappedDirect3DDevice9::SetRenderState(D3DRENDERSTATETYPE State, DWORD Value) { return real_->SetRenderState(State, Value); }
HRESULT WrappedDirect3DDevice9::GetRenderState(D3DRENDERSTATETYPE State, DWORD* pValue) { return real_->GetRenderState(State, pValue); }
HRESULT WrappedDirect3DDevice9::CreateStateBlock(D3DSTATEBLOCKTYPE Type, IDirect3DStateBlock9** ppSB) { return real_->CreateStateBlock(Type, ppSB); }
HRESULT WrappedDirect3DDevice9::BeginStateBlock() { return real_->BeginStateBlock(); }
HRESULT WrappedDirect3DDevice9::EndStateBlock(IDirect3DStateBlock9** ppSB) { return real_->EndStateBlock(ppSB); }
HRESULT WrappedDirect3DDevice9::SetClipStatus(const D3DCLIPSTATUS9* pClipStatus) { return real_->SetClipStatus(pClipStatus); }
HRESULT WrappedDirect3DDevice9::GetClipStatus(D3DCLIPSTATUS9* pClipStatus) { return real_->GetClipStatus(pClipStatus); }
HRESULT WrappedDirect3DDevice9::GetTexture(DWORD Stage, IDirect3DBaseTexture9** ppTexture)
{
const HRESULT hr = real_->GetTexture(Stage, ppTexture);
if (FAILED(hr) || !ppTexture || !*ppTexture) return hr;
// The real call only ever returns real pointers; recover the wrapper identity.
auto* wrapper = FindWrapperForRealTexture(*ppTexture);
if (wrapper == nullptr) {
// Not one of ours (created before hooks/pass-through path) - nothing to translate.
return hr;
}
(*ppTexture)->Release(); // drop the real ref the runtime handed back
IDirect3DBaseTexture9* result = wrapper;
if (client_) {
if (auto* original = client_->ResolveOriginalFromFake(wrapper)) {
original->AddRef();
result = original;
}
else {
wrapper->AddRef();
}
}
else {
wrapper->AddRef();
}
*ppTexture = result;
return hr;
}
HRESULT WrappedDirect3DDevice9::SetTexture(DWORD Stage, IDirect3DBaseTexture9* pTexture)
{
IDirect3DBaseTexture9* bind = client_ ? client_->ResolveBinding(pTexture) : pTexture;
return real_->SetTexture(Stage, Unwrap(bind));
}
HRESULT WrappedDirect3DDevice9::GetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) { return real_->GetTextureStageState(Stage, Type, pValue); }
HRESULT WrappedDirect3DDevice9::SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value) { return real_->SetTextureStageState(Stage, Type, Value); }
HRESULT WrappedDirect3DDevice9::GetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD* pValue) { return real_->GetSamplerState(Sampler, Type, pValue); }
HRESULT WrappedDirect3DDevice9::SetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value) { return real_->SetSamplerState(Sampler, Type, Value); }
HRESULT WrappedDirect3DDevice9::ValidateDevice(DWORD* pNumPasses) { return real_->ValidateDevice(pNumPasses); }
HRESULT WrappedDirect3DDevice9::SetPaletteEntries(UINT PaletteNumber, const PALETTEENTRY* pEntries) { return real_->SetPaletteEntries(PaletteNumber, pEntries); }
HRESULT WrappedDirect3DDevice9::GetPaletteEntries(UINT PaletteNumber, PALETTEENTRY* pEntries) { return real_->GetPaletteEntries(PaletteNumber, pEntries); }
HRESULT WrappedDirect3DDevice9::SetCurrentTexturePalette(UINT PaletteNumber) { return real_->SetCurrentTexturePalette(PaletteNumber); }
HRESULT WrappedDirect3DDevice9::GetCurrentTexturePalette(UINT* PaletteNumber) { return real_->GetCurrentTexturePalette(PaletteNumber); }
HRESULT WrappedDirect3DDevice9::SetScissorRect(const RECT* pRect) { return real_->SetScissorRect(pRect); }
HRESULT WrappedDirect3DDevice9::GetScissorRect(RECT* pRect) { return real_->GetScissorRect(pRect); }
HRESULT WrappedDirect3DDevice9::SetSoftwareVertexProcessing(BOOL bSoftware) { return real_->SetSoftwareVertexProcessing(bSoftware); }
BOOL WrappedDirect3DDevice9::GetSoftwareVertexProcessing() { return real_->GetSoftwareVertexProcessing(); }
HRESULT WrappedDirect3DDevice9::SetNPatchMode(float nSegments) { return real_->SetNPatchMode(nSegments); }
float WrappedDirect3DDevice9::GetNPatchMode() { return real_->GetNPatchMode(); }
HRESULT WrappedDirect3DDevice9::DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount) { return real_->DrawPrimitive(PrimitiveType, StartVertex, PrimitiveCount); }
HRESULT WrappedDirect3DDevice9::DrawIndexedPrimitive(D3DPRIMITIVETYPE type, INT BaseVertexIndex, UINT MinVertexIndex, UINT NumVertices, UINT startIndex, UINT primCount) { return real_->DrawIndexedPrimitive(type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount); }
HRESULT WrappedDirect3DDevice9::DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, const void* pVertexStreamZeroData, UINT VertexStreamZeroStride) { return real_->DrawPrimitiveUP(PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride); }
HRESULT WrappedDirect3DDevice9::DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT MinVertexIndex, UINT NumVertices, UINT PrimitiveCount, const void* pIndexData, D3DFORMAT IndexDataFormat, const void* pVertexStreamZeroData, UINT VertexStreamZeroStride) { return real_->DrawIndexedPrimitiveUP(PrimitiveType, MinVertexIndex, NumVertices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride); }
HRESULT WrappedDirect3DDevice9::ProcessVertices(UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IDirect3DVertexBuffer9* pDestBuffer, IDirect3DVertexDeclaration9* pVertexDecl, DWORD Flags) { return real_->ProcessVertices(SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags); }
HRESULT WrappedDirect3DDevice9::CreateVertexDeclaration(const D3DVERTEXELEMENT9* pVertexElements, IDirect3DVertexDeclaration9** ppDecl) { return real_->CreateVertexDeclaration(pVertexElements, ppDecl); }
HRESULT WrappedDirect3DDevice9::SetVertexDeclaration(IDirect3DVertexDeclaration9* pDecl) { return real_->SetVertexDeclaration(pDecl); }
HRESULT WrappedDirect3DDevice9::GetVertexDeclaration(IDirect3DVertexDeclaration9** ppDecl) { return real_->GetVertexDeclaration(ppDecl); }
HRESULT WrappedDirect3DDevice9::SetFVF(DWORD FVF) { return real_->SetFVF(FVF); }
HRESULT WrappedDirect3DDevice9::GetFVF(DWORD* pFVF) { return real_->GetFVF(pFVF); }
HRESULT WrappedDirect3DDevice9::CreateVertexShader(const DWORD* pFunction, IDirect3DVertexShader9** ppShader) { return real_->CreateVertexShader(pFunction, ppShader); }
HRESULT WrappedDirect3DDevice9::SetVertexShader(IDirect3DVertexShader9* pShader) { return real_->SetVertexShader(pShader); }
HRESULT WrappedDirect3DDevice9::GetVertexShader(IDirect3DVertexShader9** ppShader) { return real_->GetVertexShader(ppShader); }
HRESULT WrappedDirect3DDevice9::SetVertexShaderConstantF(UINT StartRegister, const float* pConstantData, UINT Vector4fCount) { return real_->SetVertexShaderConstantF(StartRegister, pConstantData, Vector4fCount); }
HRESULT WrappedDirect3DDevice9::GetVertexShaderConstantF(UINT StartRegister, float* pConstantData, UINT Vector4fCount) { return real_->GetVertexShaderConstantF(StartRegister, pConstantData, Vector4fCount); }
HRESULT WrappedDirect3DDevice9::SetVertexShaderConstantI(UINT StartRegister, const int* pConstantData, UINT Vector4iCount) { return real_->SetVertexShaderConstantI(StartRegister, pConstantData, Vector4iCount); }
HRESULT WrappedDirect3DDevice9::GetVertexShaderConstantI(UINT StartRegister, int* pConstantData, UINT Vector4iCount) { return real_->GetVertexShaderConstantI(StartRegister, pConstantData, Vector4iCount); }
HRESULT WrappedDirect3DDevice9::SetVertexShaderConstantB(UINT StartRegister, const BOOL* pConstantData, UINT BoolCount) { return real_->SetVertexShaderConstantB(StartRegister, pConstantData, BoolCount); }
HRESULT WrappedDirect3DDevice9::GetVertexShaderConstantB(UINT StartRegister, BOOL* pConstantData, UINT BoolCount) { return real_->GetVertexShaderConstantB(StartRegister, pConstantData, BoolCount); }
HRESULT WrappedDirect3DDevice9::SetStreamSource(UINT StreamNumber, IDirect3DVertexBuffer9* pStreamData, UINT OffsetInBytes, UINT Stride) { return real_->SetStreamSource(StreamNumber, pStreamData, OffsetInBytes, Stride); }
HRESULT WrappedDirect3DDevice9::GetStreamSource(UINT StreamNumber, IDirect3DVertexBuffer9** ppStreamData, UINT* pOffsetInBytes, UINT* pStride) { return real_->GetStreamSource(StreamNumber, ppStreamData, pOffsetInBytes, pStride); }
HRESULT WrappedDirect3DDevice9::SetStreamSourceFreq(UINT StreamNumber, UINT Setting) { return real_->SetStreamSourceFreq(StreamNumber, Setting); }
HRESULT WrappedDirect3DDevice9::GetStreamSourceFreq(UINT StreamNumber, UINT* pSetting) { return real_->GetStreamSourceFreq(StreamNumber, pSetting); }
HRESULT WrappedDirect3DDevice9::SetIndices(IDirect3DIndexBuffer9* pIndexData) { return real_->SetIndices(pIndexData); }
HRESULT WrappedDirect3DDevice9::GetIndices(IDirect3DIndexBuffer9** ppIndexData) { return real_->GetIndices(ppIndexData); }
HRESULT WrappedDirect3DDevice9::CreatePixelShader(const DWORD* pFunction, IDirect3DPixelShader9** ppShader) { return real_->CreatePixelShader(pFunction, ppShader); }
HRESULT WrappedDirect3DDevice9::SetPixelShader(IDirect3DPixelShader9* pShader) { return real_->SetPixelShader(pShader); }
HRESULT WrappedDirect3DDevice9::GetPixelShader(IDirect3DPixelShader9** ppShader) { return real_->GetPixelShader(ppShader); }
HRESULT WrappedDirect3DDevice9::SetPixelShaderConstantF(UINT StartRegister, const float* pConstantData, UINT Vector4fCount) { return real_->SetPixelShaderConstantF(StartRegister, pConstantData, Vector4fCount); }
HRESULT WrappedDirect3DDevice9::GetPixelShaderConstantF(UINT StartRegister, float* pConstantData, UINT Vector4fCount) { return real_->GetPixelShaderConstantF(StartRegister, pConstantData, Vector4fCount); }
HRESULT WrappedDirect3DDevice9::SetPixelShaderConstantI(UINT StartRegister, const int* pConstantData, UINT Vector4iCount) { return real_->SetPixelShaderConstantI(StartRegister, pConstantData, Vector4iCount); }
HRESULT WrappedDirect3DDevice9::GetPixelShaderConstantI(UINT StartRegister, int* pConstantData, UINT Vector4iCount) { return real_->GetPixelShaderConstantI(StartRegister, pConstantData, Vector4iCount); }
HRESULT WrappedDirect3DDevice9::SetPixelShaderConstantB(UINT StartRegister, const BOOL* pConstantData, UINT BoolCount) { return real_->SetPixelShaderConstantB(StartRegister, pConstantData, BoolCount); }
HRESULT WrappedDirect3DDevice9::GetPixelShaderConstantB(UINT StartRegister, BOOL* pConstantData, UINT BoolCount) { return real_->GetPixelShaderConstantB(StartRegister, pConstantData, BoolCount); }
HRESULT WrappedDirect3DDevice9::DrawRectPatch(UINT Handle, const float* pNumSegs, const D3DRECTPATCH_INFO* pRectPatchInfo) { return real_->DrawRectPatch(Handle, pNumSegs, pRectPatchInfo); }
HRESULT WrappedDirect3DDevice9::DrawTriPatch(UINT Handle, const float* pNumSegs, const D3DTRIPATCH_INFO* pTriPatchInfo) { return real_->DrawTriPatch(Handle, pNumSegs, pTriPatchInfo); }
HRESULT WrappedDirect3DDevice9::DeletePatch(UINT Handle) { return real_->DeletePatch(Handle); }
HRESULT WrappedDirect3DDevice9::CreateQuery(D3DQUERYTYPE Type, IDirect3DQuery9** ppQuery) { return real_->CreateQuery(Type, ppQuery); }
// ---- WrappedDirect3DDevice9Ex ---------------------------------------------
WrappedDirect3DDevice9Ex::WrappedDirect3DDevice9Ex(IDirect3DDevice9Ex* real) : real_(real), ref_count_(1), client_(nullptr)
{
real_->AddRef();
}
HRESULT WrappedDirect3DDevice9Ex::QueryInterface(REFIID riid, void** ppvObj)
{
if (riid == IID_IUnknown || riid == IID_IDirect3DDevice9 || riid == IID_IDirect3DDevice9Ex) {
AddRef();
*ppvObj = this;
return S_OK;
}
// Unrecognized-but-successful QueryInterface hands back an unwrapped real pointer.
return real_->QueryInterface(riid, ppvObj);
}
ULONG WrappedDirect3DDevice9Ex::AddRef()
{
return ++ref_count_;
}
void WrappedDirect3DDevice9Ex::TeardownTextureClient()
{
if (auto* client = TextureClient::CurrentClient())
delete client;
}
ULONG WrappedDirect3DDevice9Ex::Release()
{
const ULONG count = --ref_count_;
if (count == 0) {
TeardownTextureClient();
real_->Release();
delete this;
return 0;
}
return count;
}
HRESULT WrappedDirect3DDevice9Ex::TestCooperativeLevel() { return real_->TestCooperativeLevel(); }
UINT WrappedDirect3DDevice9Ex::GetAvailableTextureMem() { return real_->GetAvailableTextureMem(); }
HRESULT WrappedDirect3DDevice9Ex::EvictManagedResources() { return real_->EvictManagedResources(); }
HRESULT WrappedDirect3DDevice9Ex::GetDirect3D(IDirect3D9** ppD3D9) { return real_->GetDirect3D(ppD3D9); }
HRESULT WrappedDirect3DDevice9Ex::GetDeviceCaps(D3DCAPS9* pCaps) { return real_->GetDeviceCaps(pCaps); }
HRESULT WrappedDirect3DDevice9Ex::GetDisplayMode(UINT iSwapChain, D3DDISPLAYMODE* pMode) { return real_->GetDisplayMode(iSwapChain, pMode); }
HRESULT WrappedDirect3DDevice9Ex::GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS* pParameters) { return real_->GetCreationParameters(pParameters); }
HRESULT WrappedDirect3DDevice9Ex::SetCursorProperties(UINT XHotSpot, UINT YHotSpot, IDirect3DSurface9* pCursorBitmap) { return real_->SetCursorProperties(XHotSpot, YHotSpot, pCursorBitmap); }
void WrappedDirect3DDevice9Ex::SetCursorPosition(int X, int Y, DWORD Flags) { real_->SetCursorPosition(X, Y, Flags); }
BOOL WrappedDirect3DDevice9Ex::ShowCursor(BOOL bShow) { return real_->ShowCursor(bShow); }
HRESULT WrappedDirect3DDevice9Ex::CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DSwapChain9** pSwapChain) { return real_->CreateAdditionalSwapChain(pPresentationParameters, pSwapChain); }
HRESULT WrappedDirect3DDevice9Ex::GetSwapChain(UINT iSwapChain, IDirect3DSwapChain9** pSwapChain) { return real_->GetSwapChain(iSwapChain, pSwapChain); }
UINT WrappedDirect3DDevice9Ex::GetNumberOfSwapChains() { return real_->GetNumberOfSwapChains(); }
HRESULT WrappedDirect3DDevice9Ex::Reset(D3DPRESENT_PARAMETERS* pPresentationParameters) { return real_->Reset(pPresentationParameters); }
HRESULT WrappedDirect3DDevice9Ex::Present(const RECT* pSourceRect, const RECT* pDestRect, HWND hDestWindowOverride, const RGNDATA* pDirtyRegion) { return real_->Present(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); }
HRESULT WrappedDirect3DDevice9Ex::GetBackBuffer(UINT iSwapChain, UINT iBackBuffer, D3DBACKBUFFER_TYPE Type, IDirect3DSurface9** ppBackBuffer) { return real_->GetBackBuffer(iSwapChain, iBackBuffer, Type, ppBackBuffer); }
HRESULT WrappedDirect3DDevice9Ex::GetRasterStatus(UINT iSwapChain, D3DRASTER_STATUS* pRasterStatus) { return real_->GetRasterStatus(iSwapChain, pRasterStatus); }
HRESULT WrappedDirect3DDevice9Ex::SetDialogBoxMode(BOOL bEnableDialogs) { return real_->SetDialogBoxMode(bEnableDialogs); }
void WrappedDirect3DDevice9Ex::SetGammaRamp(UINT iSwapChain, DWORD Flags, const D3DGAMMARAMP* pRamp) { real_->SetGammaRamp(iSwapChain, Flags, pRamp); }
void WrappedDirect3DDevice9Ex::GetGammaRamp(UINT iSwapChain, D3DGAMMARAMP* pRamp) { real_->GetGammaRamp(iSwapChain, pRamp); }
HRESULT WrappedDirect3DDevice9Ex::CreateTexture(UINT Width, UINT Height, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DTexture9** ppTexture, HANDLE* pSharedHandle)
{
IDirect3DTexture9* real_texture = nullptr;
const HRESULT hr = real_->CreateTexture(Width, Height, Levels, Usage, Format, Pool, &real_texture, pSharedHandle);
if (FAILED(hr) || real_texture == nullptr) {
if (ppTexture) *ppTexture = nullptr;
return hr;
}
const auto wrapped = new WrappedTexture9(real_texture);
real_texture->Release();
if (client_) client_->OnCreateTexture(wrapped, TexType::Tex2D);
*ppTexture = wrapped;
return hr;
}
HRESULT WrappedDirect3DDevice9Ex::CreateVolumeTexture(UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DVolumeTexture9** ppVolumeTexture, HANDLE* pSharedHandle)
{
IDirect3DVolumeTexture9* real_texture = nullptr;
const HRESULT hr = real_->CreateVolumeTexture(Width, Height, Depth, Levels, Usage, Format, Pool, &real_texture, pSharedHandle);
if (FAILED(hr) || real_texture == nullptr) {
if (ppVolumeTexture) *ppVolumeTexture = nullptr;
return hr;
}
const auto wrapped = new WrappedVolumeTexture9(real_texture);
real_texture->Release();
if (client_) client_->OnCreateTexture(wrapped, TexType::Volume);
*ppVolumeTexture = wrapped;
return hr;
}
HRESULT WrappedDirect3DDevice9Ex::CreateCubeTexture(UINT EdgeLength, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DCubeTexture9** ppCubeTexture, HANDLE* pSharedHandle)
{
IDirect3DCubeTexture9* real_texture = nullptr;
const HRESULT hr = real_->CreateCubeTexture(EdgeLength, Levels, Usage, Format, Pool, &real_texture, pSharedHandle);
if (FAILED(hr) || real_texture == nullptr) {
if (ppCubeTexture) *ppCubeTexture = nullptr;
return hr;
}
const auto wrapped = new WrappedCubeTexture9(real_texture);
real_texture->Release();
if (client_) client_->OnCreateTexture(wrapped, TexType::Cube);
*ppCubeTexture = wrapped;
return hr;
}
HRESULT WrappedDirect3DDevice9Ex::CreateVertexBuffer(UINT Length, DWORD Usage, DWORD FVF, D3DPOOL Pool, IDirect3DVertexBuffer9** ppVertexBuffer, HANDLE* pSharedHandle) { return real_->CreateVertexBuffer(Length, Usage, FVF, Pool, ppVertexBuffer, pSharedHandle); }
HRESULT WrappedDirect3DDevice9Ex::CreateIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DIndexBuffer9** ppIndexBuffer, HANDLE* pSharedHandle) { return real_->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, pSharedHandle); }
HRESULT WrappedDirect3DDevice9Ex::CreateRenderTarget(UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Lockable, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle) { return real_->CreateRenderTarget(Width, Height, Format, MultiSample, MultisampleQuality, Lockable, ppSurface, pSharedHandle); }
HRESULT WrappedDirect3DDevice9Ex::CreateDepthStencilSurface(UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Discard, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle) { return real_->CreateDepthStencilSurface(Width, Height, Format, MultiSample, MultisampleQuality, Discard, ppSurface, pSharedHandle); }
HRESULT WrappedDirect3DDevice9Ex::UpdateSurface(IDirect3DSurface9* pSourceSurface, const RECT* pSourceRect, IDirect3DSurface9* pDestinationSurface, const POINT* pDestPoint) { return real_->UpdateSurface(pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint); }
HRESULT WrappedDirect3DDevice9Ex::UpdateTexture(IDirect3DBaseTexture9* pSourceTexture, IDirect3DBaseTexture9* pDestinationTexture)
{
const HRESULT hr = real_->UpdateTexture(Unwrap(pSourceTexture), Unwrap(pDestinationTexture));
if (SUCCEEDED(hr) && client_)
client_->OnUpdateTexture(pSourceTexture, pDestinationTexture);
return hr;
}
HRESULT WrappedDirect3DDevice9Ex::GetRenderTargetData(IDirect3DSurface9* pRenderTarget, IDirect3DSurface9* pDestSurface) { return real_->GetRenderTargetData(pRenderTarget, pDestSurface); }
HRESULT WrappedDirect3DDevice9Ex::GetFrontBufferData(UINT iSwapChain, IDirect3DSurface9* pDestSurface) { return real_->GetFrontBufferData(iSwapChain, pDestSurface); }
HRESULT WrappedDirect3DDevice9Ex::StretchRect(IDirect3DSurface9* pSourceSurface, const RECT* pSourceRect, IDirect3DSurface9* pDestSurface, const RECT* pDestRect, D3DTEXTUREFILTERTYPE Filter) { return real_->StretchRect(pSourceSurface, pSourceRect, pDestSurface, pDestRect, Filter); }
HRESULT WrappedDirect3DDevice9Ex::ColorFill(IDirect3DSurface9* pSurface, const RECT* pRect, D3DCOLOR color) { return real_->ColorFill(pSurface, pRect, color); }
HRESULT WrappedDirect3DDevice9Ex::CreateOffscreenPlainSurface(UINT Width, UINT Height, D3DFORMAT Format, D3DPOOL Pool, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle) { return real_->CreateOffscreenPlainSurface(Width, Height, Format, Pool, ppSurface, pSharedHandle); }
HRESULT WrappedDirect3DDevice9Ex::SetRenderTarget(DWORD RenderTargetIndex, IDirect3DSurface9* pRenderTarget) { return real_->SetRenderTarget(RenderTargetIndex, pRenderTarget); }
HRESULT WrappedDirect3DDevice9Ex::GetRenderTarget(DWORD RenderTargetIndex, IDirect3DSurface9** ppRenderTarget) { return real_->GetRenderTarget(RenderTargetIndex, ppRenderTarget); }
HRESULT WrappedDirect3DDevice9Ex::SetDepthStencilSurface(IDirect3DSurface9* pNewZStencil) { return real_->SetDepthStencilSurface(pNewZStencil); }
HRESULT WrappedDirect3DDevice9Ex::GetDepthStencilSurface(IDirect3DSurface9** ppZStencilSurface) { return real_->GetDepthStencilSurface(ppZStencilSurface); }
HRESULT WrappedDirect3DDevice9Ex::BeginScene()
{
if (client_) client_->OnBeginScene();
return real_->BeginScene();
}
HRESULT WrappedDirect3DDevice9Ex::EndScene() { return real_->EndScene(); }
HRESULT WrappedDirect3DDevice9Ex::Clear(DWORD Count, const D3DRECT* pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) { return real_->Clear(Count, pRects, Flags, Color, Z, Stencil); }
HRESULT WrappedDirect3DDevice9Ex::SetTransform(D3DTRANSFORMSTATETYPE State, const D3DMATRIX* pMatrix) { return real_->SetTransform(State, pMatrix); }
HRESULT WrappedDirect3DDevice9Ex::GetTransform(D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) { return real_->GetTransform(State, pMatrix); }
HRESULT WrappedDirect3DDevice9Ex::MultiplyTransform(D3DTRANSFORMSTATETYPE state, const D3DMATRIX* matrix) { return real_->MultiplyTransform(state, matrix); }
HRESULT WrappedDirect3DDevice9Ex::SetViewport(const D3DVIEWPORT9* pViewport) { return real_->SetViewport(pViewport); }
HRESULT WrappedDirect3DDevice9Ex::GetViewport(D3DVIEWPORT9* pViewport) { return real_->GetViewport(pViewport); }
HRESULT WrappedDirect3DDevice9Ex::SetMaterial(const D3DMATERIAL9* pMaterial) { return real_->SetMaterial(pMaterial); }
HRESULT WrappedDirect3DDevice9Ex::GetMaterial(D3DMATERIAL9* pMaterial) { return real_->GetMaterial(pMaterial); }
HRESULT WrappedDirect3DDevice9Ex::SetLight(DWORD Index, const D3DLIGHT9* light) { return real_->SetLight(Index, light); }
HRESULT WrappedDirect3DDevice9Ex::GetLight(DWORD Index, D3DLIGHT9* light) { return real_->GetLight(Index, light); }
HRESULT WrappedDirect3DDevice9Ex::LightEnable(DWORD Index, BOOL Enable) { return real_->LightEnable(Index, Enable); }
HRESULT WrappedDirect3DDevice9Ex::GetLightEnable(DWORD Index, BOOL* pEnable) { return real_->GetLightEnable(Index, pEnable); }
HRESULT WrappedDirect3DDevice9Ex::SetClipPlane(DWORD Index, const float* pPlane) { return real_->SetClipPlane(Index, pPlane); }
HRESULT WrappedDirect3DDevice9Ex::GetClipPlane(DWORD Index, float* pPlane) { return real_->GetClipPlane(Index, pPlane); }
HRESULT WrappedDirect3DDevice9Ex::SetRenderState(D3DRENDERSTATETYPE State, DWORD Value) { return real_->SetRenderState(State, Value); }
HRESULT WrappedDirect3DDevice9Ex::GetRenderState(D3DRENDERSTATETYPE State, DWORD* pValue) { return real_->GetRenderState(State, pValue); }
HRESULT WrappedDirect3DDevice9Ex::CreateStateBlock(D3DSTATEBLOCKTYPE Type, IDirect3DStateBlock9** ppSB) { return real_->CreateStateBlock(Type, ppSB); }
HRESULT WrappedDirect3DDevice9Ex::BeginStateBlock() { return real_->BeginStateBlock(); }
HRESULT WrappedDirect3DDevice9Ex::EndStateBlock(IDirect3DStateBlock9** ppSB) { return real_->EndStateBlock(ppSB); }
HRESULT WrappedDirect3DDevice9Ex::SetClipStatus(const D3DCLIPSTATUS9* pClipStatus) { return real_->SetClipStatus(pClipStatus); }
HRESULT WrappedDirect3DDevice9Ex::GetClipStatus(D3DCLIPSTATUS9* pClipStatus) { return real_->GetClipStatus(pClipStatus); }
HRESULT WrappedDirect3DDevice9Ex::GetTexture(DWORD Stage, IDirect3DBaseTexture9** ppTexture)
{
const HRESULT hr = real_->GetTexture(Stage, ppTexture);
if (FAILED(hr) || !ppTexture || !*ppTexture) return hr;
auto* wrapper = FindWrapperForRealTexture(*ppTexture);
if (wrapper == nullptr) {
return hr;
}
(*ppTexture)->Release();
IDirect3DBaseTexture9* result = wrapper;
if (client_) {
if (auto* original = client_->ResolveOriginalFromFake(wrapper)) {
original->AddRef();
result = original;
}
else {
wrapper->AddRef();
}
}
else {
wrapper->AddRef();
}
*ppTexture = result;
return hr;
}
HRESULT WrappedDirect3DDevice9Ex::SetTexture(DWORD Stage, IDirect3DBaseTexture9* pTexture)
{
IDirect3DBaseTexture9* bind = client_ ? client_->ResolveBinding(pTexture) : pTexture;
return real_->SetTexture(Stage, Unwrap(bind));
}
HRESULT WrappedDirect3DDevice9Ex::GetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) { return real_->GetTextureStageState(Stage, Type, pValue); }
HRESULT WrappedDirect3DDevice9Ex::SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value) { return real_->SetTextureStageState(Stage, Type, Value); }
HRESULT WrappedDirect3DDevice9Ex::GetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD* pValue) { return real_->GetSamplerState(Sampler, Type, pValue); }
HRESULT WrappedDirect3DDevice9Ex::SetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value) { return real_->SetSamplerState(Sampler, Type, Value); }
HRESULT WrappedDirect3DDevice9Ex::ValidateDevice(DWORD* pNumPasses) { return real_->ValidateDevice(pNumPasses); }
HRESULT WrappedDirect3DDevice9Ex::SetPaletteEntries(UINT PaletteNumber, const PALETTEENTRY* pEntries) { return real_->SetPaletteEntries(PaletteNumber, pEntries); }
HRESULT WrappedDirect3DDevice9Ex::GetPaletteEntries(UINT PaletteNumber, PALETTEENTRY* pEntries) { return real_->GetPaletteEntries(PaletteNumber, pEntries); }
HRESULT WrappedDirect3DDevice9Ex::SetCurrentTexturePalette(UINT PaletteNumber) { return real_->SetCurrentTexturePalette(PaletteNumber); }
HRESULT WrappedDirect3DDevice9Ex::GetCurrentTexturePalette(UINT* PaletteNumber) { return real_->GetCurrentTexturePalette(PaletteNumber); }
HRESULT WrappedDirect3DDevice9Ex::SetScissorRect(const RECT* pRect) { return real_->SetScissorRect(pRect); }
HRESULT WrappedDirect3DDevice9Ex::GetScissorRect(RECT* pRect) { return real_->GetScissorRect(pRect); }
HRESULT WrappedDirect3DDevice9Ex::SetSoftwareVertexProcessing(BOOL bSoftware) { return real_->SetSoftwareVertexProcessing(bSoftware); }
BOOL WrappedDirect3DDevice9Ex::GetSoftwareVertexProcessing() { return real_->GetSoftwareVertexProcessing(); }
HRESULT WrappedDirect3DDevice9Ex::SetNPatchMode(float nSegments) { return real_->SetNPatchMode(nSegments); }
float WrappedDirect3DDevice9Ex::GetNPatchMode() { return real_->GetNPatchMode(); }
HRESULT WrappedDirect3DDevice9Ex::DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount) { return real_->DrawPrimitive(PrimitiveType, StartVertex, PrimitiveCount); }
HRESULT WrappedDirect3DDevice9Ex::DrawIndexedPrimitive(D3DPRIMITIVETYPE type, INT BaseVertexIndex, UINT MinVertexIndex, UINT NumVertices, UINT startIndex, UINT primCount) { return real_->DrawIndexedPrimitive(type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount); }
HRESULT WrappedDirect3DDevice9Ex::DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, const void* pVertexStreamZeroData, UINT VertexStreamZeroStride) { return real_->DrawPrimitiveUP(PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride); }
HRESULT WrappedDirect3DDevice9Ex::DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT MinVertexIndex, UINT NumVertices, UINT PrimitiveCount, const void* pIndexData, D3DFORMAT IndexDataFormat, const void* pVertexStreamZeroData, UINT VertexStreamZeroStride) { return real_->DrawIndexedPrimitiveUP(PrimitiveType, MinVertexIndex, NumVertices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride); }
HRESULT WrappedDirect3DDevice9Ex::ProcessVertices(UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IDirect3DVertexBuffer9* pDestBuffer, IDirect3DVertexDeclaration9* pVertexDecl, DWORD Flags) { return real_->ProcessVertices(SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags); }
HRESULT WrappedDirect3DDevice9Ex::CreateVertexDeclaration(const D3DVERTEXELEMENT9* pVertexElements, IDirect3DVertexDeclaration9** ppDecl) { return real_->CreateVertexDeclaration(pVertexElements, ppDecl); }
HRESULT WrappedDirect3DDevice9Ex::SetVertexDeclaration(IDirect3DVertexDeclaration9* pDecl) { return real_->SetVertexDeclaration(pDecl); }
HRESULT WrappedDirect3DDevice9Ex::GetVertexDeclaration(IDirect3DVertexDeclaration9** ppDecl) { return real_->GetVertexDeclaration(ppDecl); }
HRESULT WrappedDirect3DDevice9Ex::SetFVF(DWORD FVF) { return real_->SetFVF(FVF); }
HRESULT WrappedDirect3DDevice9Ex::GetFVF(DWORD* pFVF) { return real_->GetFVF(pFVF); }
HRESULT WrappedDirect3DDevice9Ex::CreateVertexShader(const DWORD* pFunction, IDirect3DVertexShader9** ppShader) { return real_->CreateVertexShader(pFunction, ppShader); }
HRESULT WrappedDirect3DDevice9Ex::SetVertexShader(IDirect3DVertexShader9* pShader) { return real_->SetVertexShader(pShader); }
HRESULT WrappedDirect3DDevice9Ex::GetVertexShader(IDirect3DVertexShader9** ppShader) { return real_->GetVertexShader(ppShader); }
HRESULT WrappedDirect3DDevice9Ex::SetVertexShaderConstantF(UINT StartRegister, const float* pConstantData, UINT Vector4fCount) { return real_->SetVertexShaderConstantF(StartRegister, pConstantData, Vector4fCount); }
HRESULT WrappedDirect3DDevice9Ex::GetVertexShaderConstantF(UINT StartRegister, float* pConstantData, UINT Vector4fCount) { return real_->GetVertexShaderConstantF(StartRegister, pConstantData, Vector4fCount); }
HRESULT WrappedDirect3DDevice9Ex::SetVertexShaderConstantI(UINT StartRegister, const int* pConstantData, UINT Vector4iCount) { return real_->SetVertexShaderConstantI(StartRegister, pConstantData, Vector4iCount); }
HRESULT WrappedDirect3DDevice9Ex::GetVertexShaderConstantI(UINT StartRegister, int* pConstantData, UINT Vector4iCount) { return real_->GetVertexShaderConstantI(StartRegister, pConstantData, Vector4iCount); }
HRESULT WrappedDirect3DDevice9Ex::SetVertexShaderConstantB(UINT StartRegister, const BOOL* pConstantData, UINT BoolCount) { return real_->SetVertexShaderConstantB(StartRegister, pConstantData, BoolCount); }
HRESULT WrappedDirect3DDevice9Ex::GetVertexShaderConstantB(UINT StartRegister, BOOL* pConstantData, UINT BoolCount) { return real_->GetVertexShaderConstantB(StartRegister, pConstantData, BoolCount); }
HRESULT WrappedDirect3DDevice9Ex::SetStreamSource(UINT StreamNumber, IDirect3DVertexBuffer9* pStreamData, UINT OffsetInBytes, UINT Stride) { return real_->SetStreamSource(StreamNumber, pStreamData, OffsetInBytes, Stride); }
HRESULT WrappedDirect3DDevice9Ex::GetStreamSource(UINT StreamNumber, IDirect3DVertexBuffer9** ppStreamData, UINT* pOffsetInBytes, UINT* pStride) { return real_->GetStreamSource(StreamNumber, ppStreamData, pOffsetInBytes, pStride); }
HRESULT WrappedDirect3DDevice9Ex::SetStreamSourceFreq(UINT StreamNumber, UINT Setting) { return real_->SetStreamSourceFreq(StreamNumber, Setting); }
HRESULT WrappedDirect3DDevice9Ex::GetStreamSourceFreq(UINT StreamNumber, UINT* pSetting) { return real_->GetStreamSourceFreq(StreamNumber, pSetting); }
HRESULT WrappedDirect3DDevice9Ex::SetIndices(IDirect3DIndexBuffer9* pIndexData) { return real_->SetIndices(pIndexData); }
HRESULT WrappedDirect3DDevice9Ex::GetIndices(IDirect3DIndexBuffer9** ppIndexData) { return real_->GetIndices(ppIndexData); }
HRESULT WrappedDirect3DDevice9Ex::CreatePixelShader(const DWORD* pFunction, IDirect3DPixelShader9** ppShader) { return real_->CreatePixelShader(pFunction, ppShader); }
HRESULT WrappedDirect3DDevice9Ex::SetPixelShader(IDirect3DPixelShader9* pShader) { return real_->SetPixelShader(pShader); }
HRESULT WrappedDirect3DDevice9Ex::GetPixelShader(IDirect3DPixelShader9** ppShader) { return real_->GetPixelShader(ppShader); }
HRESULT WrappedDirect3DDevice9Ex::SetPixelShaderConstantF(UINT StartRegister, const float* pConstantData, UINT Vector4fCount) { return real_->SetPixelShaderConstantF(StartRegister, pConstantData, Vector4fCount); }
HRESULT WrappedDirect3DDevice9Ex::GetPixelShaderConstantF(UINT StartRegister, float* pConstantData, UINT Vector4fCount) { return real_->GetPixelShaderConstantF(StartRegister, pConstantData, Vector4fCount); }
HRESULT WrappedDirect3DDevice9Ex::SetPixelShaderConstantI(UINT StartRegister, const int* pConstantData, UINT Vector4iCount) { return real_->SetPixelShaderConstantI(StartRegister, pConstantData, Vector4iCount); }
HRESULT WrappedDirect3DDevice9Ex::GetPixelShaderConstantI(UINT StartRegister, int* pConstantData, UINT Vector4iCount) { return real_->GetPixelShaderConstantI(StartRegister, pConstantData, Vector4iCount); }
HRESULT WrappedDirect3DDevice9Ex::SetPixelShaderConstantB(UINT StartRegister, const BOOL* pConstantData, UINT BoolCount) { return real_->SetPixelShaderConstantB(StartRegister, pConstantData, BoolCount); }
HRESULT WrappedDirect3DDevice9Ex::GetPixelShaderConstantB(UINT StartRegister, BOOL* pConstantData, UINT BoolCount) { return real_->GetPixelShaderConstantB(StartRegister, pConstantData, BoolCount); }
HRESULT WrappedDirect3DDevice9Ex::DrawRectPatch(UINT Handle, const float* pNumSegs, const D3DRECTPATCH_INFO* pRectPatchInfo) { return real_->DrawRectPatch(Handle, pNumSegs, pRectPatchInfo); }
HRESULT WrappedDirect3DDevice9Ex::DrawTriPatch(UINT Handle, const float* pNumSegs, const D3DTRIPATCH_INFO* pTriPatchInfo) { return real_->DrawTriPatch(Handle, pNumSegs, pTriPatchInfo); }
HRESULT WrappedDirect3DDevice9Ex::DeletePatch(UINT Handle) { return real_->DeletePatch(Handle); }
HRESULT WrappedDirect3DDevice9Ex::CreateQuery(D3DQUERYTYPE Type, IDirect3DQuery9** ppQuery) { return real_->CreateQuery(Type, ppQuery); }
HRESULT WrappedDirect3DDevice9Ex::SetConvolutionMonoKernel(UINT width, UINT height, float* rows, float* columns) { return real_->SetConvolutionMonoKernel(width, height, rows, columns); }
HRESULT WrappedDirect3DDevice9Ex::ComposeRects(IDirect3DSurface9* pSrc, IDirect3DSurface9* pDst, IDirect3DVertexBuffer9* pSrcRectDescs, UINT NumRects, IDirect3DVertexBuffer9* pDstRectDescs, D3DCOMPOSERECTSOP Operation, int Xoffset, int Yoffset) { return real_->ComposeRects(pSrc, pDst, pSrcRectDescs, NumRects, pDstRectDescs, Operation, Xoffset, Yoffset); }
HRESULT WrappedDirect3DDevice9Ex::PresentEx(const RECT* pSourceRect, const RECT* pDestRect, HWND hDestWindowOverride, const RGNDATA* pDirtyRegion, DWORD dwFlags) { return real_->PresentEx(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags); }
HRESULT WrappedDirect3DDevice9Ex::GetGPUThreadPriority(INT* pPriority) { return real_->GetGPUThreadPriority(pPriority); }
HRESULT WrappedDirect3DDevice9Ex::SetGPUThreadPriority(INT Priority) { return real_->SetGPUThreadPriority(Priority); }
HRESULT WrappedDirect3DDevice9Ex::WaitForVBlank(UINT iSwapChain) { return real_->WaitForVBlank(iSwapChain); }
HRESULT WrappedDirect3DDevice9Ex::CheckResourceResidency(IDirect3DResource9** pResourceArray, UINT32 NumResources) { return real_->CheckResourceResidency(pResourceArray, NumResources); }
HRESULT WrappedDirect3DDevice9Ex::SetMaximumFrameLatency(UINT MaxLatency) { return real_->SetMaximumFrameLatency(MaxLatency); }
HRESULT WrappedDirect3DDevice9Ex::GetMaximumFrameLatency(UINT* pMaxLatency) { return real_->GetMaximumFrameLatency(pMaxLatency); }
HRESULT WrappedDirect3DDevice9Ex::CheckDeviceState(HWND hDestinationWindow) { return real_->CheckDeviceState(hDestinationWindow); }
HRESULT WrappedDirect3DDevice9Ex::CreateRenderTargetEx(UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Lockable, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle, DWORD Usage) { return real_->CreateRenderTargetEx(Width, Height, Format, MultiSample, MultisampleQuality, Lockable, ppSurface, pSharedHandle, Usage); }
HRESULT WrappedDirect3DDevice9Ex::CreateOffscreenPlainSurfaceEx(UINT Width, UINT Height, D3DFORMAT Format, D3DPOOL Pool, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle, DWORD Usage) { return real_->CreateOffscreenPlainSurfaceEx(Width, Height, Format, Pool, ppSurface, pSharedHandle, Usage); }
HRESULT WrappedDirect3DDevice9Ex::CreateDepthStencilSurfaceEx(UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Discard, IDirect3DSurface9** ppSurface, HANDLE* pSharedHandle, DWORD Usage) { return real_->CreateDepthStencilSurfaceEx(Width, Height, Format, MultiSample, MultisampleQuality, Discard, ppSurface, pSharedHandle, Usage); }
HRESULT WrappedDirect3DDevice9Ex::ResetEx(D3DPRESENT_PARAMETERS* pPresentationParameters, D3DDISPLAYMODEEX* pFullscreenDisplayMode) { return real_->ResetEx(pPresentationParameters, pFullscreenDisplayMode); }
HRESULT WrappedDirect3DDevice9Ex::GetDisplayModeEx(UINT iSwapChain, D3DDISPLAYMODEEX* pMode, D3DDISPLAYROTATION* pRotation) { return real_->GetDisplayModeEx(iSwapChain, pMode, pRotation); }
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#include "Main.h"
#include "D3D9Hooks.h"
#include "MinHook.h"
#include <atomic>
#include <mutex>
#include <unordered_map>
#include <vector>
import TextureClient;
import TextureFunction;
import ModfileLoader; // HashCheck::Use64BitCrc
// Hooked vtable slot indices (frozen D3D9 ABI). Device9Ex shares Device9's prefix.
namespace {
// --- IDirect3D9 / IDirect3D9Ex --------------------------------------
constexpr int kIDirect3D9_CreateDevice = 16;
constexpr int kIDirect3D9Ex_CreateDeviceEx = 20;
// --- IDirect3DDevice9 -----------------------------------------------
constexpr int kDevice_Release = 2;
constexpr int kDevice_CreateTexture = 23;
constexpr int kDevice_CreateVolumeTexture = 24;
constexpr int kDevice_CreateCubeTexture = 25;
constexpr int kDevice_UpdateTexture = 31;
constexpr int kDevice_BeginScene = 41;
constexpr int kDevice_GetTexture = 64;
constexpr int kDevice_SetTexture = 65;
// --- IDirect3D*Texture9 (IUnknown layout) ---------------------------
constexpr int kResource_Release = 2;
// Bytes to flush from a hook target / trampoline so the x86-on-ARM64 emulator re-JITs
// it. Covers MinHook's max prologue patch and its 64-byte trampoline slot.
constexpr SIZE_T kFlushSpan = 64;
void** GetVTable(void* com_object)
{
return *static_cast<void***>(com_object);
}
// ---- trampolines to the real implementations -----------------------
using CreateDevice_t = HRESULT(STDMETHODCALLTYPE*)(IDirect3D9*, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, IDirect3DDevice9**);
using CreateDeviceEx_t = HRESULT(STDMETHODCALLTYPE*)(IDirect3D9Ex*, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, D3DDISPLAYMODEEX*, IDirect3DDevice9Ex**);
using DeviceRelease_t = ULONG(STDMETHODCALLTYPE*)(IDirect3DDevice9*);
using CreateTexture_t = HRESULT(STDMETHODCALLTYPE*)(IDirect3DDevice9*, UINT, UINT, UINT, DWORD, D3DFORMAT, D3DPOOL, IDirect3DTexture9**, HANDLE*);
using CreateVolumeTexture_t = HRESULT(STDMETHODCALLTYPE*)(IDirect3DDevice9*, UINT, UINT, UINT, UINT, DWORD, D3DFORMAT, D3DPOOL, IDirect3DVolumeTexture9**, HANDLE*);
using CreateCubeTexture_t = HRESULT(STDMETHODCALLTYPE*)(IDirect3DDevice9*, UINT, UINT, DWORD, D3DFORMAT, D3DPOOL, IDirect3DCubeTexture9**, HANDLE*);
using UpdateTexture_t = HRESULT(STDMETHODCALLTYPE*)(IDirect3DDevice9*, IDirect3DBaseTexture9*, IDirect3DBaseTexture9*);
using BeginScene_t = HRESULT(STDMETHODCALLTYPE*)(IDirect3DDevice9*);
using SetTexture_t = HRESULT(STDMETHODCALLTYPE*)(IDirect3DDevice9*, DWORD, IDirect3DBaseTexture9*);
using GetTexture_t = HRESULT(STDMETHODCALLTYPE*)(IDirect3DDevice9*, DWORD, IDirect3DBaseTexture9**);
using ResourceRelease_t = ULONG(STDMETHODCALLTYPE*)(IUnknown*);
CreateDevice_t o_CreateDevice = nullptr;
CreateDeviceEx_t o_CreateDeviceEx = nullptr;
DeviceRelease_t o_DeviceRelease = nullptr;
CreateTexture_t o_CreateTexture = nullptr;
CreateVolumeTexture_t o_CreateVolumeTexture = nullptr;
CreateCubeTexture_t o_CreateCubeTexture = nullptr;
UpdateTexture_t o_UpdateTexture = nullptr;
BeginScene_t o_BeginScene = nullptr;
SetTexture_t o_SetTexture = nullptr;
GetTexture_t o_GetTexture = nullptr;
ResourceRelease_t o_Tex2DRelease = nullptr;
ResourceRelease_t o_VolumeRelease = nullptr;
ResourceRelease_t o_CubeRelease = nullptr;
// A vtable is shared by every instance of its class, so each is hooked once.
bool g_d3d9_hooks_installed = false;
bool g_device_hooks_installed = false;
bool g_tex2d_release_installed = false;
bool g_volume_release_installed = false;
bool g_cube_release_installed = false;
std::vector<void*> g_hooked_targets;
// Set when teardown begins; a detour still reached after this just calls the original.
std::atomic<bool> g_unhooked{false};
// device -> owning TextureClient
std::mutex g_devices_mutex;
std::unordered_map<IDirect3DDevice9*, TextureClient*> g_devices;
TextureClient* ClientFor(IDirect3DDevice9* device)
{
std::lock_guard lk(g_devices_mutex);
const auto it = g_devices.find(device);
return it != g_devices.end() ? it->second : nullptr;
}
bool HookRaw(void* target, void* detour, void** original)
{
if (target == nullptr) return false;
if (MH_CreateHook(target, detour, original) != MH_OK) {
Warning("D3D9Hooks: MH_CreateHook failed for %p\n", target);
return false;
}
if (MH_EnableHook(target) != MH_OK) {
Warning("D3D9Hooks: MH_EnableHook failed for %p\n", target);
return false;
}
// Under the x86-on-ARM64 emulator, patched code is only re-translated when its
// instruction cache is flushed. MinHook flushes just the 5 patched bytes, which can
// leave a stale/guarded JIT block and trap; flush the whole prologue and the freshly
// built trampoline so the emulator re-JITs both. No-op on native x86.
const HANDLE proc = GetCurrentProcess();
FlushInstructionCache(proc, target, kFlushSpan);
if (original && *original) FlushInstructionCache(proc, *original, kFlushSpan);
g_hooked_targets.push_back(target);
return true;
}
// Funnels the fn-ptr <-> void* casts through one spot so call sites stay /WX-clean.
template <typename TDetour, typename TOrig>
bool Hook(void* target, TDetour detour, TOrig* original)
{
return HookRaw(target, reinterpret_cast<void*>(detour), reinterpret_cast<void**>(original));
}
HRESULT STDMETHODCALLTYPE h_CreateDevice(IDirect3D9*, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, IDirect3DDevice9**);
HRESULT STDMETHODCALLTYPE h_CreateDeviceEx(IDirect3D9Ex*, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, D3DDISPLAYMODEEX*, IDirect3DDevice9Ex**);
ULONG STDMETHODCALLTYPE h_DeviceRelease(IDirect3DDevice9*);
HRESULT STDMETHODCALLTYPE h_CreateTexture(IDirect3DDevice9*, UINT, UINT, UINT, DWORD, D3DFORMAT, D3DPOOL, IDirect3DTexture9**, HANDLE*);
HRESULT STDMETHODCALLTYPE h_CreateVolumeTexture(IDirect3DDevice9*, UINT, UINT, UINT, UINT, DWORD, D3DFORMAT, D3DPOOL, IDirect3DVolumeTexture9**, HANDLE*);
HRESULT STDMETHODCALLTYPE h_CreateCubeTexture(IDirect3DDevice9*, UINT, UINT, DWORD, D3DFORMAT, D3DPOOL, IDirect3DCubeTexture9**, HANDLE*);
HRESULT STDMETHODCALLTYPE h_UpdateTexture(IDirect3DDevice9*, IDirect3DBaseTexture9*, IDirect3DBaseTexture9*);
HRESULT STDMETHODCALLTYPE h_BeginScene(IDirect3DDevice9*);
HRESULT STDMETHODCALLTYPE h_SetTexture(IDirect3DDevice9*, DWORD, IDirect3DBaseTexture9*);
HRESULT STDMETHODCALLTYPE h_GetTexture(IDirect3DDevice9*, DWORD, IDirect3DBaseTexture9**);
ULONG STDMETHODCALLTYPE h_Tex2DRelease(IUnknown*);
ULONG STDMETHODCALLTYPE h_VolumeRelease(IUnknown*);
ULONG STDMETHODCALLTYPE h_CubeRelease(IUnknown*);
void InstallDeviceHooks(IDirect3DDevice9* device)
{
if (g_device_hooks_installed) return;
void** vt = GetVTable(device);
Hook(vt[kDevice_Release], &h_DeviceRelease, reinterpret_cast<void**>(&o_DeviceRelease));
Hook(vt[kDevice_CreateTexture], &h_CreateTexture, reinterpret_cast<void**>(&o_CreateTexture));
Hook(vt[kDevice_CreateVolumeTexture], &h_CreateVolumeTexture, reinterpret_cast<void**>(&o_CreateVolumeTexture));
Hook(vt[kDevice_CreateCubeTexture], &h_CreateCubeTexture, reinterpret_cast<void**>(&o_CreateCubeTexture));
Hook(vt[kDevice_UpdateTexture], &h_UpdateTexture, reinterpret_cast<void**>(&o_UpdateTexture));
Hook(vt[kDevice_BeginScene], &h_BeginScene, reinterpret_cast<void**>(&o_BeginScene));
Hook(vt[kDevice_GetTexture], &h_GetTexture, reinterpret_cast<void**>(&o_GetTexture));
Hook(vt[kDevice_SetTexture], &h_SetTexture, reinterpret_cast<void**>(&o_SetTexture));
g_device_hooks_installed = true;
}
// A texture vtable is reachable only via an instance, so hook Release lazily per kind.
void InstallTextureReleaseHook(void* sample_texture, TexType type)
{
void** vt = GetVTable(sample_texture);
switch (type) {
case TexType::Tex2D:
if (!g_tex2d_release_installed && Hook(vt[kResource_Release], &h_Tex2DRelease, reinterpret_cast<void**>(&o_Tex2DRelease)))
g_tex2d_release_installed = true;
break;
case TexType::Volume:
if (!g_volume_release_installed && Hook(vt[kResource_Release], &h_VolumeRelease, reinterpret_cast<void**>(&o_VolumeRelease)))
g_volume_release_installed = true;
break;
case TexType::Cube:
if (!g_cube_release_installed && Hook(vt[kResource_Release], &h_CubeRelease, reinterpret_cast<void**>(&o_CubeRelease)))
g_cube_release_installed = true;
break;
}
}
void OnDeviceCreated(IDirect3DDevice9* device)
{
if (device == nullptr) return;
TextureClient* client = nullptr;
{
// Lock spans check+install+create so racing callers can't double-register.
std::lock_guard lk(g_devices_mutex);
if (g_devices.contains(device)) return;
InstallDeviceHooks(device);
client = new TextureClient(device);
g_devices.emplace(device, client);
}
client->Initialize();
}
HRESULT STDMETHODCALLTYPE h_CreateDevice(IDirect3D9* self, UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags,
D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DDevice9** ppReturnedDeviceInterface)
{
const HRESULT hr = o_CreateDevice(self, Adapter, DeviceType, hFocusWindow, BehaviorFlags, pPresentationParameters, ppReturnedDeviceInterface);
if (g_unhooked) return hr;
if (SUCCEEDED(hr) && ppReturnedDeviceInterface && *ppReturnedDeviceInterface) {
OnDeviceCreated(*ppReturnedDeviceInterface);
}
return hr;
}
HRESULT STDMETHODCALLTYPE h_CreateDeviceEx(IDirect3D9Ex* self, UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags,
D3DPRESENT_PARAMETERS* pPresentationParameters, D3DDISPLAYMODEEX* pFullscreenDisplayMode, IDirect3DDevice9Ex** ppReturnedDeviceInterface)
{
const HRESULT hr = o_CreateDeviceEx(self, Adapter, DeviceType, hFocusWindow, BehaviorFlags, pPresentationParameters, pFullscreenDisplayMode, ppReturnedDeviceInterface);
if (g_unhooked) return hr;
if (SUCCEEDED(hr) && ppReturnedDeviceInterface && *ppReturnedDeviceInterface) {
OnDeviceCreated(*ppReturnedDeviceInterface);
}
return hr;
}
ULONG STDMETHODCALLTYPE h_DeviceRelease(IDirect3DDevice9* self)
{
const ULONG count = o_DeviceRelease(self);
if (g_unhooked) return count;
if (count == 0) {
TextureClient* client = nullptr;
{
std::lock_guard lk(g_devices_mutex);
const auto it = g_devices.find(self);
if (it != g_devices.end()) {
client = it->second;
g_devices.erase(it);
}
}
delete client; // ~TextureClient drops all side-state
}
return count;
}
HRESULT STDMETHODCALLTYPE h_CreateTexture(IDirect3DDevice9* self, UINT Width, UINT Height, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool,
IDirect3DTexture9** ppTexture, HANDLE* pSharedHandle)
{
const HRESULT hr = o_CreateTexture(self, Width, Height, Levels, Usage, Format, Pool, ppTexture, pSharedHandle);
if (g_unhooked) return hr;
if (SUCCEEDED(hr) && ppTexture && *ppTexture) {
InstallTextureReleaseHook(*ppTexture, TexType::Tex2D);
if (auto* client = ClientFor(self))
client->OnCreateTexture(static_cast<IDirect3DBaseTexture9*>(*ppTexture), TexType::Tex2D);
}
return hr;
}
HRESULT STDMETHODCALLTYPE h_CreateVolumeTexture(IDirect3DDevice9* self, UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool,
IDirect3DVolumeTexture9** ppVolumeTexture, HANDLE* pSharedHandle)
{
const HRESULT hr = o_CreateVolumeTexture(self, Width, Height, Depth, Levels, Usage, Format, Pool, ppVolumeTexture, pSharedHandle);
if (g_unhooked) return hr;
if (SUCCEEDED(hr) && ppVolumeTexture && *ppVolumeTexture) {
InstallTextureReleaseHook(*ppVolumeTexture, TexType::Volume);
if (auto* client = ClientFor(self))
client->OnCreateTexture(static_cast<IDirect3DBaseTexture9*>(*ppVolumeTexture), TexType::Volume);
}
return hr;
}
HRESULT STDMETHODCALLTYPE h_CreateCubeTexture(IDirect3DDevice9* self, UINT EdgeLength, UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool,
IDirect3DCubeTexture9** ppCubeTexture, HANDLE* pSharedHandle)
{
const HRESULT hr = o_CreateCubeTexture(self, EdgeLength, Levels, Usage, Format, Pool, ppCubeTexture, pSharedHandle);
if (g_unhooked) return hr;
if (SUCCEEDED(hr) && ppCubeTexture && *ppCubeTexture) {
InstallTextureReleaseHook(*ppCubeTexture, TexType::Cube);
if (auto* client = ClientFor(self))
client->OnCreateTexture(static_cast<IDirect3DBaseTexture9*>(*ppCubeTexture), TexType::Cube);
}
return hr;
}
HRESULT STDMETHODCALLTYPE h_UpdateTexture(IDirect3DDevice9* self, IDirect3DBaseTexture9* pSourceTexture, IDirect3DBaseTexture9* pDestinationTexture)
{
// Pass the real textures through, then re-evaluate mods on the changed destination.
const HRESULT hr = o_UpdateTexture(self, pSourceTexture, pDestinationTexture);
if (g_unhooked) return hr;
if (SUCCEEDED(hr)) {
if (auto* client = ClientFor(self))
client->OnUpdateTexture(pSourceTexture, pDestinationTexture);
}
return hr;
}
HRESULT STDMETHODCALLTYPE h_BeginScene(IDirect3DDevice9* self)
{
if (g_unhooked) return o_BeginScene(self);
if (auto* client = ClientFor(self))
client->OnBeginScene();
return o_BeginScene(self);
}
HRESULT STDMETHODCALLTYPE h_SetTexture(IDirect3DDevice9* self, DWORD Stage, IDirect3DBaseTexture9* pTexture)
{
if (g_unhooked) return o_SetTexture(self, Stage, pTexture);
IDirect3DBaseTexture9* bind = pTexture;
if (auto* client = ClientFor(self))
bind = client->ResolveBinding(pTexture); // substitute the fake when modded
return o_SetTexture(self, Stage, bind);
}
HRESULT STDMETHODCALLTYPE h_GetTexture(IDirect3DDevice9* self, DWORD Stage, IDirect3DBaseTexture9** ppTexture)
{
const HRESULT hr = o_GetTexture(self, Stage, ppTexture);
if (g_unhooked) return hr;
if (SUCCEEDED(hr) && ppTexture && *ppTexture) {
if (auto* client = ClientFor(self)) {
if (auto* original = client->ResolveOriginalFromFake(*ppTexture)) {
(*ppTexture)->Release(); // drop the fake reference the runtime handed back
original->AddRef(); // return the original the game set, with a matching ref
*ppTexture = original;
}
}
}
return hr;
}
void ReleaseTextureCleanup(IUnknown* self, ULONG count)
{
if (count != 0) return;
if (auto* client = TextureClient::CurrentClient())
client->OnReleaseTexture(reinterpret_cast<IDirect3DBaseTexture9*>(self));
}
ULONG STDMETHODCALLTYPE h_Tex2DRelease(IUnknown* self)
{
const ULONG count = o_Tex2DRelease(self);
if (g_unhooked) return count;
ReleaseTextureCleanup(self, count);
return count;
}
ULONG STDMETHODCALLTYPE h_VolumeRelease(IUnknown* self)
{
const ULONG count = o_VolumeRelease(self);
if (g_unhooked) return count;
ReleaseTextureCleanup(self, count);
return count;
}
ULONG STDMETHODCALLTYPE h_CubeRelease(IUnknown* self)
{
const ULONG count = o_CubeRelease(self);
if (g_unhooked) return count;
ReleaseTextureCleanup(self, count);
return count;
}
}
void InstallD3D9Hooks(IDirect3D9* d3d9, const bool is_ex)
{
if (d3d9 == nullptr || g_d3d9_hooks_installed) return;
g_unhooked = false; // re-arm in case a prior teardown left the flag set
void** vt = GetVTable(d3d9);
Hook(vt[kIDirect3D9_CreateDevice], &h_CreateDevice, reinterpret_cast<void**>(&o_CreateDevice));
if (is_ex) {
Hook(vt[kIDirect3D9Ex_CreateDeviceEx], &h_CreateDeviceEx, reinterpret_cast<void**>(&o_CreateDeviceEx));
}
g_d3d9_hooks_installed = true;
}
bool RegisterExistingDevice(IDirect3DDevice9* device)
{
if (device == nullptr) return false;
// Already active, whether registered via this path before or already wrapped by the
// cold Direct3DCreate9(Ex) path (D3D9Wrappers.cpp) - that path never touches g_devices,
// so without this check we'd double-hook the wrapper's own vtable and construct a second
// TextureClient, hitting its single-instance ASSERT.
if (TextureClient::CurrentClient() != nullptr) return false;
{
std::lock_guard lk(g_devices_mutex);
if (g_devices.contains(device)) return false; // already known
if (!g_devices.empty()) return false; // gMod supports a single device at a time
}
g_unhooked = false; // re-arm in case a prior teardown left the flag set
OnDeviceCreated(device); // installs device hooks + TextureClient (idempotent)
return ClientFor(device) != nullptr;
}
void RemoveAllD3D9Hooks()
{
// Signal first: a detour reached after this (e.g. a surviving patch) falls through.
g_unhooked = true;
const HANDLE proc = GetCurrentProcess();
for (void* target : g_hooked_targets) {
MH_DisableHook(target);
MH_RemoveHook(target);
FlushInstructionCache(proc, target, kFlushSpan); // re-JIT the restored prologue under emulation
}
g_hooked_targets.clear();
g_d3d9_hooks_installed = false;
g_device_hooks_installed = false;
g_tex2d_release_installed = false;
g_volume_release_installed = false;
g_cube_release_installed = false;
// Leave the o_* trampoline pointers intact so a surviving detour can still call through.
}
void DestroyAllTextureClients()
{
// Collect under the lock, delete outside it (~TextureClient takes its own locks).
std::vector<TextureClient*> clients;
{
std::lock_guard lk(g_devices_mutex);
for (const auto& entry : g_devices) {
clients.push_back(entry.second);
}
g_devices.clear();
}
for (auto* client : clients) {
delete client;
}
}
// All three read state->real directly; gMod never swaps the underlying resource.
namespace {
HashTuple HashBits(const void* bits, const int size)
{
const auto data = static_cast<const char*>(bits);
const auto crc32 = TextureFunction::get_crc32(data, size);
const auto crc64 = HashCheck::Use64BitCrc() ? TextureFunction::get_crc64(data, size) : 0;
return {crc32, crc64};
}
HashTuple HashTexture2D(const TexState* state)
{
const auto pTexture = static_cast<IDirect3DTexture9*>(state->real);
IDirect3DDevice9* device = state->device;
IDirect3DSurface9* pOffscreenSurface = nullptr;
IDirect3DSurface9* pResolvedSurface = nullptr;
D3DLOCKED_RECT d3dlr;
D3DSURFACE_DESC desc;
if (pTexture->GetLevelDesc(0, &desc) != D3D_OK) {
Warning("GetTextureHash(2D) Failed: GetLevelDesc\n");
return {};
}
if (desc.Pool == D3DPOOL_DEFAULT) {
IDirect3DSurface9* pSurfaceLevel_orig = nullptr;
if (pTexture->GetSurfaceLevel(0, &pSurfaceLevel_orig) != D3D_OK) {
Warning("GetTextureHash(2D) Failed: GetSurfaceLevel 1 (D3DPOOL_DEFAULT)\n");
return {};
}
// The surface GetRenderTargetData reads from: either the level itself, or a
// non-multisampled resolve of it. Non-owning; pSurfaceLevel_orig and
// pResolvedSurface each own a ref and are released exactly once below.
IDirect3DSurface9* pCopySource = pSurfaceLevel_orig;
if (desc.MultiSampleType != D3DMULTISAMPLE_NONE) {
if (D3D_OK != device->CreateRenderTarget(desc.Width, desc.Height, desc.Format, D3DMULTISAMPLE_NONE, 0, FALSE, &pResolvedSurface, nullptr)) {
pSurfaceLevel_orig->Release();
Warning("GetTextureHash(2D) Failed: CreateRenderTarget (D3DPOOL_DEFAULT)\n");
return {};
}
if (D3D_OK != device->StretchRect(pSurfaceLevel_orig, nullptr, pResolvedSurface, nullptr, D3DTEXF_NONE)) {
pResolvedSurface->Release();
pResolvedSurface = nullptr;
pSurfaceLevel_orig->Release();
Warning("GetTextureHash(2D) Failed: StretchRect (D3DPOOL_DEFAULT)\n");
return {};
}
pCopySource = pResolvedSurface;
}
if (D3D_OK != device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &pOffscreenSurface, nullptr)) {
if (pResolvedSurface != nullptr) pResolvedSurface->Release();
pSurfaceLevel_orig->Release();
Warning("GetTextureHash(2D) Failed: CreateOffscreenPlainSurface (D3DPOOL_DEFAULT)\n");
return {};
}
if (D3D_OK != device->GetRenderTargetData(pCopySource, pOffscreenSurface)) {
pOffscreenSurface->Release();
if (pResolvedSurface != nullptr) pResolvedSurface->Release();
pSurfaceLevel_orig->Release();
Warning("GetTextureHash(2D) Failed: GetRenderTargetData (D3DPOOL_DEFAULT)\n");
return {};
}
// Copy is done; both source surfaces are finished with. Null pResolvedSurface
// so the shared cleanup below treats this as the pOffscreenSurface case.
if (pResolvedSurface != nullptr) {
pResolvedSurface->Release();
pResolvedSurface = nullptr;
}
pSurfaceLevel_orig->Release();
if (pOffscreenSurface->LockRect(&d3dlr, nullptr, D3DLOCK_READONLY) != D3D_OK) {
pOffscreenSurface->Release();
Warning("GetTextureHash(2D) Failed: LockRect (D3DPOOL_DEFAULT)\n");
return {};
}
}
else if (pTexture->LockRect(0, &d3dlr, nullptr, D3DLOCK_READONLY) != D3D_OK) {
Warning("GetTextureHash(2D) Failed: LockRect 1\n");
if (pTexture->GetSurfaceLevel(0, &pResolvedSurface) != D3D_OK) {
Warning("GetTextureHash(2D) Failed: GetSurfaceLevel\n");
return {};
}
if (pResolvedSurface->LockRect(&d3dlr, nullptr, D3DLOCK_READONLY) != D3D_OK) {
pResolvedSurface->Release();
Warning("GetTextureHash(2D) Failed: LockRect 2\n");
return {};
}
}
const int size = (TextureFunction::GetBitsFromFormat(desc.Format) * desc.Width * desc.Height) / 8;
const auto hash = HashBits(d3dlr.pBits, size);
if (pOffscreenSurface != nullptr) {
pOffscreenSurface->UnlockRect();
pOffscreenSurface->Release();
}
else if (pResolvedSurface != nullptr) {
pResolvedSurface->UnlockRect();
pResolvedSurface->Release();
}
else {
pTexture->UnlockRect(0);
}
return hash;
}
HashTuple HashVolume(const TexState* state)
{
const auto pTexture = static_cast<IDirect3DVolumeTexture9*>(state->real);
IDirect3DVolume9* pResolvedSurface = nullptr;
D3DLOCKED_BOX d3dlr;
D3DVOLUME_DESC desc;
if (pTexture->GetLevelDesc(0, &desc) != D3D_OK) {
Warning("GetTextureHash(Volume) Failed: GetLevelDesc\n");
return {};
}
if (pTexture->LockBox(0, &d3dlr, nullptr, D3DLOCK_READONLY) != D3D_OK) {
if (pTexture->GetVolumeLevel(0, &pResolvedSurface) != D3D_OK) {
Warning("GetTextureHash(Volume) Failed: GetVolumeLevel\n");
return {};
}
if (pResolvedSurface->LockBox(&d3dlr, nullptr, D3DLOCK_READONLY) != D3D_OK) {
pResolvedSurface->Release();
Warning("GetTextureHash(Volume) Failed: LockBox\n");
return {};
}
}
const int size = (TextureFunction::GetBitsFromFormat(desc.Format) * desc.Width * desc.Height * desc.Depth) / 8;
const auto hash = HashBits(d3dlr.pBits, size);
if (pResolvedSurface != nullptr) {
pResolvedSurface->UnlockBox();
pResolvedSurface->Release();
}
else {
pTexture->UnlockBox(0);
}
return hash;
}
HashTuple HashCube(const TexState* state)
{
const auto pTexture = static_cast<IDirect3DCubeTexture9*>(state->real);
IDirect3DSurface9* pResolvedSurface = nullptr;
D3DLOCKED_RECT d3dlr;
D3DSURFACE_DESC desc;
if (pTexture->GetLevelDesc(0, &desc) != D3D_OK) {
Warning("GetTextureHash(Cube) Failed: GetLevelDesc\n");
return {};
}
if (pTexture->LockRect(D3DCUBEMAP_FACE_POSITIVE_X, 0, &d3dlr, nullptr, D3DLOCK_READONLY) != D3D_OK) {
if (pTexture->GetCubeMapSurface(D3DCUBEMAP_FACE_POSITIVE_X, 0, &pResolvedSurface) != D3D_OK) {
Warning("GetTextureHash(Cube) Failed: GetCubeMapSurface\n");
return {};
}
if (pResolvedSurface->LockRect(&d3dlr, nullptr, D3DLOCK_READONLY) != D3D_OK) {
pResolvedSurface->Release();
Warning("GetTextureHash(Cube) Failed: LockRect\n");
return {};
}
}
const int size = (TextureFunction::GetBitsFromFormat(desc.Format) * desc.Width * desc.Height) / 8;
const auto hash = HashBits(d3dlr.pBits, size);
if (pResolvedSurface != nullptr) {
pResolvedSurface->UnlockRect();
pResolvedSurface->Release();
}
else {
pTexture->UnlockRect(D3DCUBEMAP_FACE_POSITIVE_X, 0);
}
return hash;
}
}
HashTuple GetTextureHash(const TexState* state)
{
if (state == nullptr || state->real == nullptr || state->isFake) return {};
switch (state->type) {
case TexType::Tex2D: return HashTexture2D(state);
case TexType::Volume: return HashVolume(state);
case TexType::Cube: return HashCube(state);
}
return {};
}
+212
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#include "Main.h"
#include "D3D9TextureWrappers.h"
#include <mutex>
#include <unordered_map>
import TextureClient;
namespace {
std::mutex g_real_to_wrapper_mutex;
std::unordered_map<IDirect3DBaseTexture9*, IDirect3DBaseTexture9*> g_real_to_wrapper;
}
IDirect3DBaseTexture9* FindWrapperForRealTexture(IDirect3DBaseTexture9* real)
{
if (real == nullptr) return nullptr;
std::lock_guard lk(g_real_to_wrapper_mutex);
const auto it = g_real_to_wrapper.find(real);
return it != g_real_to_wrapper.end() ? it->second : nullptr;
}
void RegisterWrapperForRealTexture(IDirect3DBaseTexture9* real, IDirect3DBaseTexture9* wrapper)
{
std::lock_guard lk(g_real_to_wrapper_mutex);
g_real_to_wrapper[real] = wrapper;
}
void UnregisterWrapperForRealTexture(IDirect3DBaseTexture9* real)
{
std::lock_guard lk(g_real_to_wrapper_mutex);
g_real_to_wrapper.erase(real);
}
// ---- WrappedTexture9 ----------------------------------------------------
WrappedTexture9::WrappedTexture9(IDirect3DTexture9* real) : real_(real), ref_count_(1)
{
real_->AddRef();
RegisterWrapperForRealTexture(real_, this);
}
HRESULT WrappedTexture9::QueryInterface(REFIID riid, void** ppvObj)
{
if (riid == IID_IUnknown || riid == IID_IDirect3DTexture9) {
AddRef();
*ppvObj = this;
return S_OK;
}
// Unrecognized-but-successful QueryInterface hands back an unwrapped real pointer.
return real_->QueryInterface(riid, ppvObj);
}
ULONG WrappedTexture9::AddRef()
{
return ++ref_count_;
}
ULONG WrappedTexture9::Release()
{
const ULONG count = --ref_count_;
if (count == 0) {
if (auto* client = TextureClient::CurrentClient())
client->OnReleaseTexture(this);
UnregisterWrapperForRealTexture(real_);
real_->Release();
delete this;
return 0;
}
return count;
}
HRESULT WrappedTexture9::GetDevice(IDirect3DDevice9** ppDevice) { return real_->GetDevice(ppDevice); }
HRESULT WrappedTexture9::SetPrivateData(REFGUID refguid, const void* pData, DWORD SizeOfData, DWORD Flags) { return real_->SetPrivateData(refguid, pData, SizeOfData, Flags); }
HRESULT WrappedTexture9::GetPrivateData(REFGUID refguid, void* pData, DWORD* pSizeOfData) { return real_->GetPrivateData(refguid, pData, pSizeOfData); }
HRESULT WrappedTexture9::FreePrivateData(REFGUID refguid) { return real_->FreePrivateData(refguid); }
DWORD WrappedTexture9::SetPriority(DWORD PriorityNew) { return real_->SetPriority(PriorityNew); }
DWORD WrappedTexture9::GetPriority() { return real_->GetPriority(); }
void WrappedTexture9::PreLoad() { real_->PreLoad(); }
D3DRESOURCETYPE WrappedTexture9::GetType() { return real_->GetType(); }
DWORD WrappedTexture9::SetLOD(DWORD LODNew) { return real_->SetLOD(LODNew); }
DWORD WrappedTexture9::GetLOD() { return real_->GetLOD(); }
DWORD WrappedTexture9::GetLevelCount() { return real_->GetLevelCount(); }
HRESULT WrappedTexture9::SetAutoGenFilterType(D3DTEXTUREFILTERTYPE FilterType) { return real_->SetAutoGenFilterType(FilterType); }
D3DTEXTUREFILTERTYPE WrappedTexture9::GetAutoGenFilterType() { return real_->GetAutoGenFilterType(); }
void WrappedTexture9::GenerateMipSubLevels() { real_->GenerateMipSubLevels(); }
HRESULT WrappedTexture9::GetLevelDesc(UINT Level, D3DSURFACE_DESC* pDesc) { return real_->GetLevelDesc(Level, pDesc); }
HRESULT WrappedTexture9::GetSurfaceLevel(UINT Level, IDirect3DSurface9** ppSurfaceLevel) { return real_->GetSurfaceLevel(Level, ppSurfaceLevel); }
HRESULT WrappedTexture9::LockRect(UINT Level, D3DLOCKED_RECT* pLockedRect, const RECT* pRect, DWORD Flags) { return real_->LockRect(Level, pLockedRect, pRect, Flags); }
HRESULT WrappedTexture9::UnlockRect(UINT Level) { return real_->UnlockRect(Level); }
HRESULT WrappedTexture9::AddDirtyRect(const RECT* pDirtyRect) { return real_->AddDirtyRect(pDirtyRect); }
// ---- WrappedVolumeTexture9 -----------------------------------------------
WrappedVolumeTexture9::WrappedVolumeTexture9(IDirect3DVolumeTexture9* real) : real_(real), ref_count_(1)
{
real_->AddRef();
RegisterWrapperForRealTexture(real_, this);
}
HRESULT WrappedVolumeTexture9::QueryInterface(REFIID riid, void** ppvObj)
{
if (riid == IID_IUnknown || riid == IID_IDirect3DVolumeTexture9) {
AddRef();
*ppvObj = this;
return S_OK;
}
// Unrecognized-but-successful QueryInterface hands back an unwrapped real pointer.
return real_->QueryInterface(riid, ppvObj);
}
ULONG WrappedVolumeTexture9::AddRef()
{
return ++ref_count_;
}
ULONG WrappedVolumeTexture9::Release()
{
const ULONG count = --ref_count_;
if (count == 0) {
if (auto* client = TextureClient::CurrentClient())
client->OnReleaseTexture(this);
UnregisterWrapperForRealTexture(real_);
real_->Release();
delete this;
return 0;
}
return count;
}
HRESULT WrappedVolumeTexture9::GetDevice(IDirect3DDevice9** ppDevice) { return real_->GetDevice(ppDevice); }
HRESULT WrappedVolumeTexture9::SetPrivateData(REFGUID refguid, const void* pData, DWORD SizeOfData, DWORD Flags) { return real_->SetPrivateData(refguid, pData, SizeOfData, Flags); }
HRESULT WrappedVolumeTexture9::GetPrivateData(REFGUID refguid, void* pData, DWORD* pSizeOfData) { return real_->GetPrivateData(refguid, pData, pSizeOfData); }
HRESULT WrappedVolumeTexture9::FreePrivateData(REFGUID refguid) { return real_->FreePrivateData(refguid); }
DWORD WrappedVolumeTexture9::SetPriority(DWORD PriorityNew) { return real_->SetPriority(PriorityNew); }
DWORD WrappedVolumeTexture9::GetPriority() { return real_->GetPriority(); }
void WrappedVolumeTexture9::PreLoad() { real_->PreLoad(); }
D3DRESOURCETYPE WrappedVolumeTexture9::GetType() { return real_->GetType(); }
DWORD WrappedVolumeTexture9::SetLOD(DWORD LODNew) { return real_->SetLOD(LODNew); }
DWORD WrappedVolumeTexture9::GetLOD() { return real_->GetLOD(); }
DWORD WrappedVolumeTexture9::GetLevelCount() { return real_->GetLevelCount(); }
HRESULT WrappedVolumeTexture9::SetAutoGenFilterType(D3DTEXTUREFILTERTYPE FilterType) { return real_->SetAutoGenFilterType(FilterType); }
D3DTEXTUREFILTERTYPE WrappedVolumeTexture9::GetAutoGenFilterType() { return real_->GetAutoGenFilterType(); }
void WrappedVolumeTexture9::GenerateMipSubLevels() { real_->GenerateMipSubLevels(); }
HRESULT WrappedVolumeTexture9::GetLevelDesc(UINT Level, D3DVOLUME_DESC* pDesc) { return real_->GetLevelDesc(Level, pDesc); }
HRESULT WrappedVolumeTexture9::GetVolumeLevel(UINT Level, IDirect3DVolume9** ppVolumeLevel) { return real_->GetVolumeLevel(Level, ppVolumeLevel); }
HRESULT WrappedVolumeTexture9::LockBox(UINT Level, D3DLOCKED_BOX* pLockedVolume, const D3DBOX* pBox, DWORD Flags) { return real_->LockBox(Level, pLockedVolume, pBox, Flags); }
HRESULT WrappedVolumeTexture9::UnlockBox(UINT Level) { return real_->UnlockBox(Level); }
HRESULT WrappedVolumeTexture9::AddDirtyBox(const D3DBOX* pDirtyBox) { return real_->AddDirtyBox(pDirtyBox); }
// ---- WrappedCubeTexture9 -------------------------------------------------
WrappedCubeTexture9::WrappedCubeTexture9(IDirect3DCubeTexture9* real) : real_(real), ref_count_(1)
{
real_->AddRef();
RegisterWrapperForRealTexture(real_, this);
}
HRESULT WrappedCubeTexture9::QueryInterface(REFIID riid, void** ppvObj)
{
if (riid == IID_IUnknown || riid == IID_IDirect3DCubeTexture9) {
AddRef();
*ppvObj = this;
return S_OK;
}
// Unrecognized-but-successful QueryInterface hands back an unwrapped real pointer.
return real_->QueryInterface(riid, ppvObj);
}
ULONG WrappedCubeTexture9::AddRef()
{
return ++ref_count_;
}
ULONG WrappedCubeTexture9::Release()
{
const ULONG count = --ref_count_;
if (count == 0) {
if (auto* client = TextureClient::CurrentClient())
client->OnReleaseTexture(this);
UnregisterWrapperForRealTexture(real_);
real_->Release();
delete this;
return 0;
}
return count;
}
HRESULT WrappedCubeTexture9::GetDevice(IDirect3DDevice9** ppDevice) { return real_->GetDevice(ppDevice); }
HRESULT WrappedCubeTexture9::SetPrivateData(REFGUID refguid, const void* pData, DWORD SizeOfData, DWORD Flags) { return real_->SetPrivateData(refguid, pData, SizeOfData, Flags); }
HRESULT WrappedCubeTexture9::GetPrivateData(REFGUID refguid, void* pData, DWORD* pSizeOfData) { return real_->GetPrivateData(refguid, pData, pSizeOfData); }
HRESULT WrappedCubeTexture9::FreePrivateData(REFGUID refguid) { return real_->FreePrivateData(refguid); }
DWORD WrappedCubeTexture9::SetPriority(DWORD PriorityNew) { return real_->SetPriority(PriorityNew); }
DWORD WrappedCubeTexture9::GetPriority() { return real_->GetPriority(); }
void WrappedCubeTexture9::PreLoad() { real_->PreLoad(); }
D3DRESOURCETYPE WrappedCubeTexture9::GetType() { return real_->GetType(); }
DWORD WrappedCubeTexture9::SetLOD(DWORD LODNew) { return real_->SetLOD(LODNew); }
DWORD WrappedCubeTexture9::GetLOD() { return real_->GetLOD(); }
DWORD WrappedCubeTexture9::GetLevelCount() { return real_->GetLevelCount(); }
HRESULT WrappedCubeTexture9::SetAutoGenFilterType(D3DTEXTUREFILTERTYPE FilterType) { return real_->SetAutoGenFilterType(FilterType); }
D3DTEXTUREFILTERTYPE WrappedCubeTexture9::GetAutoGenFilterType() { return real_->GetAutoGenFilterType(); }
void WrappedCubeTexture9::GenerateMipSubLevels() { real_->GenerateMipSubLevels(); }
HRESULT WrappedCubeTexture9::GetLevelDesc(UINT Level, D3DSURFACE_DESC* pDesc) { return real_->GetLevelDesc(Level, pDesc); }
HRESULT WrappedCubeTexture9::GetCubeMapSurface(D3DCUBEMAP_FACES FaceType, UINT Level, IDirect3DSurface9** ppCubeMapSurface) { return real_->GetCubeMapSurface(FaceType, Level, ppCubeMapSurface); }
HRESULT WrappedCubeTexture9::LockRect(D3DCUBEMAP_FACES FaceType, UINT Level, D3DLOCKED_RECT* pLockedRect, const RECT* pRect, DWORD Flags) { return real_->LockRect(FaceType, Level, pLockedRect, pRect, Flags); }
HRESULT WrappedCubeTexture9::UnlockRect(D3DCUBEMAP_FACES FaceType, UINT Level) { return real_->UnlockRect(FaceType, Level); }
HRESULT WrappedCubeTexture9::AddDirtyRect(D3DCUBEMAP_FACES FaceType, const RECT* pDirtyRect) { return real_->AddDirtyRect(FaceType, pDirtyRect); }
+166
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#include "Main.h"
#include "D3D9Wrappers.h"
#include "D3D9DeviceWrapper.h"
import TextureClient;
namespace {
// Constructs the device wrapper + its TextureClient. The client must be built with
// the wrapper pointer (not the real device) so DirectX::CreateDDSTextureFromMemoryEx's
// internal CreateTexture call re-enters the wrapper's intercepted CreateTexture, which
// is what makes loading_fake-gated registration (see TextureClient::OnCreateTexture)
// see that call at all.
template <class Wrapper, class Real>
Wrapper* WrapDevice(Real* real_device)
{
const auto wrapper = new Wrapper(real_device);
const auto client = new TextureClient(wrapper);
wrapper->SetClient(client);
client->Initialize();
return wrapper;
}
}
WrappedDirect3D9::WrappedDirect3D9(IDirect3D9* real) : real_(real), ref_count_(1)
{
real_->AddRef();
}
HRESULT WrappedDirect3D9::QueryInterface(REFIID riid, void** ppvObj)
{
if (riid == IID_IUnknown || riid == IID_IDirect3D9) {
AddRef();
*ppvObj = this;
return S_OK;
}
// Unrecognized-but-successful QueryInterface hands back an unwrapped real pointer.
return real_->QueryInterface(riid, ppvObj);
}
ULONG WrappedDirect3D9::AddRef()
{
return ++ref_count_;
}
ULONG WrappedDirect3D9::Release()
{
const ULONG count = --ref_count_;
if (count == 0) {
real_->Release();
delete this;
return 0;
}
return count;
}
HRESULT WrappedDirect3D9::RegisterSoftwareDevice(void* pInitializeFunction) { return real_->RegisterSoftwareDevice(pInitializeFunction); }
UINT WrappedDirect3D9::GetAdapterCount() { return real_->GetAdapterCount(); }
HRESULT WrappedDirect3D9::GetAdapterIdentifier(UINT Adapter, DWORD Flags, D3DADAPTER_IDENTIFIER9* pIdentifier) { return real_->GetAdapterIdentifier(Adapter, Flags, pIdentifier); }
UINT WrappedDirect3D9::GetAdapterModeCount(UINT Adapter, D3DFORMAT Format) { return real_->GetAdapterModeCount(Adapter, Format); }
HRESULT WrappedDirect3D9::EnumAdapterModes(UINT Adapter, D3DFORMAT Format, UINT Mode, D3DDISPLAYMODE* pMode) { return real_->EnumAdapterModes(Adapter, Format, Mode, pMode); }
HRESULT WrappedDirect3D9::GetAdapterDisplayMode(UINT Adapter, D3DDISPLAYMODE* pMode) { return real_->GetAdapterDisplayMode(Adapter, pMode); }
HRESULT WrappedDirect3D9::CheckDeviceType(UINT Adapter, D3DDEVTYPE DevType, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, BOOL bWindowed) { return real_->CheckDeviceType(Adapter, DevType, AdapterFormat, BackBufferFormat, bWindowed); }
HRESULT WrappedDirect3D9::CheckDeviceFormat(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat) { return real_->CheckDeviceFormat(Adapter, DeviceType, AdapterFormat, Usage, RType, CheckFormat); }
HRESULT WrappedDirect3D9::CheckDeviceMultiSampleType(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SurfaceFormat, BOOL Windowed, D3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) { return real_->CheckDeviceMultiSampleType(Adapter, DeviceType, SurfaceFormat, Windowed, MultiSampleType, pQualityLevels); }
HRESULT WrappedDirect3D9::CheckDepthStencilMatch(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, D3DFORMAT RenderTargetFormat, D3DFORMAT DepthStencilFormat) { return real_->CheckDepthStencilMatch(Adapter, DeviceType, AdapterFormat, RenderTargetFormat, DepthStencilFormat); }
HRESULT WrappedDirect3D9::CheckDeviceFormatConversion(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SourceFormat, D3DFORMAT TargetFormat) { return real_->CheckDeviceFormatConversion(Adapter, DeviceType, SourceFormat, TargetFormat); }
HRESULT WrappedDirect3D9::GetDeviceCaps(UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS9* pCaps) { return real_->GetDeviceCaps(Adapter, DeviceType, pCaps); }
HMONITOR WrappedDirect3D9::GetAdapterMonitor(UINT Adapter) { return real_->GetAdapterMonitor(Adapter); }
HRESULT WrappedDirect3D9::CreateDevice(UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DDevice9** ppReturnedDeviceInterface)
{
IDirect3DDevice9* real_device = nullptr;
const HRESULT hr = real_->CreateDevice(Adapter, DeviceType, hFocusWindow, BehaviorFlags, pPresentationParameters, &real_device);
if (FAILED(hr) || real_device == nullptr) {
if (ppReturnedDeviceInterface) *ppReturnedDeviceInterface = nullptr;
return hr;
}
const auto wrapped = WrapDevice<WrappedDirect3DDevice9>(real_device);
real_device->Release(); // the wrapper holds its own AddRef'd reference
*ppReturnedDeviceInterface = wrapped;
return hr;
}
// ---- WrappedDirect3D9Ex ---------------------------------------------------
WrappedDirect3D9Ex::WrappedDirect3D9Ex(IDirect3D9Ex* real) : real_(real), ref_count_(1)
{
real_->AddRef();
}
HRESULT WrappedDirect3D9Ex::QueryInterface(REFIID riid, void** ppvObj)
{
if (riid == IID_IUnknown || riid == IID_IDirect3D9 || riid == IID_IDirect3D9Ex) {
AddRef();
*ppvObj = this;
return S_OK;
}
// Unrecognized-but-successful QueryInterface hands back an unwrapped real pointer.
return real_->QueryInterface(riid, ppvObj);
}
ULONG WrappedDirect3D9Ex::AddRef()
{
return ++ref_count_;
}
ULONG WrappedDirect3D9Ex::Release()
{
const ULONG count = --ref_count_;
if (count == 0) {
real_->Release();
delete this;
return 0;
}
return count;
}
HRESULT WrappedDirect3D9Ex::RegisterSoftwareDevice(void* pInitializeFunction) { return real_->RegisterSoftwareDevice(pInitializeFunction); }
UINT WrappedDirect3D9Ex::GetAdapterCount() { return real_->GetAdapterCount(); }
HRESULT WrappedDirect3D9Ex::GetAdapterIdentifier(UINT Adapter, DWORD Flags, D3DADAPTER_IDENTIFIER9* pIdentifier) { return real_->GetAdapterIdentifier(Adapter, Flags, pIdentifier); }
UINT WrappedDirect3D9Ex::GetAdapterModeCount(UINT Adapter, D3DFORMAT Format) { return real_->GetAdapterModeCount(Adapter, Format); }
HRESULT WrappedDirect3D9Ex::EnumAdapterModes(UINT Adapter, D3DFORMAT Format, UINT Mode, D3DDISPLAYMODE* pMode) { return real_->EnumAdapterModes(Adapter, Format, Mode, pMode); }
HRESULT WrappedDirect3D9Ex::GetAdapterDisplayMode(UINT Adapter, D3DDISPLAYMODE* pMode) { return real_->GetAdapterDisplayMode(Adapter, pMode); }
HRESULT WrappedDirect3D9Ex::CheckDeviceType(UINT Adapter, D3DDEVTYPE DevType, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, BOOL bWindowed) { return real_->CheckDeviceType(Adapter, DevType, AdapterFormat, BackBufferFormat, bWindowed); }
HRESULT WrappedDirect3D9Ex::CheckDeviceFormat(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat) { return real_->CheckDeviceFormat(Adapter, DeviceType, AdapterFormat, Usage, RType, CheckFormat); }
HRESULT WrappedDirect3D9Ex::CheckDeviceMultiSampleType(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SurfaceFormat, BOOL Windowed, D3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) { return real_->CheckDeviceMultiSampleType(Adapter, DeviceType, SurfaceFormat, Windowed, MultiSampleType, pQualityLevels); }
HRESULT WrappedDirect3D9Ex::CheckDepthStencilMatch(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, D3DFORMAT RenderTargetFormat, D3DFORMAT DepthStencilFormat) { return real_->CheckDepthStencilMatch(Adapter, DeviceType, AdapterFormat, RenderTargetFormat, DepthStencilFormat); }
HRESULT WrappedDirect3D9Ex::CheckDeviceFormatConversion(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SourceFormat, D3DFORMAT TargetFormat) { return real_->CheckDeviceFormatConversion(Adapter, DeviceType, SourceFormat, TargetFormat); }
HRESULT WrappedDirect3D9Ex::GetDeviceCaps(UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS9* pCaps) { return real_->GetDeviceCaps(Adapter, DeviceType, pCaps); }
HMONITOR WrappedDirect3D9Ex::GetAdapterMonitor(UINT Adapter) { return real_->GetAdapterMonitor(Adapter); }
HRESULT WrappedDirect3D9Ex::CreateDevice(UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DDevice9** ppReturnedDeviceInterface)
{
IDirect3DDevice9* real_device = nullptr;
const HRESULT hr = real_->CreateDevice(Adapter, DeviceType, hFocusWindow, BehaviorFlags, pPresentationParameters, &real_device);
if (FAILED(hr) || real_device == nullptr) {
if (ppReturnedDeviceInterface) *ppReturnedDeviceInterface = nullptr;
return hr;
}
const auto wrapped = WrapDevice<WrappedDirect3DDevice9>(real_device);
real_device->Release();
*ppReturnedDeviceInterface = wrapped;
return hr;
}
UINT WrappedDirect3D9Ex::GetAdapterModeCountEx(UINT Adapter, const D3DDISPLAYMODEFILTER* pFilter) { return real_->GetAdapterModeCountEx(Adapter, pFilter); }
HRESULT WrappedDirect3D9Ex::EnumAdapterModesEx(UINT Adapter, const D3DDISPLAYMODEFILTER* pFilter, UINT Mode, D3DDISPLAYMODEEX* pMode) { return real_->EnumAdapterModesEx(Adapter, pFilter, Mode, pMode); }
HRESULT WrappedDirect3D9Ex::GetAdapterDisplayModeEx(UINT Adapter, D3DDISPLAYMODEEX* pMode, D3DDISPLAYROTATION* pRotation) { return real_->GetAdapterDisplayModeEx(Adapter, pMode, pRotation); }
HRESULT WrappedDirect3D9Ex::CreateDeviceEx(UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, D3DDISPLAYMODEEX* pFullscreenDisplayMode, IDirect3DDevice9Ex** ppReturnedDeviceInterface)
{
IDirect3DDevice9Ex* real_device = nullptr;
const HRESULT hr = real_->CreateDeviceEx(Adapter, DeviceType, hFocusWindow, BehaviorFlags, pPresentationParameters, pFullscreenDisplayMode, &real_device);
if (FAILED(hr) || real_device == nullptr) {
if (ppReturnedDeviceInterface) *ppReturnedDeviceInterface = nullptr;
return hr;
}
const auto wrapped = WrapDevice<WrappedDirect3DDevice9Ex>(real_device);
real_device->Release();
*ppReturnedDeviceInterface = wrapped;
return hr;
}
HRESULT WrappedDirect3D9Ex::GetAdapterLUID(UINT Adapter, LUID* pLUID) { return real_->GetAdapterLUID(Adapter, pLUID); }
+31
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@@ -0,0 +1,31 @@
#include "Error.h"
#include <Windows.h>
#include <cstdio>
#include <process.h>
#include <Main.h>
__declspec(noreturn) void FatalAssert(
const char* expr,
const char* file,
unsigned int line,
const char* function)
{
char module_path[MAX_PATH]{};
if (gl_hThisInstance) {
GetModuleFileName(gl_hThisInstance, module_path, _countof(module_path));
}
if (!*module_path) {
strcpy_s(module_path, "Unknown");
}
const char* fmt = "Module: %s\n\nExpr: %s\n\nFile: %s\n\nFunction: %s, line %d";
int len = snprintf(NULL, 0, fmt, module_path, expr, file, function, line);
char* buf = new char[len + 1];
snprintf(buf, len + 1, fmt, module_path, expr, file, function, line);
MessageBox(0, buf, "uMod Assertion Failure", MB_OK | MB_ICONERROR);
delete[] buf;
abort();
}
+370
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@@ -0,0 +1,370 @@
#include "Main.h"
#include <Psapi.h>
#include "MinHook.h"
#include "D3D9Hooks.h"
#include "D3D9Wrappers.h"
#include <atomic>
import TextureClient;
void ExitInstance(bool is_unloading);
void InitInstance(HINSTANCE hModule);
namespace {
#define DISABLE_HOOK(var) \
if (var) { MH_DisableHook(var); }
using Direct3DCreate9_type = IDirect3D9*(APIENTRY*)(UINT);
using Direct3DCreate9Ex_type = HRESULT(APIENTRY*)(UINT SDKVersion, IDirect3D9Ex** ppD3D);
using GetProcAddress_type = FARPROC(APIENTRY*)(HMODULE, LPCSTR);
// Pointer to original address of Direct3DCreate9
Direct3DCreate9_type Direct3DCreate9_ret = nullptr;
// Pointer to original address of Direct3DCreate9
Direct3DCreate9Ex_type Direct3DCreate9Ex_ret = nullptr;
GetProcAddress_type GetProcAddress_fn = nullptr;
GetProcAddress_type GetProcAddress_ret = nullptr;
FILE* stdout_proxy;
FILE* stderr_proxy;
HMODULE gMod_Loaded_d3d9_Module_Handle = nullptr;
HMODULE FindLoadedModuleByName(const char* name, bool include_this_module = false)
{
HMODULE hModules[1024];
HANDLE hProcess;
DWORD cbNeeded;
unsigned int i;
// Get a handle to the current process.
hProcess = GetCurrentProcess();
if (!EnumProcessModules(hProcess, hModules, sizeof(hModules), &cbNeeded))
return nullptr;
for (i = 0; i < (cbNeeded / sizeof(HMODULE)); i++) {
if (hModules[i] == gl_hThisInstance && !include_this_module)
continue;
TCHAR szModuleName[MAX_PATH];
ASSERT(GetModuleFileName(hModules[i], szModuleName, _countof(szModuleName)) > 0);
const auto basename = strrchr(szModuleName, '\\');
if (basename && _stricmp(basename + 1, name) == 0)
return hModules[i];
}
return nullptr;
}
HMODULE LoadD3d9Dll()
{
HMODULE found = FindLoadedModuleByName("d3d9.dll");
if (!found) {
char executable_path[MAX_PATH]{};
ASSERT(GetModuleFileName(GetModuleHandle(nullptr), executable_path, _countof(executable_path)) > 0);
char dll_path[MAX_PATH]{};
ASSERT(GetModuleFileName(gl_hThisInstance, dll_path, _countof(dll_path)) > 0);
const auto exe_path = std::filesystem::path(executable_path);
const auto gmod_path = std::filesystem::path(dll_path);
if (exe_path.parent_path() != gmod_path.parent_path() || gmod_path.filename() != "d3d9.dll") {
// Call basic LoadLibrary function; we're not in the same directory as the exe.
gMod_Loaded_d3d9_Module_Handle = LoadLibrary("d3d9.dll");
}
if (!gMod_Loaded_d3d9_Module_Handle) {
// Tried resolving d3d9.dll locally, didn't work. Try system directory
char buffer[MAX_PATH];
ASSERT(GetSystemDirectory(buffer, _countof(buffer)) > 0); // get the system directory, we need to open the original d3d9.dll
// Append dll name
strcat_s(buffer, _countof(buffer), "\\d3d9.dll");
gMod_Loaded_d3d9_Module_Handle = LoadLibrary(buffer);
}
ASSERT(gMod_Loaded_d3d9_Module_Handle);
found = FindLoadedModuleByName("d3d9.dll");
ASSERT(found && found == gMod_Loaded_d3d9_Module_Handle);
}
DISABLE_HOOK(GetProcAddress_fn);
// GetProcAddress, hooked via OnGetProcAddress
Direct3DCreate9_ret = reinterpret_cast<Direct3DCreate9_type>(GetProcAddress(found, "Direct3DCreate9"));
Direct3DCreate9Ex_ret = reinterpret_cast<Direct3DCreate9Ex_type>(GetProcAddress(found, "Direct3DCreate9Ex"));
return found;
}
FARPROC APIENTRY OnGetProcAddress(HMODULE hModule, LPCSTR lpProcName)
{
ASSERT(GetProcAddress_ret);
if ((int)lpProcName < 0xffff)
return GetProcAddress_ret(hModule, lpProcName); // lpProcName is ordinal offset, not string
if (strcmp(lpProcName, "Direct3DCreate9") == 0) {
Direct3DCreate9_ret = reinterpret_cast<Direct3DCreate9_type>(GetProcAddress_ret(hModule, lpProcName));
return reinterpret_cast<FARPROC>(Direct3DCreate9);
}
if (strcmp(lpProcName, "Direct3DCreate9Ex") == 0) {
Direct3DCreate9Ex_ret = reinterpret_cast<Direct3DCreate9Ex_type>(GetProcAddress_ret(hModule, lpProcName));
return reinterpret_cast<FARPROC>(Direct3DCreate9Ex);
}
return GetProcAddress_ret(hModule, lpProcName);
}
// If the original d3d9 function is nullptr or points to gMod, load the actual d3d9 dll and redirect the addresses
void CheckLoadD3d9Dll()
{
if (!(Direct3DCreate9_ret && Direct3DCreate9_ret != Direct3DCreate9)) {
ASSERT(LoadD3d9Dll());
ASSERT(Direct3DCreate9_ret && Direct3DCreate9_ret != Direct3DCreate9);
}
if (!(Direct3DCreate9Ex_ret && Direct3DCreate9Ex_ret != Direct3DCreate9Ex)) {
ASSERT(LoadD3d9Dll());
ASSERT(Direct3DCreate9Ex_ret && Direct3DCreate9Ex_ret != Direct3DCreate9Ex);
}
}
// There may be a sitation where more than 1 gmod is loaded; avoid recursions!
bool creating_d3d9 = false;
}
unsigned int gl_ErrorState = 0;
HINSTANCE gl_hThisInstance = nullptr;
IDirect3D9* APIENTRY Direct3DCreate9(UINT SDKVersion)
{
Message("uMod_Direct3DCreate9: uMod %p\n", Direct3DCreate9);
ASSERT(!creating_d3d9);
creating_d3d9 = true;
DISABLE_HOOK(GetProcAddress_fn);
CheckLoadD3d9Dll();
IDirect3D9* pIDirect3D9_orig = Direct3DCreate9_ret(SDKVersion); // creating the original IDirect3D9 object
ASSERT(pIDirect3D9_orig);
creating_d3d9 = false;
// Hand the game a wrapper object instead of the real one: CreateDevice is intercepted
// via ordinary virtual dispatch, so nothing here is ever patched (see D3D9Wrappers.h).
const auto wrapped = new WrappedDirect3D9(pIDirect3D9_orig);
pIDirect3D9_orig->Release(); // the wrapper holds its own AddRef'd reference
return wrapped;
}
HRESULT APIENTRY Direct3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppD3D)
{
Message("uMod_Direct3DCreate9Ex: uMod %p\n", Direct3DCreate9Ex);
ASSERT(!creating_d3d9);
creating_d3d9 = true;
DISABLE_HOOK(GetProcAddress_fn);
CheckLoadD3d9Dll();
IDirect3D9Ex* pIDirect3D9Ex_orig = nullptr;
HRESULT ret = Direct3DCreate9Ex_ret(SDKVersion, &pIDirect3D9Ex_orig); // creating the original IDirect3D9 object
creating_d3d9 = false;
if (ret != S_OK)
return ret;
// Hand the game a wrapper object instead of the real one: CreateDevice/CreateDeviceEx
// are intercepted via ordinary virtual dispatch, so nothing here is ever patched.
const auto wrapped = new WrappedDirect3D9Ex(pIDirect3D9Ex_orig);
pIDirect3D9Ex_orig->Release(); // the wrapper holds its own AddRef'd reference
*ppD3D = wrapped;
return ret;
}
BOOL WINAPI DllMain(HINSTANCE hModule, DWORD ul_reason_for_call, LPVOID lpReserved)
{
switch (ul_reason_for_call) {
case DLL_PROCESS_ATTACH: {
#ifdef _DEBUG
wchar_t dllFilePath[512 + 1]{};
GetModuleFileNameW(hModule, dllFilePath, 512);
gmod_dll_path = dllFilePath;
AllocConsole();
SetConsoleTitleA("gMod Console");
freopen_s(&stdout_proxy, "CONOUT$", "w", stdout);
freopen_s(&stderr_proxy, "CONOUT$", "w", stderr);
#endif
InitInstance(hModule);
break;
}
case DLL_PROCESS_DETACH: {
// Process exit (lpReserved != nullptr): other threads are gone and the OS
// reclaims everything, so touching MinHook/the device here only risks a hang.
if (lpReserved != nullptr)
break;
// FreeLibrary unload: the device is still live, so tear down cleanly.
ExitInstance(true);
break;
}
default: break;
}
return true;
}
void LoadModlists()
{
Message("Initialize: searching for modlist.txt\n");
char gwpath[MAX_PATH]{};
GetModuleFileName(GetModuleHandle(nullptr), gwpath, MAX_PATH); // ask for name and path of this executable
char dllpath[MAX_PATH]{};
GetModuleFileName(gl_hThisInstance, dllpath, MAX_PATH); // ask for name and path of this dll
const auto exe_path = std::filesystem::path(gwpath).parent_path();
const auto dll_path = std::filesystem::path(dllpath).parent_path();
for (const auto& path : {exe_path, dll_path}) {
const auto modlist = path / "modlist.txt";
if (std::filesystem::exists(modlist)) {
Message("Initialize: found %s\n", modlist.string().c_str());
std::ifstream t(modlist, std::ios::binary);
std::stringstream buffer;
buffer << t.rdbuf();
modlists_contents.emplace_back(modlist.string(), buffer.str());
}
}
}
void InitInstance(HINSTANCE hModule)
{
Message("InitInstance: %p\n", hModule);
// Store the handle to this module
gl_hThisInstance = hModule;
LoadModlists();
DisableThreadLibraryCalls(hModule); // reduce overhead
// d3d9.dll shouldn't be loaded at this point.
[[maybe_unused]] const auto d3d9_loaded = FindLoadedModuleByName("d3d9.dll");
// ASSERT(!d3d9_loaded);
MH_Initialize();
// Hook into LoadLibraryA - we'll do our hooks on the flip side
GetProcAddress_fn = reinterpret_cast<GetProcAddress_type>(GetProcAddress);
ASSERT(GetProcAddress_fn);
if (GetProcAddress_fn) {
MH_CreateHook(GetProcAddress_fn, OnGetProcAddress, (void**)&GetProcAddress_ret);
MH_EnableHook(GetProcAddress_fn);
// Re-JIT the patched prologue + trampoline under the x86-on-ARM64 emulator (no-op native).
const HANDLE proc = GetCurrentProcess();
FlushInstructionCache(proc, (void*)GetProcAddress_fn, 64);
if (GetProcAddress_ret) FlushInstructionCache(proc, (void*)GetProcAddress_ret, 64);
}
}
// Exported entry for late injection: hand gMod an existing device so it hooks
// the vtable and mods textures from here on.
extern "C" __declspec(dllexport) int __cdecl SetDevice(IDirect3DDevice9* device)
{
if (!device) return RETURN_BAD_ARGUMENT;
try {
return RegisterExistingDevice(device) ? RETURN_OK : RETURN_EXISTS;
}
catch (...) {
return RETURN_FATAL_ERROR;
}
}
extern "C" __declspec(dllexport) int __cdecl AddFile(const wchar_t* path)
{
if (!path) return RETURN_BAD_ARGUMENT;
try {
return TextureClient::AddFile(std::filesystem::path(path));
}
catch (...) {
return RETURN_FATAL_ERROR;
}
}
extern "C" __declspec(dllexport) int __cdecl RemoveFile(const wchar_t* path)
{
if (!path) return RETURN_BAD_ARGUMENT;
try {
return TextureClient::RemoveFile(std::filesystem::path(path));
}
catch (...) {
return RETURN_FATAL_ERROR;
}
}
// nullptr first arg = return required size; paths come back in load (priority) order
// returns paths separated by null terminator, e.g. "C:\foo.tpf\0C:\bar.zip\0\0"
extern "C" __declspec(dllexport) int __cdecl GetFiles(wchar_t* buffer, const size_t buffer_size_chars)
{
try {
const auto files = TextureClient::GetFiles();
size_t required = 1;
for (const auto& path : files) {
required += path.native().size() + 1;
}
if (buffer && buffer_size_chars > 0 && buffer_size_chars >= required) {
wchar_t* out = buffer;
for (const auto& path : files) {
const auto& native = path.native();
std::ranges::copy(native, out);
out += native.size();
*out++ = L'\0';
}
*out = L'\0';
}
return static_cast<int>(required);
}
catch (...) {
return RETURN_FATAL_ERROR;
}
}
// Optional clean-shutdown entry: call this from the host (on a normal thread) BEFORE
// FreeLibrary so teardown runs off the loader lock, where MinHook can safely suspend
// the render thread. A later FreeLibrary then unloads with nothing left to undo.
extern "C" __declspec(dllexport) void __cdecl Shutdown()
{
ExitInstance(true);
}
void ExitInstance(bool is_unloading)
{
// Teardown must run exactly once, whether reached via Shutdown() or DllMain detach.
static std::atomic<bool> torn_down{false};
if (torn_down.exchange(true)) return;
DISABLE_HOOK(GetProcAddress_fn);
// Revert every D3D9 vtable hook so the original objects are left pristine.
RemoveAllD3D9Hooks();
// On a real unload the device is still alive; release our replacement textures.
if (is_unloading) {
DestroyAllTextureClients();
}
MH_Uninitialize();
if (gMod_Loaded_d3d9_Module_Handle)
FreeLibrary(gMod_Loaded_d3d9_Module_Handle);
#ifdef _DEBUG
if (stdout_proxy)
fclose(stdout_proxy);
if (stderr_proxy)
fclose(stderr_proxy);
__try {
FreeConsole();
}
__except (EXCEPTION_CONTINUE_EXECUTION) {
}
#endif
}
+9
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@@ -0,0 +1,9 @@
set(VCPKG_TARGET_ARCHITECTURE x86)
if(PORT MATCHES "dxsdk-d3dx")
set(VCPKG_CRT_LINKAGE dynamic)
set(VCPKG_LIBRARY_LINKAGE dynamic)
else()
set(VCPKG_CRT_LINKAGE static)
set(VCPKG_LIBRARY_LINKAGE static)
endif()
-117
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@@ -1,117 +0,0 @@
ifdef NI
ifdef LOG_MESSAGE
precompiler_flag = /D "LOG_MESSAGE" /D "NO_INJECTION"
else
precompiler_flag = /D "NO_INJECTION"
endif
def_file = /DEF:"uMod_DX9_dll_NO_INJECTION.def"
obj_suff = NI.obj
dll = d3d9.dll
else
ifdef DI
ifdef LOG_MESSAGE
precompiler_flag = /D "LOG_MESSAGE" /D "DIRECT_INJECTION"
else
precompiler_flag = /D "DIRECT_INJECTION"
endif
def_file = /DEF:"uMod_DX9_dll_DIRECT_INJECTION.def"
obj_suff = DI.obj
dll = uMod_d3d9_DI.dll
else
ifdef LOG_MESSAGE
precompiler_flag = /D "LOG_MESSAGE" /D "HOOK_INJECTION"
else
precompiler_flag = /D "HOOK_INJECTION"
endif
def_file = /DEF:"uMod_DX9_dll_HOOK_INJECTION.def"
obj_suff = HI.obj
dll = uMod_d3d9_HI.dll
endif
endif
CXX = cl
CLINK = link.exe
DEFINES = /D "WIN32" /D "_WINDOWS" /D "_USRDLL" /D "_WINDLL" /D "_MBCS"
CFLAGS = /I "C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Include" /nologo /W3 /WX- /O2 ${DEFINES} ${precompiler_flag} /Gm- /EHsc /MT /GS /fp:precise /Zc:wchar_t
LFLAGS = /INCREMENTAL:NO /NOLOGO /LIBPATH:"C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Lib\x86" /DLL "Winmm.lib" "d3dx9.lib" "dxguid.lib" "user32.lib" "Kernel32.lib" ${def_file} /SUBSYSTEM:WINDOWS /OPT:REF /OPT:ICF /TLBID:1 /DYNAMICBASE:NO /NXCOMPAT:NO /MACHINE:X86
obj = obj
bin = bin
objects = ${obj}\uMod_DX9_dll.${obj_suff} \
${obj}\uMod_IDirect3D9.${obj_suff} \
${obj}\uMod_IDirect3D9Ex.${obj_suff} \
${obj}\uMod_IDirect3DDevice9.${obj_suff} \
${obj}\uMod_IDirect3DDevice9Ex.${obj_suff} \
${obj}\uMod_TextureFunction.${obj_suff} \
${obj}\uMod_IDirect3DTexture9.${obj_suff} \
${obj}\uMod_IDirect3DVolumeTexture9.${obj_suff} \
${obj}\uMod_IDirect3DCubeTexture9.${obj_suff} \
${obj}\uMod_ArrayHandler.${obj_suff} \
${obj}\uMod_TextureClient.${obj_suff} \
${obj}\uMod_TextureServer.${obj_suff}
headers = uMod_Main.h \
uMod_Defines.h \
uMod_DX9_dll.h \
uMod_IDirect3D9.h \
uMod_IDirect3DDevice9.h \
uMod_TextureFunction.h \
uMod_IDirect3DTexture9.h \
uMod_IDirect3DVolumeTexture9.h \
uMod_IDirect3DCubeTexture9.h \
uMod_ArrayHandler.h \
uMod_TextureClient.h \
uMod_TextureServer.h
${bin}\d3d9.dll: ${objects}
${CLINK} ${LFLAGS} ${objects} /OUT:${bin}\${dll}
copy ${bin}\${dll} ..\uMod_GUI\bin\${dll}
${obj}\uMod_DX9_dll.${obj_suff}: uMod_DX9_dll.cpp ${headers}
${CXX} ${CFLAGS} /c $< /Fo$@
${obj}\uMod_IDirect3D9.${obj_suff}: uMod_IDirect3D9.cpp ${headers}
${CXX} ${CFLAGS} /c $< /Fo$@
${obj}\uMod_IDirect3D9Ex.${obj_suff}: uMod_IDirect3D9Ex.cpp ${headers}
${CXX} ${CFLAGS} /c $< /Fo$@
${obj}\uMod_IDirect3DDevice9.${obj_suff}: uMod_IDirect3DDevice9.cpp ${headers}
${CXX} ${CFLAGS} /c $< /Fo$@
${obj}\uMod_IDirect3DDevice9Ex.${obj_suff}: uMod_IDirect3DDevice9Ex.cpp ${headers}
${CXX} ${CFLAGS} /c $< /Fo$@
${obj}\uMod_TextureFunction.${obj_suff}: uMod_TextureFunction.cpp ${headers}
${CXX} ${CFLAGS} /c $< /Fo$@
${obj}\uMod_IDirect3DTexture9.${obj_suff}: uMod_IDirect3DTexture9.cpp ${headers}
${CXX} ${CFLAGS} /c $< /Fo$@
${obj}\uMod_IDirect3DVolumeTexture9.${obj_suff}: uMod_IDirect3DVolumeTexture9.cpp ${headers}
${CXX} ${CFLAGS} /c $< /Fo$@
${obj}\uMod_IDirect3DCubeTexture9.${obj_suff}: uMod_IDirect3DCubeTexture9.cpp ${headers}
${CXX} ${CFLAGS} /c $< /Fo$@
${obj}\uMod_ArrayHandler.${obj_suff}: uMod_ArrayHandler.cpp ${headers}
${CXX} ${CFLAGS} /c $< /Fo$@
${obj}\uMod_TextureClient.${obj_suff}: uMod_TextureClient.cpp ${headers}
${CXX} ${CFLAGS} /c $< /Fo$@
${obj}\uMod_TextureServer.${obj_suff}: uMod_TextureServer.cpp ${headers}
${CXX} ${CFLAGS} /c $< /Fo$@
clean:
del ${objects} ${bin}\${dll}
-117
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@@ -1,117 +0,0 @@
!IFDEF NI
!IFDEF LOG_MESSAGE
precompiler_flag = /D "LOG_MESSAGE" /D "NO_INJECTION"
!ELSE
precompiler_flag = /D "NO_INJECTION"
!ENDIF
def_file = /DEF:"uMod_DX9_dll_NO_INJECTION.def"
obj_suff = NI.obj
dll = d3d9.dll
!ELSE
!IFDEF DI
!IFDEF LOG_MESSAGE
precompiler_flag = /D "LOG_MESSAGE" /D "DIRECT_INJECTION"
!ELSE
precompiler_flag = /D "DIRECT_INJECTION"
!ENDIF
def_file = /DEF:"uMod_DX9_dll_DIRECT_INJECTION.def"
obj_suff = DI.obj
dll = uMod_d3d9_DI.dll
!ELSE
!IFDEF LOG_MESSAGE
precompiler_flag = /D "LOG_MESSAGE" /D "HOOK_INJECTION"
!ELSE
precompiler_flag = /D "HOOK_INJECTION"
!ENDIF
def_file = /DEF:"uMod_DX9_dll_HOOK_INJECTION.def"
obj_suff = HI.obj
dll = uMod_d3d9_HI.dll
!ENDIF
CXX = cl
CLINK = link.exe
DEFINES = /D "WIN32" /D "_WINDOWS" /D "_USRDLL" /D "_WINDLL" /D "_MBCS"
CFLAGS = /I "C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Include" /nologo /W3 /WX- /O2 $(DEFINES) $(precompiler_flag) /Gm- /EHsc /MT /GS /fp:precise /Zc:wchar_t
LFLAGS = /INCREMENTAL:NO /NOLOGO /LIBPATH:"C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Lib\x86" /DLL "Winmm.lib" "d3dx9.lib" "dxguid.lib" "user32.lib" "Kernel32.lib" $(def_file) /SUBSYSTEM:WINDOWS /OPT:REF /OPT:ICF /TLBID:1 /DYNAMICBASE:NO /NXCOMPAT:NO /MACHINE:X86
obj = obj
bin = bin
objects = $(obj)\uMod_DX9_dll.$(obj_suff) \
$(obj)\uMod_IDirect3D9.$(obj_suff) \
$(obj)\uMod_IDirect3D9Ex.$(obj_suff) \
$(obj)\uMod_IDirect3DDevice9.$(obj_suff) \
$(obj)\uMod_IDirect3DDevice9Ex.$(obj_suff) \
$(obj)\uMod_TextureFunction.$(obj_suff) \
$(obj)\uMod_IDirect3DTexture9.$(obj_suff) \
$(obj)\uMod_IDirect3DVolumeTexture9.$(obj_suff) \
$(obj)\uMod_IDirect3DCubeTexture9.$(obj_suff) \
$(obj)\uMod_ArrayHandler.$(obj_suff) \
$(obj)\uMod_TextureClient.$(obj_suff) \
$(obj)\uMod_TextureServer.$(obj_suff)
headers = uMod_Main.h \
uMod_Defines.h \
uMod_DX9_dll.h \
uMod_IDirect3D9.h \
uMod_IDirect3DDevice9.h \
uMod_TextureFunction.h \
uMod_IDirect3DTexture9.h \
uMod_IDirect3DVolumeTexture9.h \
uMod_IDirect3DCubeTexture9.h \
uMod_ArrayHandler.h \
uMod_TextureClient.h \
uMod_TextureServer.h
$(bin)\d3d9.dll: $(objects)
$(CLINK) $(LFLAGS) $(objects) /OUT:$(bin)\$(dll)
copy $(bin)\$(dll) ..\uMod_GUI\bin\$(dll)
$(obj)\uMod_DX9_dll.$(obj_suff): uMod_DX9_dll.cpp $(headers)
$(CXX) $(CFLAGS) /c /Fo$@ uMod_DX9_dll.cpp
$(obj)\uMod_IDirect3D9.$(obj_suff): uMod_IDirect3D9.cpp $(headers)
$(CXX) $(CFLAGS) /c /Fo$@ uMod_IDirect3D9.cpp
$(obj)\uMod_IDirect3D9Ex.$(obj_suff): uMod_IDirect3D9Ex.cpp $(headers)
$(CXX) $(CFLAGS) /c /Fo$@ uMod_IDirect3D9Ex.cpp
$(obj)\uMod_IDirect3DDevice9.$(obj_suff): uMod_IDirect3DDevice9.cpp $(headers)
$(CXX) $(CFLAGS) /c /Fo$@ uMod_IDirect3DDevice9.cpp
$(obj)\uMod_IDirect3DDevice9Ex.$(obj_suff): uMod_IDirect3DDevice9Ex.cpp $(headers)
$(CXX) $(CFLAGS) /c /Fo$@ uMod_IDirect3DDevice9Ex.cpp
$(obj)\uMod_TextureFunction.$(obj_suff): uMod_TextureFunction.cpp $(headers)
$(CXX) $(CFLAGS) /c /Fo$@ uMod_TextureFunction.cpp
$(obj)\uMod_IDirect3DTexture9.$(obj_suff): uMod_IDirect3DTexture9.cpp $(headers)
$(CXX) $(CFLAGS) /c /Fo$@ uMod_IDirect3DTexture9.cpp
$(obj)\uMod_IDirect3DVolumeTexture9.$(obj_suff): uMod_IDirect3DVolumeTexture9.cpp $(headers)
$(CXX) $(CFLAGS) /c /Fo$@ uMod_IDirect3DVolumeTexture9.cpp
$(obj)\uMod_IDirect3DCubeTexture9.$(obj_suff): uMod_IDirect3DCubeTexture9.cpp $(headers)
$(CXX) $(CFLAGS) /c /Fo$@ uMod_IDirect3DCubeTexture9.cpp
$(obj)\uMod_ArrayHandler.$(obj_suff): uMod_ArrayHandler.cpp $(headers)
$(CXX) $(CFLAGS) /c /Fo$@ uMod_ArrayHandler.cpp
$(obj)\uMod_TextureClient.$(obj_suff): uMod_TextureClient.cpp $(headers)
$(CXX) $(CFLAGS) /c /Fo$@ uMod_TextureClient.cpp
$(obj)\uMod_TextureServer.$(obj_suff): uMod_TextureServer.cpp $(headers)
$(CXX) $(CFLAGS) /c /Fo$@ uMod_TextureServer.cpp
clean:
del $(objects) $(bin)\$(dll)
-106
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@@ -1,106 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#include "uMod_Main.h"
uMod_FileHandler::uMod_FileHandler(void)
{
Message("uMod_FileHandler(void): %lu\n", this);
Number = 0;
FieldCounter = 0;
Files = NULL;
}
uMod_FileHandler::~uMod_FileHandler(void)
{
Message("~uMod_FileHandler(void): %lu\n", this);
if (Files!=NULL)
{
for (int i=0; i<FieldCounter; i++) if (Files[i] != NULL) delete [] Files[i];
delete [] Files;
}
}
int uMod_FileHandler::Add(TextureFileStruct* file)
{
Message("uMod_FileHandler::Add(%lu): %lu\n", file, this);
if (gl_ErrorState & uMod_ERROR_FATAL) return (RETURN_FATAL_ERROR);
if (file->Reference>=0) return (RETURN_UPDATE_ALLREADY_ADDED);
if (Number/FieldLength==FieldCounter) // get more memory
{
TextureFileStruct*** temp = NULL;
try {temp = new TextureFileStruct**[FieldCounter+10];}
catch (...)
{
gl_ErrorState |= uMod_ERROR_MEMORY | uMod_ERROR_TEXTURE;
return (RETURN_NO_MEMORY);
}
for (int i=0; i<FieldCounter; i++) temp[i] = Files[i]; //copy to new allocated memory
for (int i=FieldCounter; i<FieldCounter+10; i++) temp[i] = NULL; // initialize unused parts to zero
FieldCounter += 10;
if (Files!=NULL) delete [] Files;
Files = temp;
}
if (Number%FieldLength==0) // maybe we need to get more memory
{
try {if (Files[Number/FieldLength]==NULL) Files[Number/FieldLength] = new TextureFileStruct*[FieldLength];}
catch (...)
{
Files[Number/FieldLength] = NULL;
gl_ErrorState |= uMod_ERROR_MEMORY | uMod_ERROR_TEXTURE;
return (RETURN_NO_MEMORY);
}
}
Files[Number/FieldLength][Number%FieldLength] = file;
file->Reference = Number++; //set the reference for a fast deleting
return (RETURN_OK);
}
int uMod_FileHandler::Remove(TextureFileStruct* file)
{
Message("uMod_FileHandler::Remove(%lu): %lu\n", file, this);
if (gl_ErrorState & uMod_ERROR_FATAL) return (RETURN_FATAL_ERROR);
int ref = file->Reference;
if (ref<0) return (RETURN_OK); // returning if no Reference is set
file->Reference = -1; //set reference outside of bound
if (ref<(--Number)) //if reference is unequal to Number-1 we copy the last entry to the index "ref"
{
Files[ref/FieldLength][ref%FieldLength] = Files[Number/FieldLength][Number%FieldLength];
Files[ref/FieldLength][ref%FieldLength]->Reference = ref; //set the new reference entry
}
return (RETURN_OK);
}
-183
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@@ -1,183 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef uMod_FIELDHANDLER_H_
#define uMod_FIELDHANDLER_H_
#include "..\uMod_GlobalDefines.h"
#include "uMod_IDirect3DTexture9.h"
typedef struct
{
bool ForceReload; // to force a reload of the texture (if it is already modded)
char* pData; // store texture file as file in memory
unsigned int Size; // size of file
int NumberOfTextures;
int Reference; // for a fast delete in the FileHandler
IDirect3DBaseTexture9 **Textures; // pointer to the fake textures
MyTypeHash Hash; // hash value
} TextureFileStruct;
class uMod_FileHandler // array to store TextureFileStruct
{
public:
uMod_FileHandler(void);
~uMod_FileHandler(void);
int Add( TextureFileStruct* file);
int Remove( TextureFileStruct* file);
int GetNumber(void) {return (Number);}
TextureFileStruct *operator [] (int i) {if (i<0||i>=Number) return (NULL); else return (Files[i/FieldLength][i%FieldLength]);}
protected:
static const int FieldLength = 1024;
long Number;
int FieldCounter;
TextureFileStruct*** Files;
};
template <class T>
class uMod_TextureHandler // array to store uMod_IDirect3DTexture9, uMod_IDirect3DVolumeTexture9 or uMod_IDirect3DCubeTexture9
{
public:
uMod_TextureHandler(void);
~uMod_TextureHandler(void);
int Add( T* texture);
int Remove( T* texture);
int GetNumber(void) {return (Number);}
T *operator [] (int i) {if (i<0||i>=Number) return (NULL); else return (Textures[i/FieldLength][i%FieldLength]);}
private:
static const int FieldLength = 1024;
long Number;
int FieldCounter;
T*** Textures;
};
template <class T>
uMod_TextureHandler<T>::uMod_TextureHandler(void)
{
Message("uMod_TextureHandler(void): %lu\n", this);
Number = 0;
FieldCounter = 0;
Textures = NULL;
}
template <class T>
uMod_TextureHandler<T>::~uMod_TextureHandler(void)
{
Message("~uMod_TextureHandler(void): %lu\n", this);
if (Textures!=NULL)
{
for (int i=0; i<FieldCounter; i++) if (Textures[i] != NULL) delete [] Textures[i];
delete [] Textures;
}
}
template <class T>
int uMod_TextureHandler<T>::Add(T* pTexture)
{
Message("uMod_TextureHandler::Add( %lu): %lu\n", pTexture, this);
if (gl_ErrorState & uMod_ERROR_FATAL) return (RETURN_FATAL_ERROR);
if (pTexture->Reference>=0) return (RETURN_TEXTURE_ALLREADY_ADDED);
if (Number/FieldLength==FieldCounter)
{
T*** temp = NULL;
try {temp = new T**[FieldCounter+10];}
catch (...)
{
gl_ErrorState |= uMod_ERROR_MEMORY | uMod_ERROR_TEXTURE;
return (RETURN_NO_MEMORY);
}
for (int i=0; i<FieldCounter; i++) temp[i] = Textures[i];
for (int i=FieldCounter; i<FieldCounter+10; i++) temp[i] = NULL;
FieldCounter += 10;
if (Textures!=NULL) delete [] Textures;
Textures = temp;
}
if (Number%FieldLength==0)
{
try {if (Textures[Number/FieldLength]==NULL) Textures[Number/FieldLength] = new T*[FieldLength];}
catch (...)
{
Textures[Number/FieldLength]=NULL;
gl_ErrorState |= uMod_ERROR_MEMORY | uMod_ERROR_TEXTURE;
return (RETURN_NO_MEMORY);
}
}
Textures[Number/FieldLength][Number%FieldLength] = pTexture;
pTexture->Reference = Number++;
return (RETURN_OK);
}
template <class T>
int uMod_TextureHandler<T>::Remove(T* pTexture) //will be called, if a texture is completely released
{
Message("uMod_TextureHandler::Remove( %lu): %lu\n", pTexture, this);
if (gl_ErrorState & uMod_ERROR_FATAL) return (RETURN_FATAL_ERROR);
int ref = pTexture->Reference;
if (ref<0) return (RETURN_OK); // returning if no TextureHandlerRef is set
if (ref<(--Number))
{
Textures[ref/FieldLength][ref%FieldLength] = Textures[Number/FieldLength][Number%FieldLength];
Textures[ref/FieldLength][ref%FieldLength]->Reference = ref;
}
return (RETURN_OK);
}
#endif /* uMod_FIELDHANDLER_H_ */
-463
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@@ -1,463 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
/*
NEVER USE THIS CODE FOR ILLEGAL PURPOSE
*/
#include "uMod_Main.h"
//#include "detours.h"
//#include "detourxs/detourxs/detourxs.h"
/*
#include "detourxs/detourxs/ADE32.cpp"
#include "detourxs/detourxs/detourxs.cpp"
*/
/*
* global variable which are not linked external
*/
HINSTANCE gl_hOriginalDll = NULL;
HINSTANCE gl_hThisInstance = NULL;
uMod_TextureServer* gl_TextureServer = NULL;
HANDLE gl_ServerThread = NULL;
typedef IDirect3D9 *(APIENTRY *Direct3DCreate9_type)(UINT);
typedef HRESULT (APIENTRY *Direct3DCreate9Ex_type)(UINT SDKVersion, IDirect3D9Ex **ppD3D);
#ifndef NO_INJECTION
Direct3DCreate9_type Direct3DCreate9_fn; // we need to store the pointer to the original Direct3DCreate9 function after we have done a detour
Direct3DCreate9Ex_type Direct3DCreate9Ex_fn; // we need to store the pointer to the original Direct3DCreate9 function after we have done a detour
HHOOK gl_hHook = NULL;
#endif
/*
* global variable which are linked external
*/
unsigned int gl_ErrorState = 0u;
#ifdef LOG_MESSAGE
FILE* gl_File = NULL;
#endif
#ifdef DIRECT_INJECTION
void Nothing(void) {(void)NULL;}
#endif
/*
* dll entry routine, here we initialize or clean up
*/
BOOL WINAPI DllMain( HINSTANCE hModule, DWORD ul_reason_for_call, LPVOID lpReserved)
{
UNREFERENCED_PARAMETER(lpReserved);
switch (ul_reason_for_call)
{
case DLL_PROCESS_ATTACH:
{
InitInstance(hModule);
break;
}
case DLL_PROCESS_DETACH:
{
ExitInstance();
break;
}
default: break;
}
return (true);
}
DWORD WINAPI ServerThread( LPVOID lpParam )
{
UNREFERENCED_PARAMETER(lpParam);
if (gl_TextureServer!=NULL) gl_TextureServer->MainLoop(); //This is and endless mainloop, it sleep till something is written into the pipe.
return (0);
}
void InitInstance(HINSTANCE hModule)
{
DisableThreadLibraryCalls( hModule ); //reduce overhead
gl_hThisInstance = (HINSTANCE) hModule;
wchar_t game[MAX_PATH];
if (HookThisProgram( game)) //ask if we need to hook this program
{
OpenMessage();
Message("InitInstance: %lu\n", hModule);
gl_TextureServer = new uMod_TextureServer(game); //create the server which listen on the pipe and prepare the update for the texture clients
LoadOriginalDll();
#ifndef NO_INJECTION
// we detour the original Direct3DCreate9 to our MyDirect3DCreate9
Direct3DCreate9_fn = (Direct3DCreate9_type) GetProcAddress(gl_hOriginalDll, "Direct3DCreate9");
if (Direct3DCreate9_fn!=NULL)
{
Message("Detour: Direct3DCreate9\n");
Direct3DCreate9_fn = (Direct3DCreate9_type)DetourFunc( (BYTE*)Direct3DCreate9_fn, (BYTE*)uMod_Direct3DCreate9, 5);
}
Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type) GetProcAddress(gl_hOriginalDll, "Direct3DCreate9Ex");
if (Direct3DCreate9Ex_fn!=NULL)
{
Message("Detour: Direct3DCreate9Ex\n");
Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type)DetourFunc( (BYTE*)Direct3DCreate9Ex_fn, (BYTE*)uMod_Direct3DCreate9Ex, 7);
}
#endif
if (gl_TextureServer->OpenPipe(game)) //open the pipe and send the name+path of this executable
{
Message("InitInstance: Pipe not opened\n");
return;
}
gl_ServerThread = CreateThread( NULL, 0, ServerThread, NULL, 0, NULL); //creating a thread for the mainloop
if (gl_ServerThread==NULL) {Message("InitInstance: Serverthread not started\n");}
}
}
void LoadOriginalDll(void)
{
char buffer[MAX_PATH];
GetSystemDirectory(buffer,MAX_PATH); //get the system directory, we need to open the original d3d9.dll
// Append dll name
strcat_s( buffer, MAX_PATH,"\\d3d9.dll");
// try to load the system's d3d9.dll, if pointer empty
if (!gl_hOriginalDll) gl_hOriginalDll = LoadLibrary(buffer);
if (!gl_hOriginalDll)
{
ExitProcess(0); // exit the hard way
}
}
void ExitInstance()
{
if (gl_TextureServer!=NULL)
{
gl_TextureServer->ClosePipe(); //This must be done before the server thread is killed, because the server thread will endless wait on the ReadFile()
}
if (gl_ServerThread!=NULL)
{
CloseHandle(gl_ServerThread); // kill the server thread
gl_ServerThread = NULL;
}
if (gl_TextureServer!=NULL)
{
delete gl_TextureServer; //delete the texture server
gl_TextureServer = NULL;
}
// Release the system's d3d9.dll
if (gl_hOriginalDll!=NULL)
{
FreeLibrary(gl_hOriginalDll);
gl_hOriginalDll = NULL;
}
CloseMessage();
}
#ifdef NO_INJECTION
/*
* We do not inject, the game loads this dll by itself thus we must include the Direct3DCreate9 function
*/
IDirect3D9* WINAPI Direct3DCreate9(UINT SDKVersion)
{
Message("WINAPI Direct3DCreate9\n");
if (!gl_hOriginalDll) LoadOriginalDll(); // looking for the "right d3d9.dll"
// find original function in original d3d9.dll
Direct3DCreate9_type D3DCreate9_fn = (Direct3DCreate9_type) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9");
if (!D3DCreate9_fn)
{
Message("Direct3DCreate9: original function not found in dll\n");
return (NULL);
}
//Create originale IDirect3D9 object
IDirect3D9 *pIDirect3D9_orig = D3DCreate9_fn(SDKVersion);
//create our uMod_IDirect3D9 object
uMod_IDirect3D9 *pIDirect3D9 = new uMod_IDirect3D9( pIDirect3D9_orig, gl_TextureServer);
// Return pointer to our object instead of "real one"
return (pIDirect3D9);
}
HRESULT WINAPI Direct3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex **ppD3D)
{
Message("WINAPI Direct3DCreate9Ex\n");
if (!gl_hOriginalDll) LoadOriginalDll(); // looking for the "right d3d9.dll"
// find original function in original d3d9.dll
Direct3DCreate9Ex_type D3DCreate9Ex_fn = (Direct3DCreate9Ex_type) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9Ex");
if (!D3DCreate9Ex_fn)
{
Message("Direct3DCreate9Ex: original function not found in dll\n");
return (D3DERR_NOTAVAILABLE);
}
//Create originale IDirect3D9 object
IDirect3D9Ex *pIDirect3D9Ex_orig;
HRESULT ret = D3DCreate9Ex_fn( SDKVersion, &pIDirect3D9Ex_orig);
if (ret!=S_OK) return (ret);
//create our uMod_IDirect3D9 object
uMod_IDirect3D9Ex *pIDirect3D9Ex = new uMod_IDirect3D9Ex( pIDirect3D9Ex_orig, gl_TextureServer);
ppD3D = &pIDirect3D9Ex_orig; // Return pointer to our object instead of "real one"
return (ret);
}
bool HookThisProgram( wchar_t *ret) //this function always return true, it is needed for the name and path of the executable
{
wchar_t Executable[MAX_PATH];
GetModuleFileNameW( GetModuleHandle( NULL ), Executable, MAX_PATH ); //ask for name and path of this executable
int len = 0;
while (Executable[len]) {ret[len] = Executable[len]; len++;}
ret[len] = 0;
return (true);
}
#else
/*
* We inject the dll into the game, thus we retour the original Direct3DCreate9 function to our MyDirect3DCreate9 function
*/
IDirect3D9 *APIENTRY uMod_Direct3DCreate9(UINT SDKVersion)
{
Message("uMod_Direct3DCreate9: original %lu, uMod %lu\n", Direct3DCreate9_fn, uMod_Direct3DCreate9);
// in the Internet are many tutorials for detouring functions and all of them will work without the following 5 marked lines
// but somehow, for me it only works, if I retour the function and calling afterward the original function
// BEGIN
LoadOriginalDll();
RetourFunc((BYTE*) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9"), (BYTE*)Direct3DCreate9_fn, 5);
Direct3DCreate9_fn = (Direct3DCreate9_type) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9");
/*
if (Direct3DCreate9Ex_fn!=NULL)
{
RetourFunc((BYTE*) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9Ex"), (BYTE*)Direct3DCreate9Ex_fn, 7);
Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9Ex");
}
*/
// END
IDirect3D9 *pIDirect3D9_orig = NULL;
if (Direct3DCreate9_fn)
{
pIDirect3D9_orig = Direct3DCreate9_fn(SDKVersion); //creating the original IDirect3D9 object
}
else return (NULL);
uMod_IDirect3D9 *pIDirect3D9;
if (pIDirect3D9_orig)
{
pIDirect3D9 = new uMod_IDirect3D9( pIDirect3D9_orig, gl_TextureServer); //creating our uMod_IDirect3D9 object
}
// we detour again
Direct3DCreate9_fn = (Direct3DCreate9_type)DetourFunc( (BYTE*) Direct3DCreate9_fn, (BYTE*)uMod_Direct3DCreate9,5);
/*
if (Direct3DCreate9Ex_fn!=NULL)
{
Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type)DetourFunc( (BYTE*) Direct3DCreate9Ex_fn, (BYTE*)uMod_Direct3DCreate9Ex,7);
}
*/
return (pIDirect3D9); //return our object instead of the "real one"
}
HRESULT APIENTRY uMod_Direct3DCreate9Ex( UINT SDKVersion, IDirect3D9Ex **ppD3D)
{
Message( "uMod_Direct3DCreate9Ex: original %lu, uMod %lu\n", Direct3DCreate9Ex_fn, uMod_Direct3DCreate9Ex);
// in the Internet are many tutorials for detouring functions and all of them will work without the following 5 marked lines
// but somehow, for me it only works, if I retour the function and calling afterward the original function
// BEGIN
LoadOriginalDll();
/*
if (Direct3DCreate9_fn!=NULL)
{
RetourFunc((BYTE*) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9"), (BYTE*)Direct3DCreate9_fn, 5);
Direct3DCreate9_fn = (Direct3DCreate9_type) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9");
}
*/
RetourFunc((BYTE*) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9Ex"), (BYTE*)Direct3DCreate9Ex_fn, 7);
Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9Ex");
// END
IDirect3D9Ex *pIDirect3D9Ex_orig = NULL;
HRESULT ret;
if (Direct3DCreate9Ex_fn)
{
ret = Direct3DCreate9Ex_fn(SDKVersion, &pIDirect3D9Ex_orig); //creating the original IDirect3D9 object
}
else return (D3DERR_NOTAVAILABLE);
if (ret!=S_OK) return (ret);
uMod_IDirect3D9Ex *pIDirect3D9Ex;
if (pIDirect3D9Ex_orig)
{
pIDirect3D9Ex = new uMod_IDirect3D9Ex( pIDirect3D9Ex_orig, gl_TextureServer); //creating our uMod_IDirect3D9 object
}
// we detour again
/*
if (Direct3DCreate9_fn!=NULL)
{
Direct3DCreate9_fn = (Direct3DCreate9_type)DetourFunc( (BYTE*) Direct3DCreate9_fn, (BYTE*)uMod_Direct3DCreate9,5);
}
*/
Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type)DetourFunc( (BYTE*) Direct3DCreate9Ex_fn, (BYTE*)uMod_Direct3DCreate9Ex,7);
ppD3D = (IDirect3D9Ex**) &pIDirect3D9Ex; //return our object instead of the "real one"
return (ret);
}
bool HookThisProgram( wchar_t *ret)
{
wchar_t Executable[MAX_PATH];
wchar_t Game[MAX_PATH];
GetModuleFileNameW( GetModuleHandle( NULL ), Executable, MAX_PATH ); //ask for name and path of this executable
#ifdef HOOK_INJECTION
//we use the gloabal hook
FILE* file;
wchar_t *app_path = _wgetenv( L"APPDATA"); //asc for the user application directory
wchar_t file_name[MAX_PATH];
swprintf_s( file_name, MAX_PATH, L"%ls\\%ls\\%ls", app_path, uMod_APP_DIR, uMod_APP_DX9);
if (_wfopen_s( &file, file_name, L"rt,ccs=UTF-16LE")) return (false); // open the file in utf-16 LE mode
//MessageBoxW( NULL, Executable, L"test", 0);
while (!feof(file))
{
if ( fgetws( Game, MAX_PATH, file) != NULL ) //get each line of the file
{
//MessageBoxW( NULL, Game, L"test", 0);
int len = 0;
while (Game[len])
{
if (Game[len]==L'\r' || Game[len]==L'\n') {Game[len]=0; break;} //removing the new line symbols
len++;
}
if ( _wcsicmp( Executable, Game ) == 0 ) //compare both strings
{
for (int i=0; i<len; i++) ret[i] = Game[i];
ret[len] = 0;
fclose(file);
return (true);
}
}
}
fclose(file);
return (false);
#endif
#ifdef DIRECT_INJECTION
// we inject directly
int i=0;
while ( Game[i]) {ret[i]=Game[i]; i++;}
ret[i]=0;
return true;
#endif
}
void *DetourFunc(BYTE *src, const BYTE *dst, const int len)
{
BYTE *jmp = (BYTE*)malloc(len+5);
DWORD dwback = 0;
VirtualProtect(jmp, len+5, PAGE_EXECUTE_READWRITE, &dwback); //This is the addition needed for Windows 7 RC
VirtualProtect(src, len, PAGE_READWRITE, &dwback);
memcpy(jmp, src, len); jmp += len;
jmp[0] = 0xE9;
*(DWORD*)(jmp+1) = (DWORD)(src+len - jmp) - 5;
memset(src, 0x90, len);
src[0] = 0xE9;
*(DWORD*)(src+1) = (DWORD)(dst - src) - 5;
VirtualProtect(src, len, dwback, &dwback);
return (jmp-len);
}
bool RetourFunc(BYTE *src, BYTE *restore, const int len)
{
DWORD dwback;
if(!VirtualProtect(src, len, PAGE_READWRITE, &dwback)) { return (false); }
if(!memcpy(src, restore, len)) { return (false); }
restore[0] = 0xE9;
*(DWORD*)(restore+1) = (DWORD)(src - restore) - 5;
if(!VirtualProtect(src, len, dwback, &dwback)) { return (false); }
return (true);
}
#ifdef HOOK_INJECTION
/*
* We do not change something, if our hook function is called.
* We need this hook only to get our dll loaded into a starting program.
*/
LRESULT CALLBACK HookProc(int nCode, WPARAM wParam, LPARAM lParam)
{
return (CallNextHookEx( gl_hHook, nCode, wParam, lParam));
}
void InstallHook(void)
{
gl_hHook = SetWindowsHookEx( WH_CBT, HookProc, gl_hThisInstance, 0 );
}
void RemoveHook(void)
{
UnhookWindowsHookEx( gl_hHook );
}
#endif
#endif
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@@ -1,52 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef uMod_DX9_DLL_H_
#define uMod_DX9_DLL_H_
void InitInstance(HINSTANCE hModule);
void ExitInstance(void);
void LoadOriginalDll(void);
bool HookThisProgram( wchar_t *ret);
DWORD WINAPI ServerThread( LPVOID lpParam);
#ifndef NO_INJECTION
void *DetourFunc(BYTE *src, const BYTE *dst, const int len);
bool RetourFunc(BYTE *src, BYTE *restore, const int len);
IDirect3D9 *APIENTRY uMod_Direct3DCreate9(UINT SDKVersion);
HRESULT APIENTRY uMod_Direct3DCreate9Ex( UINT SDKVersion, IDirect3D9Ex **ppD3D);
#ifdef HOOK_INJECTION
LRESULT CALLBACK HookProc(int nCode, WPARAM wParam, LPARAM lParam);
void InstallHook(void);
void RemoveHook(void);
#endif
#ifdef DIRECT_INJECTION
void Nothing(void);
#endif
#endif
#endif
@@ -1,5 +0,0 @@
LIBRARY "uMod_d3d9_DI"
EXPORTS
uMod_Direct3DCreate9 @1
uMod_Direct3DCreate9Ex @2
Nothing @3
-6
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@@ -1,6 +0,0 @@
LIBRARY "uMod_d3d9_Hook"
EXPORTS
uMod_Direct3DCreate9 @1
uMod_Direct3DCreate9Ex @2
InstallHook @3
RemoveHook @4
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@@ -1,4 +0,0 @@
LIBRARY "d3d9"
EXPORTS
Direct3DCreate9 @1
Direct3DCreate9Ex @2
-70
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@@ -1,70 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef uMod_DEFINES_H_
#define uMod_DEFINES_H_
#ifdef LOG_MESSAGE
extern FILE *gl_File;
#define Message(...) {if (gl_File!=NULL) {fprintf( gl_File, __VA_ARGS__); fflush(gl_File);}}
#ifdef HOOK_INJECTION
#define OpenMessage(...) {if (fopen_s( &gl_File, "uMod_log.txt", "wt")) gl_File=NULL; else fprintf( gl_File, "HI R40: 0000000\n");}
#endif
#ifdef DIRECT_INJECTION
#define OpenMessage(...) {if (fopen_s( &gl_File, "uMod_log.txt", "wt")) gl_File=NULL; else fprintf( gl_File, "DI 40: 0000000\n");}
#endif
#ifdef NO_INJECTION
#define OpenMessage(...) {if (fopen_s( &gl_File, "uMod_log.txt", "wt")) gl_File=NULL; else fprintf( gl_File, "NI R40: 0000000\n");}
#endif
#define CloseMessage(...) {if (gl_File!=NULL) fclose(gl_File);}
#else
#define OpenMessage(...)
#define Message(...)
#define CloseMessage(...)
#endif
#ifdef __CDT_PARSER__
typedef unsigned long DWORD64;
typedef unsigned long DWORD32;
#define STDMETHOD(method) virtual HRESULT method
#define STDMETHOD_(ret, method) virtual ret method
#define sprintf_s(...)
#define fprintf(...)
#define fclose(...)
#define fseek(...)
#define ftell(...) 0
#define fflush(...)
typedef LONG HRESULT;
#define UNREFERENCED_PARAMETER(...)
#endif
#endif /* uMod_DEFINES_H_ */
-156
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@@ -1,156 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#include "uMod_Main.h"
#ifndef PRE_MESSAGE
#define PRE_MESSAGE "uMod_IDirect3D9"
#endif
uMod_IDirect3D9::uMod_IDirect3D9( IDirect3D9 *pOriginal, uMod_TextureServer* server)
{
Message( PRE_MESSAGE "::" PRE_MESSAGE "( %lu, %lu): %lu\n", pOriginal, server, this);
m_pIDirect3D9 = pOriginal;
uMod_Server = server;
}
uMod_IDirect3D9::~uMod_IDirect3D9(void)
{
Message( PRE_MESSAGE "::~" PRE_MESSAGE "(): %lu\n", this);
}
HRESULT __stdcall uMod_IDirect3D9::QueryInterface(REFIID riid, void** ppvObj)
{
*ppvObj = NULL;
// call this to increase AddRef at original object
// and to check if such an interface is there
HRESULT hRes = m_pIDirect3D9->QueryInterface(riid, ppvObj);
if (hRes == NOERROR) // if OK, send our "fake" address
{
*ppvObj = this;
}
return (hRes);
}
ULONG __stdcall uMod_IDirect3D9::AddRef(void)
{
return(m_pIDirect3D9->AddRef());
}
ULONG __stdcall uMod_IDirect3D9::Release(void)
{
// call original routine
ULONG count = m_pIDirect3D9->Release();
// in case no further Ref is there, the Original Object has deleted itself
if (count == 0)
{
delete(this);
}
return(count);
}
HRESULT __stdcall uMod_IDirect3D9::RegisterSoftwareDevice(void* pInitializeFunction)
{
return(m_pIDirect3D9->RegisterSoftwareDevice(pInitializeFunction));
}
UINT __stdcall uMod_IDirect3D9::GetAdapterCount(void)
{
return(m_pIDirect3D9->GetAdapterCount());
}
HRESULT __stdcall uMod_IDirect3D9::GetAdapterIdentifier(UINT Adapter,DWORD Flags,D3DADAPTER_IDENTIFIER9* pIdentifier)
{
return(m_pIDirect3D9->GetAdapterIdentifier(Adapter,Flags,pIdentifier));
}
UINT __stdcall uMod_IDirect3D9::GetAdapterModeCount(UINT Adapter, D3DFORMAT Format)
{
return(m_pIDirect3D9->GetAdapterModeCount(Adapter, Format));
}
HRESULT __stdcall uMod_IDirect3D9::EnumAdapterModes(UINT Adapter,D3DFORMAT Format,UINT Mode,D3DDISPLAYMODE* pMode)
{
return(m_pIDirect3D9->EnumAdapterModes(Adapter,Format,Mode,pMode));
}
HRESULT __stdcall uMod_IDirect3D9::GetAdapterDisplayMode( UINT Adapter,D3DDISPLAYMODE* pMode)
{
return(m_pIDirect3D9->GetAdapterDisplayMode(Adapter,pMode));
}
HRESULT __stdcall uMod_IDirect3D9::CheckDeviceType(UINT iAdapter,D3DDEVTYPE DevType,D3DFORMAT DisplayFormat,D3DFORMAT BackBufferFormat,BOOL bWindowed)
{
return(m_pIDirect3D9->CheckDeviceType(iAdapter,DevType,DisplayFormat,BackBufferFormat,bWindowed));
}
HRESULT __stdcall uMod_IDirect3D9::CheckDeviceFormat(UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,DWORD Usage,D3DRESOURCETYPE RType,D3DFORMAT CheckFormat)
{
return(m_pIDirect3D9->CheckDeviceFormat(Adapter,DeviceType,AdapterFormat,Usage,RType,CheckFormat));
}
HRESULT __stdcall uMod_IDirect3D9::CheckDeviceMultiSampleType(UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SurfaceFormat,BOOL Windowed,D3DMULTISAMPLE_TYPE MultiSampleType,DWORD* pQualityLevels)
{
return(m_pIDirect3D9->CheckDeviceMultiSampleType(Adapter,DeviceType,SurfaceFormat,Windowed,MultiSampleType,pQualityLevels));
}
HRESULT __stdcall uMod_IDirect3D9::CheckDepthStencilMatch(UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,D3DFORMAT RenderTargetFormat,D3DFORMAT DepthStencilFormat)
{
return(m_pIDirect3D9->CheckDepthStencilMatch(Adapter,DeviceType,AdapterFormat,RenderTargetFormat,DepthStencilFormat));
}
HRESULT __stdcall uMod_IDirect3D9::CheckDeviceFormatConversion(UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SourceFormat,D3DFORMAT TargetFormat)
{
return(m_pIDirect3D9->CheckDeviceFormatConversion(Adapter,DeviceType,SourceFormat,TargetFormat));
}
HRESULT __stdcall uMod_IDirect3D9::GetDeviceCaps(UINT Adapter,D3DDEVTYPE DeviceType,D3DCAPS9* pCaps)
{
return(m_pIDirect3D9->GetDeviceCaps(Adapter,DeviceType,pCaps));
}
HMONITOR __stdcall uMod_IDirect3D9::GetAdapterMonitor(UINT Adapter)
{
return(m_pIDirect3D9->GetAdapterMonitor(Adapter));
}
HRESULT __stdcall uMod_IDirect3D9::CreateDevice(UINT Adapter,D3DDEVTYPE DeviceType,HWND hFocusWindow,DWORD BehaviorFlags,D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DDevice9** ppReturnedDeviceInterface)
{
Message( PRE_MESSAGE "::CreateDevice(): %lu\n", this);
// we intercept this call and provide our own "fake" Device Object
HRESULT hres = m_pIDirect3D9->CreateDevice( Adapter, DeviceType, hFocusWindow, BehaviorFlags, pPresentationParameters, ppReturnedDeviceInterface);
int count = 1;
if (pPresentationParameters!=NULL) count = pPresentationParameters->BackBufferCount;
uMod_IDirect3DDevice9 *pIDirect3DDevice9 = new uMod_IDirect3DDevice9(*ppReturnedDeviceInterface, uMod_Server, count);
// store our pointer (the fake one) for returning it to the calling program
*ppReturnedDeviceInterface = pIDirect3DDevice9;
return(hres);
}
-66
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@@ -1,66 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
/*
*
* BIG THANKS TO Michael Koch
* (proxydll_9.zip)
*
*/
#ifndef uMod_IDirect3D9_H_
#define uMod_IDirect3D9_H_
#include <d3d9.h>
#include <d3dx9.h>
#include "uMod_TextureServer.h"
#include "uMod_TextureClient.h"
class uMod_IDirect3D9 : public IDirect3D9
{
public:
uMod_IDirect3D9(IDirect3D9 *pOriginal, uMod_TextureServer *server);
virtual ~uMod_IDirect3D9(void);
// The original DX9 function definitions
HRESULT __stdcall QueryInterface(REFIID riid, void** ppvObj);
ULONG __stdcall AddRef(void);
ULONG __stdcall Release(void);
HRESULT __stdcall RegisterSoftwareDevice(void* pInitializeFunction);
UINT __stdcall GetAdapterCount(void);
HRESULT __stdcall GetAdapterIdentifier(UINT Adapter,DWORD Flags,D3DADAPTER_IDENTIFIER9* pIdentifier) ;
UINT __stdcall GetAdapterModeCount(UINT Adapter, D3DFORMAT Format);
HRESULT __stdcall EnumAdapterModes(UINT Adapter,D3DFORMAT Format,UINT Mode,D3DDISPLAYMODE* pMode) ;
HRESULT __stdcall GetAdapterDisplayMode( UINT Adapter,D3DDISPLAYMODE* pMode) ;
HRESULT __stdcall CheckDeviceType(UINT iAdapter,D3DDEVTYPE DevType,D3DFORMAT DisplayFormat,D3DFORMAT BackBufferFormat,BOOL bWindowed) ;
HRESULT __stdcall CheckDeviceFormat(UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,DWORD Usage,D3DRESOURCETYPE RType,D3DFORMAT CheckFormat) ;
HRESULT __stdcall CheckDeviceMultiSampleType(UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SurfaceFormat,BOOL Windowed,D3DMULTISAMPLE_TYPE MultiSampleType,DWORD* pQualityLevels) ;
HRESULT __stdcall CheckDepthStencilMatch(UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,D3DFORMAT RenderTargetFormat,D3DFORMAT DepthStencilFormat) ;
HRESULT __stdcall CheckDeviceFormatConversion(UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SourceFormat,D3DFORMAT TargetFormat);
HRESULT __stdcall GetDeviceCaps(UINT Adapter,D3DDEVTYPE DeviceType,D3DCAPS9* pCaps) ;
HMONITOR __stdcall GetAdapterMonitor(UINT Adapter) ;
HRESULT __stdcall CreateDevice(UINT Adapter,D3DDEVTYPE DeviceType,HWND hFocusWindow,DWORD BehaviorFlags,D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DDevice9** ppReturnedDeviceInterface) ;
private:
IDirect3D9 *m_pIDirect3D9;
uMod_TextureServer* uMod_Server;
};
#endif
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@@ -1,71 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#include "uMod_Main.h"
#define IDirect3D9 IDirect3D9Ex
#define uMod_IDirect3D9 uMod_IDirect3D9Ex
#define m_pIDirect3D9 m_pIDirect3D9Ex
#define PRE_MESSAGE "uMod_IDirect3D9Ex"
#include "uMod_IDirect3D9.cpp"
HRESULT __stdcall uMod_IDirect3D9Ex::CreateDeviceEx( UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS *pPresentationParameters, D3DDISPLAYMODEEX *pFullscreenDisplayMode, IDirect3DDevice9Ex **ppReturnedDeviceInterface)
{
Message( "uMod_IDirect3D9Ex::CreateDeviceEx: %lu\n", this);
// we intercept this call and provide our own "fake" Device Object
HRESULT hres = m_pIDirect3D9Ex->CreateDeviceEx( Adapter, DeviceType, hFocusWindow, BehaviorFlags, pPresentationParameters, pFullscreenDisplayMode, ppReturnedDeviceInterface);
int count = 1;
if (pPresentationParameters!=NULL) count = pPresentationParameters->BackBufferCount;
uMod_IDirect3DDevice9Ex *pIDirect3DDevice9Ex = new uMod_IDirect3DDevice9Ex(*ppReturnedDeviceInterface, uMod_Server, count);
// store our pointer (the fake one) for returning it to the calling program
*ppReturnedDeviceInterface = pIDirect3DDevice9Ex;
return(hres);
return (m_pIDirect3D9Ex->CreateDeviceEx( Adapter, DeviceType, hFocusWindow, BehaviorFlags, pPresentationParameters, pFullscreenDisplayMode, ppReturnedDeviceInterface));
}
HRESULT __stdcall uMod_IDirect3D9Ex::EnumAdapterModesEx( UINT Adapter, const D3DDISPLAYMODEFILTER *pFilter, UINT Mode, D3DDISPLAYMODEEX *pMode)
{
return (m_pIDirect3D9Ex->EnumAdapterModesEx( Adapter, pFilter, Mode, pMode));
}
HRESULT __stdcall uMod_IDirect3D9Ex::GetAdapterDisplayModeEx( UINT Adapter, D3DDISPLAYMODEEX *pMode, D3DDISPLAYROTATION *pRotation)
{
return (m_pIDirect3D9Ex->GetAdapterDisplayModeEx( Adapter, pMode, pRotation));
}
HRESULT __stdcall uMod_IDirect3D9Ex::GetAdapterLUID( UINT Adapter, LUID *pLUID)
{
return (m_pIDirect3D9Ex->GetAdapterLUID( Adapter, pLUID));
}
UINT __stdcall uMod_IDirect3D9Ex::GetAdapterModeCountEx( UINT Adapter, const D3DDISPLAYMODEFILTER *pFilter)
{
return (m_pIDirect3D9Ex->GetAdapterModeCountEx( Adapter, pFilter));
}
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@@ -1,73 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
/*
*
* BIG THANKS TO Michael Koch
* (proxydll_9.zip)
*
*/
#ifndef uMod_IDirect3D9Ex_H_
#define uMod_IDirect3D9Ex_H_
#include <d3d9.h>
#include <d3dx9.h>
#include "uMod_TextureServer.h"
#include "uMod_TextureClient.h"
class uMod_IDirect3D9Ex : public IDirect3D9Ex
{
public:
uMod_IDirect3D9Ex( IDirect3D9Ex *pOriginal, uMod_TextureServer *server);
virtual ~uMod_IDirect3D9Ex(void);
// The original DX9 function definitions
HRESULT __stdcall QueryInterface(REFIID riid, void** ppvObj);
ULONG __stdcall AddRef(void);
ULONG __stdcall Release(void);
HRESULT __stdcall RegisterSoftwareDevice(void* pInitializeFunction);
UINT __stdcall GetAdapterCount(void);
HRESULT __stdcall GetAdapterIdentifier(UINT Adapter,DWORD Flags,D3DADAPTER_IDENTIFIER9* pIdentifier) ;
UINT __stdcall GetAdapterModeCount(UINT Adapter, D3DFORMAT Format);
HRESULT __stdcall EnumAdapterModes(UINT Adapter,D3DFORMAT Format,UINT Mode,D3DDISPLAYMODE* pMode) ;
HRESULT __stdcall GetAdapterDisplayMode( UINT Adapter,D3DDISPLAYMODE* pMode) ;
HRESULT __stdcall CheckDeviceType(UINT iAdapter,D3DDEVTYPE DevType,D3DFORMAT DisplayFormat,D3DFORMAT BackBufferFormat,BOOL bWindowed) ;
HRESULT __stdcall CheckDeviceFormat(UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,DWORD Usage,D3DRESOURCETYPE RType,D3DFORMAT CheckFormat) ;
HRESULT __stdcall CheckDeviceMultiSampleType(UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SurfaceFormat,BOOL Windowed,D3DMULTISAMPLE_TYPE MultiSampleType,DWORD* pQualityLevels) ;
HRESULT __stdcall CheckDepthStencilMatch(UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT AdapterFormat,D3DFORMAT RenderTargetFormat,D3DFORMAT DepthStencilFormat) ;
HRESULT __stdcall CheckDeviceFormatConversion(UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SourceFormat,D3DFORMAT TargetFormat);
HRESULT __stdcall GetDeviceCaps(UINT Adapter,D3DDEVTYPE DeviceType,D3DCAPS9* pCaps) ;
HMONITOR __stdcall GetAdapterMonitor(UINT Adapter) ;
HRESULT __stdcall CreateDevice(UINT Adapter,D3DDEVTYPE DeviceType,HWND hFocusWindow,DWORD BehaviorFlags,D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DDevice9** ppReturnedDeviceInterface) ;
HRESULT __stdcall CreateDeviceEx( UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS *pPresentationParameters, D3DDISPLAYMODEEX *pFullscreenDisplayMode, IDirect3DDevice9Ex **ppReturnedDeviceInterface);
HRESULT __stdcall EnumAdapterModesEx( UINT Adapter, const D3DDISPLAYMODEFILTER *pFilter, UINT Mode, D3DDISPLAYMODEEX *pMode);
HRESULT __stdcall GetAdapterDisplayModeEx( UINT Adapter, D3DDISPLAYMODEEX *pMode, D3DDISPLAYROTATION *pRotation);
HRESULT __stdcall GetAdapterLUID( UINT Adapter, LUID *pLUID);
UINT __stdcall GetAdapterModeCountEx( UINT Adapter, const D3DDISPLAYMODEFILTER *pFilter);
private:
IDirect3D9Ex *m_pIDirect3D9Ex;
uMod_TextureServer* uMod_Server;
};
#endif
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@@ -1,364 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* some function (e.g. AddReff()) are presumed to work on the texture object which belong to them
* if this texture was switched, we must redirect this calls to the CrossRef_D3Dtex texture object
*/
#include "uMod_Main.h"
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DCubeTexture9::QueryInterface(REFIID riid, void** ppvObj)
{
if (riid==IID_IDirect3D9)
{
// This function should never be called with IID_IDirect3D9 by the game
// thus this call comes from our own dll to ask for the texture type
// 0x01000000L == uMod_IDirect3DTexture9
// 0x01000001L == uMod_IDirect3DVolumeTexture9
// 0x01000002L == uMod_IDirect3DCubeTexture9
*ppvObj = this;
return (0x01000002L);
}
HRESULT hRes;
if (CrossRef_D3Dtex!=NULL)
{
hRes = CrossRef_D3Dtex->m_D3Dtex->QueryInterface(riid, ppvObj);
if (*ppvObj==CrossRef_D3Dtex->m_D3Dtex) *ppvObj=this;
}
else
{
hRes = m_D3Dtex->QueryInterface(riid, ppvObj);
if (*ppvObj==m_D3Dtex) *ppvObj=this;
}
return (hRes);
}
//this function yields for the non switched texture object
ULONG APIENTRY uMod_IDirect3DCubeTexture9::AddRef()
{
if (FAKE) return (1); //bug, this case should never happen
if (CrossRef_D3Dtex!=NULL)
{
return (CrossRef_D3Dtex->m_D3Dtex->AddRef());
}
else return (m_D3Dtex->AddRef());
}
//this function yields for the non switched texture object
ULONG APIENTRY uMod_IDirect3DCubeTexture9::Release()
{
Message("uMod_IDirect3DCubeTexture9::Release(): %lu\n", this);
void *cpy;
long ret = m_D3Ddev->QueryInterface( IID_IDirect3DTexture9, &cpy);
ULONG count;
if (FAKE)
{
UnswitchTextures( this);
count = m_D3Dtex->Release(); //count must be zero, cause we don't call AddRef of fake_textures
}
else
{
if (CrossRef_D3Dtex!=NULL) //if this texture is switched with a fake texture
{
uMod_IDirect3DCubeTexture9 *fake_texture = CrossRef_D3Dtex;
count = fake_texture->m_D3Dtex->Release(); //release the original texture
if (count==0) //if texture is released we switch the textures back
{
UnswitchTextures(this);
if (ret == 0x01000000L)
{
if (((uMod_IDirect3DDevice9*) m_D3Ddev)->GetSingleCubeTexture()!=fake_texture) fake_texture->Release(); // we release the fake texture
}
else
{
if (((uMod_IDirect3DDevice9Ex*) m_D3Ddev)->GetSingleCubeTexture()!=fake_texture) fake_texture->Release(); // we release the fake texture
}
}
}
else
{
count = m_D3Dtex->Release();
}
}
if (count==0) //if this texture is released, we clean up
{
// if this texture is the LastCreatedTexture, the next time LastCreatedTexture would be added,
// the hash of a non existing texture would be calculated
if (ret == 0x01000000L)
{
if (((uMod_IDirect3DDevice9*) m_D3Ddev)->GetLastCreatedCubeTexture()==this) ((uMod_IDirect3DDevice9*) m_D3Ddev)->SetLastCreatedCubeTexture( NULL);
else ((uMod_IDirect3DDevice9*) m_D3Ddev)->GetuMod_Client()->RemoveTexture(this); // remove this texture from the texture client
}
else
{
if (((uMod_IDirect3DDevice9Ex*) m_D3Ddev)->GetLastCreatedCubeTexture()==this) ((uMod_IDirect3DDevice9Ex*) m_D3Ddev)->SetLastCreatedCubeTexture( NULL);
else ((uMod_IDirect3DDevice9Ex*) m_D3Ddev)->GetuMod_Client()->RemoveTexture(this); // remove this texture from the texture client
}
delete(this);
}
return (count);
}
HRESULT APIENTRY uMod_IDirect3DCubeTexture9::GetDevice(IDirect3DDevice9** ppDevice)
{
*ppDevice = m_D3Ddev;
return D3D_OK;
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DCubeTexture9::SetPrivateData(REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->SetPrivateData(refguid, pData, SizeOfData, Flags));
return (m_D3Dtex->SetPrivateData(refguid, pData, SizeOfData, Flags));
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DCubeTexture9::GetPrivateData(REFGUID refguid,void* pData,DWORD* pSizeOfData)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->GetPrivateData(refguid, pData, pSizeOfData));
return (m_D3Dtex->GetPrivateData(refguid, pData, pSizeOfData));
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DCubeTexture9::FreePrivateData(REFGUID refguid)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->FreePrivateData(refguid));
return (m_D3Dtex->FreePrivateData(refguid));
}
DWORD APIENTRY uMod_IDirect3DCubeTexture9::SetPriority(DWORD PriorityNew)
{
return (m_D3Dtex->SetPriority(PriorityNew));
}
DWORD APIENTRY uMod_IDirect3DCubeTexture9::GetPriority()
{
return (m_D3Dtex->GetPriority());
}
void APIENTRY uMod_IDirect3DCubeTexture9::PreLoad()
{
m_D3Dtex->PreLoad();
}
D3DRESOURCETYPE APIENTRY uMod_IDirect3DCubeTexture9::GetType()
{
return (m_D3Dtex->GetType());
}
DWORD APIENTRY uMod_IDirect3DCubeTexture9::SetLOD(DWORD LODNew)
{
return (m_D3Dtex->SetLOD(LODNew));
}
DWORD APIENTRY uMod_IDirect3DCubeTexture9::GetLOD()
{
return (m_D3Dtex->GetLOD());
}
DWORD APIENTRY uMod_IDirect3DCubeTexture9::GetLevelCount()
{
return (m_D3Dtex->GetLevelCount());
}
HRESULT APIENTRY uMod_IDirect3DCubeTexture9::SetAutoGenFilterType(D3DTEXTUREFILTERTYPE FilterType)
{
return (m_D3Dtex->SetAutoGenFilterType(FilterType));
}
D3DTEXTUREFILTERTYPE APIENTRY uMod_IDirect3DCubeTexture9::GetAutoGenFilterType()
{
return (m_D3Dtex->GetAutoGenFilterType());
}
void APIENTRY uMod_IDirect3DCubeTexture9::GenerateMipSubLevels()
{
m_D3Dtex->GenerateMipSubLevels();
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DCubeTexture9::AddDirtyRect(D3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->AddDirtyRect( FaceType, pDirtyRect));
return (m_D3Dtex->AddDirtyRect( FaceType, pDirtyRect));
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DCubeTexture9::GetLevelDesc(UINT Level,D3DSURFACE_DESC *pDesc)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->GetLevelDesc(Level, pDesc));
return (m_D3Dtex->GetLevelDesc(Level, pDesc));
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DCubeTexture9::GetCubeMapSurface(D3DCUBEMAP_FACES FaceType, UINT Level, IDirect3DSurface9 **ppCubeMapSurface)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->GetCubeMapSurface( FaceType, Level, ppCubeMapSurface));
return (m_D3Dtex->GetCubeMapSurface( FaceType, Level, ppCubeMapSurface));
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DCubeTexture9::LockRect( D3DCUBEMAP_FACES FaceType, UINT Level,D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->LockRect( FaceType, Level, pLockedRect, pRect, Flags));
return (m_D3Dtex->LockRect( FaceType, Level, pLockedRect, pRect, Flags));
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DCubeTexture9::UnlockRect( D3DCUBEMAP_FACES FaceType, UINT Level)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->UnlockRect( FaceType, Level));
return (m_D3Dtex->UnlockRect( FaceType, Level));
}
int uMod_IDirect3DCubeTexture9::GetHash(MyTypeHash &hash)
{
hash=0u;
if (FAKE) return (RETURN_BAD_ARGUMENT);
IDirect3DCubeTexture9 *pTexture = m_D3Dtex;
if (CrossRef_D3Dtex!=NULL) pTexture = CrossRef_D3Dtex->m_D3Dtex;
//IDirect3DSurface9 *pOffscreenSurface = NULL;
//IDirect3DCubeTexture9 *pOffscreenTexture = NULL;
IDirect3DSurface9 *pResolvedSurface = NULL;
D3DLOCKED_RECT d3dlr;
D3DSURFACE_DESC desc;
if (pTexture->GetLevelDesc(0, &desc)!=D3D_OK) //get the format and the size of the texture
{
Message("uMod_IDirect3DCubeTexture9::GetHash() Failed: GetLevelDesc \n");
return (RETURN_GetLevelDesc_FAILED);
}
Message("uMod_IDirect3DCubeTexture9::GetHash() (%d %d) %d\n", desc.Width, desc.Height, desc.Format);
/*
if (desc.Pool==D3DPOOL_DEFAULT) //get the raw data of the texture
{
//Message("uMod_IDirect3DCubeTexture9::GetHash() (D3DPOOL_DEFAULT)\n");
IDirect3DSurface9 *pSurfaceLevel_orig = NULL;
if (pTexture->GetSurfaceLevel( 0, &pSurfaceLevel_orig)!=D3D_OK)
{
Message("uMod_IDirect3DCubeTexture9::GetHash() Failed: GetSurfaceLevel 1 (D3DPOOL_DEFAULT)\n");
return (RETURN_LockRect_FAILED);
}
if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
{
//Message("uMod_IDirect3DCubeTexture9::GetHash() MultiSampleType\n");
if (D3D_OK!=m_D3Ddev->CreateRenderTarget( desc.Width, desc.Height, desc.Format, D3DMULTISAMPLE_NONE, 0, FALSE, &pResolvedSurface, NULL ))
{
pSurfaceLevel_orig->Release();
Message("uMod_IDirect3DCubeTexture9::GetHash() Failed: CreateRenderTarget (D3DPOOL_DEFAULT)\n");
return (RETURN_LockRect_FAILED);
}
if (D3D_OK!=m_D3Ddev->StretchRect( pSurfaceLevel_orig, NULL, pResolvedSurface, NULL, D3DTEXF_NONE ))
{
pSurfaceLevel_orig->Release();
Message("uMod_IDirect3DCubeTexture9::GetHash() Failed: StretchRect (D3DPOOL_DEFAULT)\n");
return (RETURN_LockRect_FAILED);
}
pSurfaceLevel_orig = pResolvedSurface;
}
if (D3D_OK!=m_D3Ddev->CreateOffscreenPlainSurface( desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &pOffscreenSurface, NULL))
{
pSurfaceLevel_orig->Release();
if (pResolvedSurface!=NULL) pResolvedSurface->Release();
Message("uMod_IDirect3DCubeTexture9::GetHash() Failed: CreateOffscreenPlainSurface (D3DPOOL_DEFAULT)\n");
return (RETURN_TEXTURE_NOT_LOADED);
}
if (D3D_OK!=m_D3Ddev->GetRenderTargetData( pSurfaceLevel_orig, pOffscreenSurface))
{
pSurfaceLevel_orig->Release();
if (pResolvedSurface!=NULL) pResolvedSurface->Release();
pOffscreenSurface->Release();
Message("uMod_IDirect3DCubeTexture9::GetHash() Failed: GetRenderTargetData (D3DPOOL_DEFAULT)\n");
return (RETURN_LockRect_FAILED);
}
pSurfaceLevel_orig->Release();
if (pOffscreenSurface->LockRect( &d3dlr, NULL, D3DLOCK_READONLY)!=D3D_OK)
{
if (pResolvedSurface!=NULL) pResolvedSurface->Release();
pOffscreenSurface->Release();
Message("uMod_IDirect3DCubeTexture9::GetHash() Failed: LockRect (D3DPOOL_DEFAULT)\n");
return (RETURN_LockRect_FAILED);
}
}
else
*/
if (pTexture->LockRect( D3DCUBEMAP_FACE_POSITIVE_X, 0, &d3dlr, NULL, D3DLOCK_READONLY)!=D3D_OK)
{
Message("uMod_IDirect3DCubeTexture9::GetHash() Failed: LockRect 1\n");
if (pTexture->GetCubeMapSurface( D3DCUBEMAP_FACE_POSITIVE_X, 0, &pResolvedSurface)!=D3D_OK)
{
Message("uMod_IDirect3DCubeTexture9::GetHash() Failed: GetSurfaceLevel\n");
return (RETURN_LockRect_FAILED);
}
if (pResolvedSurface->LockRect( &d3dlr, NULL, D3DLOCK_READONLY)!=D3D_OK)
{
pResolvedSurface->Release();
Message("uMod_IDirect3DCubeTexture9::GetHash() Failed: LockRect 2\n");
return (RETURN_LockRect_FAILED);
}
}
int size = (GetBitsFromFormat( desc.Format) * desc.Width*desc.Height)/8;
hash = GetCRC32( (char*) d3dlr.pBits, size); //calculate the crc32 of the texture
/*
if (pOffscreenSurface!=NULL)
{
pOffscreenSurface->UnlockRect();
pOffscreenSurface->Release();
//pOffscreenTexture->Release();
if (pResolvedSurface!=NULL) pResolvedSurface->Release();
}
else
*/
if (pResolvedSurface!=NULL)
{
pResolvedSurface->UnlockRect();
pResolvedSurface->Release();
}
else
{
pTexture->UnlockRect( D3DCUBEMAP_FACE_POSITIVE_X, 0); //unlock the raw data
}
Message("uMod_IDirect3DCubeTexture9::GetHash() %#lX (%d %d) %d = %d\n", hash, desc.Width, desc.Height, desc.Format, size);
return (RETURN_OK);
}
-126
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@@ -1,126 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
/*
*
* BIG THANKS TO Matthew L (Azorbix)
* (Direct3D StarterKit v3.0)
*
*/
#ifndef uMod_IDirect3DCubeTexture9_H
#define uMod_IDirect3DCubeTexture9_H
#include <d3d9.h>
#include <d3dx9.h>
#include "uMod_Defines.h"
interface uMod_IDirect3DCubeTexture9 : public IDirect3DCubeTexture9
{
uMod_IDirect3DCubeTexture9(IDirect3DCubeTexture9 **ppTex, IDirect3DDevice9 *pIDirect3DDevice9)
{
m_D3Dtex = *ppTex; //Texture which will be displayed and will be passed to the game
m_D3Ddev = pIDirect3DDevice9; //device pointer
CrossRef_D3Dtex = NULL; //cross reference
// fake texture: store the pointer to the original uMod_IDirect3DCubeTexture9 object, needed if a fake texture is unselected
// original texture: stores the pointer to the fake texture object, is needed if original texture is deleted,
// thus the fake texture can also be deleted
Reference = -1; //need for fast deleting
Hash = 0u;
FAKE = false;
}
// callback interface
IDirect3DCubeTexture9 *m_D3Dtex;
uMod_IDirect3DCubeTexture9 *CrossRef_D3Dtex;
IDirect3DDevice9 *m_D3Ddev;
int Reference;
MyTypeHash Hash;
bool FAKE;
// original interface
STDMETHOD(QueryInterface) (REFIID riid, void** ppvObj);
STDMETHOD_(ULONG,AddRef)();
STDMETHOD_(ULONG,Release)();
STDMETHOD(GetDevice)(IDirect3DDevice9** ppDevice);
STDMETHOD(SetPrivateData)(REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags);
STDMETHOD(GetPrivateData)(REFGUID refguid,void* pData,DWORD* pSizeOfData);
STDMETHOD(FreePrivateData)(REFGUID refguid);
STDMETHOD_(DWORD, SetPriority)(DWORD PriorityNew);
STDMETHOD_(DWORD, GetPriority)();
STDMETHOD_(void, PreLoad)();
STDMETHOD_(D3DRESOURCETYPE, GetType)();
STDMETHOD_(DWORD, SetLOD)(DWORD LODNew);
STDMETHOD_(DWORD, GetLOD)();
STDMETHOD_(DWORD, GetLevelCount)();
STDMETHOD(SetAutoGenFilterType)(D3DTEXTUREFILTERTYPE FilterType);
STDMETHOD_(D3DTEXTUREFILTERTYPE, GetAutoGenFilterType)();
STDMETHOD_(void, GenerateMipSubLevels)();
STDMETHOD(AddDirtyRect)(D3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect);
STDMETHOD(GetLevelDesc)(UINT Level, D3DSURFACE_DESC *pDesc);
STDMETHOD(GetCubeMapSurface)(D3DCUBEMAP_FACES FaceType, UINT Level, IDirect3DSurface9 **ppCubeMapSurface);
STDMETHOD(LockRect)( D3DCUBEMAP_FACES FaceType, UINT Level,D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags);
STDMETHOD(UnlockRect)(D3DCUBEMAP_FACES FaceType, UINT Level);
int GetHash(MyTypeHash &hash);
};
inline void UnswitchTextures(uMod_IDirect3DCubeTexture9 *pTexture)
{
uMod_IDirect3DCubeTexture9* CrossRef = pTexture->CrossRef_D3Dtex;
if (CrossRef!=NULL)
{
// switch textures back
IDirect3DCubeTexture9* cpy = pTexture->m_D3Dtex;
pTexture->m_D3Dtex = CrossRef->m_D3Dtex;
CrossRef->m_D3Dtex = cpy;
// cancel the link
CrossRef->CrossRef_D3Dtex = NULL;
pTexture->CrossRef_D3Dtex = NULL;
}
}
inline int SwitchTextures( uMod_IDirect3DCubeTexture9 *pTexture1, uMod_IDirect3DCubeTexture9 *pTexture2)
{
if (pTexture1->m_D3Ddev == pTexture2->m_D3Ddev && pTexture1->CrossRef_D3Dtex == NULL && pTexture2->CrossRef_D3Dtex == NULL)
{
// make cross reference
pTexture1->CrossRef_D3Dtex = pTexture2;
pTexture2->CrossRef_D3Dtex = pTexture1;
// switch textures
IDirect3DCubeTexture9* cpy = pTexture2->m_D3Dtex;
pTexture2->m_D3Dtex = pTexture1->m_D3Dtex;
pTexture1->m_D3Dtex = cpy;
return (RETURN_OK);
}
else return (RETURN_TEXTURE_NOT_SWITCHED);
}
#endif
File diff suppressed because it is too large Load Diff
-212
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@@ -1,212 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
/*
*
* BIG THANKS TO Michael Koch
* (proxydll_9.zip)
*
*/
#ifndef uMod_IDirect3DDevice9_H_
#define uMod_IDirect3DDevice9_H_
#include <d3d9.h>
#include <d3dx9.h>
#include "uMod_IDirect3DTexture9.h"
#include "uMod_IDirect3DVolumeTexture9.h"
#include "uMod_IDirect3DCubeTexture9.h"
class uMod_IDirect3DDevice9 : public IDirect3DDevice9
{
public:
uMod_IDirect3DDevice9(IDirect3DDevice9* pOriginal, uMod_TextureServer* server, int back_buffer_count);
virtual ~uMod_IDirect3DDevice9(void);
// START: The original DX9 function definitions
HRESULT __stdcall QueryInterface (REFIID riid, void** ppvObj);
ULONG __stdcall AddRef(void);
ULONG __stdcall Release(void);
HRESULT __stdcall TestCooperativeLevel(void);
UINT __stdcall GetAvailableTextureMem(void);
HRESULT __stdcall EvictManagedResources(void);
HRESULT __stdcall GetDirect3D(IDirect3D9** ppD3D9);
HRESULT __stdcall GetDeviceCaps(D3DCAPS9* pCaps);
HRESULT __stdcall GetDisplayMode(UINT iSwapChain,D3DDISPLAYMODE* pMode);
HRESULT __stdcall GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *pParameters);
HRESULT __stdcall SetCursorProperties(UINT XHotSpot,UINT YHotSpot,IDirect3DSurface9* pCursorBitmap);
void __stdcall SetCursorPosition(int X,int Y,DWORD Flags);
BOOL __stdcall ShowCursor(BOOL bShow);
HRESULT __stdcall CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DSwapChain9** pSwapChain) ;
HRESULT __stdcall GetSwapChain(UINT iSwapChain,IDirect3DSwapChain9** pSwapChain);
UINT __stdcall GetNumberOfSwapChains(void);
HRESULT __stdcall Reset(D3DPRESENT_PARAMETERS* pPresentationParameters);
HRESULT __stdcall Present(CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion);
HRESULT __stdcall GetBackBuffer(UINT iSwapChain,UINT iBackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface9** ppBackBuffer);
HRESULT __stdcall GetRasterStatus(UINT iSwapChain,D3DRASTER_STATUS* pRasterStatus);
HRESULT __stdcall SetDialogBoxMode(BOOL bEnableDialogs);
void __stdcall SetGammaRamp(UINT iSwapChain,DWORD Flags,CONST D3DGAMMARAMP* pRamp);
void __stdcall GetGammaRamp(UINT iSwapChain,D3DGAMMARAMP* pRamp);
HRESULT __stdcall CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,HANDLE* pSharedHandle);
HRESULT __stdcall CreateVolumeTexture(UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture9** ppVolumeTexture,HANDLE* pSharedHandle);
HRESULT __stdcall CreateCubeTexture(UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,HANDLE* pSharedHandle);
HRESULT __stdcall CreateVertexBuffer(UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer9** ppVertexBuffer,HANDLE* pSharedHandle);
HRESULT __stdcall CreateIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer9** ppIndexBuffer,HANDLE* pSharedHandle);
HRESULT __stdcall CreateRenderTarget(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Lockable,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle);
HRESULT __stdcall CreateDepthStencilSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Discard,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle);
HRESULT __stdcall UpdateSurface(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestinationSurface,CONST POINT* pDestPoint);
HRESULT __stdcall UpdateTexture(IDirect3DBaseTexture9* pSourceTexture,IDirect3DBaseTexture9* pDestinationTexture);
HRESULT __stdcall GetRenderTargetData(IDirect3DSurface9* pRenderTarget,IDirect3DSurface9* pDestSurface);
HRESULT __stdcall GetFrontBufferData(UINT iSwapChain,IDirect3DSurface9* pDestSurface);
HRESULT __stdcall StretchRect(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter);
HRESULT __stdcall ColorFill(IDirect3DSurface9* pSurface,CONST RECT* pRect,D3DCOLOR color);
HRESULT __stdcall CreateOffscreenPlainSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DPOOL Pool,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle);
HRESULT __stdcall SetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9* pRenderTarget);
HRESULT __stdcall GetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9** ppRenderTarget);
HRESULT __stdcall SetDepthStencilSurface(IDirect3DSurface9* pNewZStencil);
HRESULT __stdcall GetDepthStencilSurface(IDirect3DSurface9** ppZStencilSurface);
HRESULT __stdcall BeginScene(void);
HRESULT __stdcall EndScene(void);
HRESULT __stdcall Clear(DWORD Count,CONST D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil);
HRESULT __stdcall SetTransform(D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix);
HRESULT __stdcall GetTransform(D3DTRANSFORMSTATETYPE State,D3DMATRIX* pMatrix);
HRESULT __stdcall MultiplyTransform(D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix);
HRESULT __stdcall SetViewport(CONST D3DVIEWPORT9* pViewport);
HRESULT __stdcall GetViewport(D3DVIEWPORT9* pViewport);
HRESULT __stdcall SetMaterial(CONST D3DMATERIAL9* pMaterial);
HRESULT __stdcall GetMaterial(D3DMATERIAL9* pMaterial);
HRESULT __stdcall SetLight(DWORD Index,CONST D3DLIGHT9* pLight);
HRESULT __stdcall GetLight(DWORD Index,D3DLIGHT9* pLight);
HRESULT __stdcall LightEnable(DWORD Index,BOOL Enable);
HRESULT __stdcall GetLightEnable(DWORD Index,BOOL* pEnable);
HRESULT __stdcall SetClipPlane(DWORD Index,CONST float* pPlane);
HRESULT __stdcall GetClipPlane(DWORD Index,float* pPlane);
HRESULT __stdcall SetRenderState(D3DRENDERSTATETYPE State,DWORD Value);
HRESULT __stdcall GetRenderState(D3DRENDERSTATETYPE State,DWORD* pValue);
HRESULT __stdcall CreateStateBlock(D3DSTATEBLOCKTYPE Type,IDirect3DStateBlock9** ppSB);
HRESULT __stdcall BeginStateBlock(void);
HRESULT __stdcall EndStateBlock(IDirect3DStateBlock9** ppSB);
HRESULT __stdcall SetClipStatus(CONST D3DCLIPSTATUS9* pClipStatus);
HRESULT __stdcall GetClipStatus(D3DCLIPSTATUS9* pClipStatus);
HRESULT __stdcall GetTexture(DWORD Stage,IDirect3DBaseTexture9** ppTexture);
HRESULT __stdcall SetTexture(DWORD Stage,IDirect3DBaseTexture9* pTexture);
HRESULT __stdcall GetTextureStageState(DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD* pValue);
HRESULT __stdcall SetTextureStageState(DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value);
HRESULT __stdcall GetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD* pValue);
HRESULT __stdcall SetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value);
HRESULT __stdcall ValidateDevice(DWORD* pNumPasses);
HRESULT __stdcall SetPaletteEntries(UINT PaletteNumber,CONST PALETTEENTRY* pEntries);
HRESULT __stdcall GetPaletteEntries(UINT PaletteNumber,PALETTEENTRY* pEntries);
HRESULT __stdcall SetCurrentTexturePalette(UINT PaletteNumber);
HRESULT __stdcall GetCurrentTexturePalette(UINT *PaletteNumber);
HRESULT __stdcall SetScissorRect(CONST RECT* pRect);
HRESULT __stdcall GetScissorRect( RECT* pRect);
HRESULT __stdcall SetSoftwareVertexProcessing(BOOL bSoftware);
BOOL __stdcall GetSoftwareVertexProcessing(void);
HRESULT __stdcall SetNPatchMode(float nSegments);
float __stdcall GetNPatchMode(void);
HRESULT __stdcall DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount);
HRESULT __stdcall DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount);
HRESULT __stdcall DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride);
HRESULT __stdcall DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertices,UINT PrimitiveCount,CONST void* pIndexData,D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride);
HRESULT __stdcall ProcessVertices(UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer9* pDestBuffer,IDirect3DVertexDeclaration9* pVertexDecl,DWORD Flags);
HRESULT __stdcall CreateVertexDeclaration(CONST D3DVERTEXELEMENT9* pVertexElements,IDirect3DVertexDeclaration9** ppDecl);
HRESULT __stdcall SetVertexDeclaration(IDirect3DVertexDeclaration9* pDecl);
HRESULT __stdcall GetVertexDeclaration(IDirect3DVertexDeclaration9** ppDecl);
HRESULT __stdcall SetFVF(DWORD FVF);
HRESULT __stdcall GetFVF(DWORD* pFVF);
HRESULT __stdcall CreateVertexShader(CONST DWORD* pFunction,IDirect3DVertexShader9** ppShader);
HRESULT __stdcall SetVertexShader(IDirect3DVertexShader9* pShader);
HRESULT __stdcall GetVertexShader(IDirect3DVertexShader9** ppShader);
HRESULT __stdcall SetVertexShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount);
HRESULT __stdcall GetVertexShaderConstantF(UINT StartRegister,float* pConstantData,UINT Vector4fCount);
HRESULT __stdcall SetVertexShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount);
HRESULT __stdcall GetVertexShaderConstantI(UINT StartRegister,int* pConstantData,UINT Vector4iCount);
HRESULT __stdcall SetVertexShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount);
HRESULT __stdcall GetVertexShaderConstantB(UINT StartRegister,BOOL* pConstantData,UINT BoolCount);
HRESULT __stdcall SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride);
HRESULT __stdcall GetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9** ppStreamData,UINT* OffsetInBytes,UINT* pStride);
HRESULT __stdcall SetStreamSourceFreq(UINT StreamNumber,UINT Divider);
HRESULT __stdcall GetStreamSourceFreq(UINT StreamNumber,UINT* Divider);
HRESULT __stdcall SetIndices(IDirect3DIndexBuffer9* pIndexData);
HRESULT __stdcall GetIndices(IDirect3DIndexBuffer9** ppIndexData);
HRESULT __stdcall CreatePixelShader(CONST DWORD* pFunction,IDirect3DPixelShader9** ppShader);
HRESULT __stdcall SetPixelShader(IDirect3DPixelShader9* pShader);
HRESULT __stdcall GetPixelShader(IDirect3DPixelShader9** ppShader);
HRESULT __stdcall SetPixelShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount);
HRESULT __stdcall GetPixelShaderConstantF(UINT StartRegister,float* pConstantData,UINT Vector4fCount);
HRESULT __stdcall SetPixelShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount);
HRESULT __stdcall GetPixelShaderConstantI(UINT StartRegister,int* pConstantData,UINT Vector4iCount);
HRESULT __stdcall SetPixelShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount);
HRESULT __stdcall GetPixelShaderConstantB(UINT StartRegister,BOOL* pConstantData,UINT BoolCount);
HRESULT __stdcall DrawRectPatch(UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo);
HRESULT __stdcall DrawTriPatch(UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo);
HRESULT __stdcall DeletePatch(UINT Handle);
HRESULT __stdcall CreateQuery(D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery);
// END: The original DX9 function definitions
uMod_TextureClient* GetuMod_Client(void) {return (uMod_Client);}
uMod_IDirect3DTexture9* GetLastCreatedTexture(void) {return (LastCreatedTexture);}
int SetLastCreatedTexture(uMod_IDirect3DTexture9* pTexture) {LastCreatedTexture=pTexture; return (RETURN_OK);}
uMod_IDirect3DVolumeTexture9* GetLastCreatedVolumeTexture(void) {return (LastCreatedVolumeTexture);}
int SetLastCreatedVolumeTexture(uMod_IDirect3DVolumeTexture9* pTexture) {LastCreatedVolumeTexture=pTexture; return (RETURN_OK);}
uMod_IDirect3DCubeTexture9* GetLastCreatedCubeTexture(void) {return (LastCreatedCubeTexture);}
int SetLastCreatedCubeTexture(uMod_IDirect3DCubeTexture9* pTexture) {LastCreatedCubeTexture=pTexture; return (RETURN_OK);}
uMod_IDirect3DTexture9* GetSingleTexture(void) {return (SingleTexture);}
uMod_IDirect3DVolumeTexture9* GetSingleVolumeTexture(void) {return (SingleVolumeTexture);}
uMod_IDirect3DCubeTexture9* GetSingleCubeTexture(void) {return (SingleCubeTexture);}
private:
int CreateSingleTexture(void);
IDirect3DDevice9* m_pIDirect3DDevice9;
int CounterSaveSingleTexture;
uMod_IDirect3DTexture9* SingleTexture;
uMod_IDirect3DVolumeTexture9* SingleVolumeTexture;
uMod_IDirect3DCubeTexture9* SingleCubeTexture;
char SingleTextureMod;
D3DCOLOR TextureColour;
ID3DXFont *OSD_Font;
//D3DCOLOR FontColour;
int BackBufferCount;
bool NormalRendering;
int uMod_Reference;
uMod_IDirect3DTexture9* LastCreatedTexture;
uMod_IDirect3DVolumeTexture9* LastCreatedVolumeTexture;
uMod_IDirect3DCubeTexture9* LastCreatedCubeTexture;
uMod_TextureServer* uMod_Server;
uMod_TextureClient* uMod_Client;
};
#endif
-116
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@@ -1,116 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#include "uMod_Main.h"
#define uMod_IDirect3DDevice9 uMod_IDirect3DDevice9Ex
#define IDirect3DDevice9 IDirect3DDevice9Ex
#define m_pIDirect3DDevice9 m_pIDirect3DDevice9Ex
#define RETURN_QueryInterface 0x01000001L
#define PRE_MESSAGE "uMod_IDirect3DDevice9Ex"
#include "uMod_IDirect3DDevice9.cpp"
HRESULT __stdcall uMod_IDirect3DDevice9Ex::CheckDeviceState( HWND hWindow)
{
return(m_pIDirect3DDevice9Ex->CheckDeviceState( hWindow));
}
HRESULT __stdcall uMod_IDirect3DDevice9Ex::CheckResourceResidency( IDirect3DResource9 **ppResourceArray, UINT32 NumResources)
{
return(m_pIDirect3DDevice9Ex->CheckResourceResidency( ppResourceArray, NumResources));
}
HRESULT __stdcall uMod_IDirect3DDevice9Ex::ComposeRects( IDirect3DSurface9 *pSource, IDirect3DSurface9 *pDestination, IDirect3DVertexBuffer9 *pSrcRectDescriptors, UINT NumRects, IDirect3DVertexBuffer9 *pDstRectDescriptors, D3DCOMPOSERECTSOP Operation, INT XOffset, INT YOffset)
{
return(m_pIDirect3DDevice9Ex->ComposeRects( pSource, pDestination, pSrcRectDescriptors, NumRects, pDstRectDescriptors, Operation, XOffset, YOffset));
}
HRESULT __stdcall uMod_IDirect3DDevice9Ex::CreateDepthStencilSurfaceEx( UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Discard, IDirect3DSurface9 **ppSurface, HANDLE *pSharedHandle, DWORD Usage)
{
return(m_pIDirect3DDevice9Ex->CreateDepthStencilSurfaceEx( Width, Height, Format, MultiSample, MultisampleQuality, Discard, ppSurface, pSharedHandle, Usage));
}
HRESULT __stdcall uMod_IDirect3DDevice9Ex::CreateOffscreenPlainSurfaceEx( UINT Width, UINT Height, D3DFORMAT Format, D3DPOOL Pool, IDirect3DSurface9 **ppSurface, HANDLE *pSharedHandle, DWORD Usage)
{
return(m_pIDirect3DDevice9Ex->CreateOffscreenPlainSurfaceEx( Width, Height, Format, Pool, ppSurface, pSharedHandle, Usage));
}
HRESULT __stdcall uMod_IDirect3DDevice9Ex::CreateRenderTargetEx( UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Lockable, IDirect3DSurface9 **ppSurface, HANDLE *pSharedHandle, DWORD Usage)
{
return(m_pIDirect3DDevice9Ex->CreateRenderTargetEx( Width, Height, Format, MultiSample, MultisampleQuality, Lockable, ppSurface, pSharedHandle, Usage));
}
HRESULT __stdcall uMod_IDirect3DDevice9Ex::GetDisplayModeEx( UINT iSwapChain, D3DDISPLAYMODEEX *pMode, D3DDISPLAYROTATION *pRotation)
{
return(m_pIDirect3DDevice9Ex->GetDisplayModeEx( iSwapChain, pMode, pRotation));
}
HRESULT __stdcall uMod_IDirect3DDevice9Ex::GetGPUThreadPriority( INT *pPriority)
{
return(m_pIDirect3DDevice9Ex->GetGPUThreadPriority( pPriority));
}
HRESULT __stdcall uMod_IDirect3DDevice9Ex::GetMaximumFrameLatency( UINT *pMaxLatency)
{
return(m_pIDirect3DDevice9Ex->GetMaximumFrameLatency( pMaxLatency));
}
HRESULT __stdcall uMod_IDirect3DDevice9Ex::PresentEx( const RECT *pSourceRect, const RECT *pDestRect, HWND hDestWindowOverride, const RGNDATA *pDirtyRegion, DWORD dwFlags)
{
return(m_pIDirect3DDevice9Ex->PresentEx( pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, dwFlags));
}
HRESULT __stdcall uMod_IDirect3DDevice9Ex::ResetEx( D3DPRESENT_PARAMETERS *pPresentationParameters, D3DDISPLAYMODEEX *pFullscreenDisplayMode)
{
return(m_pIDirect3DDevice9Ex->ResetEx( pPresentationParameters, pFullscreenDisplayMode));
}
HRESULT __stdcall uMod_IDirect3DDevice9Ex::SetConvolutionMonoKernel( UINT Width, UINT Height, float *RowWeights, float *ColumnWeights)
{
return(m_pIDirect3DDevice9Ex->SetConvolutionMonoKernel( Width, Height, RowWeights, ColumnWeights));
}
HRESULT __stdcall uMod_IDirect3DDevice9Ex::SetGPUThreadPriority( INT pPriority)
{
return(m_pIDirect3DDevice9Ex->SetGPUThreadPriority( pPriority));
}
HRESULT __stdcall uMod_IDirect3DDevice9Ex::SetMaximumFrameLatency( UINT pMaxLatency)
{
return(m_pIDirect3DDevice9Ex->SetMaximumFrameLatency( pMaxLatency));
}
/*
HRESULT __stdcall uMod_IDirect3DDevice9Ex::TestCooperativeLevel()
{
return(m_pIDirect3DDevice9Ex->TestCooperativeLevel());
}
*/
HRESULT __stdcall uMod_IDirect3DDevice9Ex::WaitForVBlank( UINT SwapChainIndex)
{
return(m_pIDirect3DDevice9Ex->WaitForVBlank( SwapChainIndex));
}
-225
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@@ -1,225 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef uMod_IDirect3DDevice9Ex_H_
#define uMod_IDirect3DDevice9Ex_H_
#include <d3d9.h>
#include <d3dx9.h>
#include "uMod_IDirect3DTexture9.h"
#include "uMod_IDirect3DVolumeTexture9.h"
#include "uMod_IDirect3DCubeTexture9.h"
class uMod_IDirect3DDevice9Ex : public IDirect3DDevice9Ex
{
public:
uMod_IDirect3DDevice9Ex( IDirect3DDevice9Ex* pOriginal, uMod_TextureServer* server, int back_buffer_count);
virtual ~uMod_IDirect3DDevice9Ex(void);
// START: The original DX9 function definitions
HRESULT __stdcall QueryInterface (REFIID riid, void** ppvObj);
ULONG __stdcall AddRef(void);
ULONG __stdcall Release(void);
HRESULT __stdcall TestCooperativeLevel(void);
UINT __stdcall GetAvailableTextureMem(void);
HRESULT __stdcall EvictManagedResources(void);
HRESULT __stdcall GetDirect3D(IDirect3D9** ppD3D9);
HRESULT __stdcall GetDeviceCaps(D3DCAPS9* pCaps);
HRESULT __stdcall GetDisplayMode(UINT iSwapChain,D3DDISPLAYMODE* pMode);
HRESULT __stdcall GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *pParameters);
HRESULT __stdcall SetCursorProperties(UINT XHotSpot,UINT YHotSpot,IDirect3DSurface9* pCursorBitmap);
void __stdcall SetCursorPosition(int X,int Y,DWORD Flags);
BOOL __stdcall ShowCursor(BOOL bShow);
HRESULT __stdcall CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DSwapChain9** pSwapChain) ;
HRESULT __stdcall GetSwapChain(UINT iSwapChain,IDirect3DSwapChain9** pSwapChain);
UINT __stdcall GetNumberOfSwapChains(void);
HRESULT __stdcall Reset(D3DPRESENT_PARAMETERS* pPresentationParameters);
HRESULT __stdcall Present(CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion);
HRESULT __stdcall GetBackBuffer(UINT iSwapChain,UINT iBackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface9** ppBackBuffer);
HRESULT __stdcall GetRasterStatus(UINT iSwapChain,D3DRASTER_STATUS* pRasterStatus);
HRESULT __stdcall SetDialogBoxMode(BOOL bEnableDialogs);
void __stdcall SetGammaRamp(UINT iSwapChain,DWORD Flags,CONST D3DGAMMARAMP* pRamp);
void __stdcall GetGammaRamp(UINT iSwapChain,D3DGAMMARAMP* pRamp);
HRESULT __stdcall CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,HANDLE* pSharedHandle);
HRESULT __stdcall CreateVolumeTexture(UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture9** ppVolumeTexture,HANDLE* pSharedHandle);
HRESULT __stdcall CreateCubeTexture(UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,HANDLE* pSharedHandle);
HRESULT __stdcall CreateVertexBuffer(UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer9** ppVertexBuffer,HANDLE* pSharedHandle);
HRESULT __stdcall CreateIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer9** ppIndexBuffer,HANDLE* pSharedHandle);
HRESULT __stdcall CreateRenderTarget(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Lockable,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle);
HRESULT __stdcall CreateDepthStencilSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Discard,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle);
HRESULT __stdcall UpdateSurface(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestinationSurface,CONST POINT* pDestPoint);
HRESULT __stdcall UpdateTexture(IDirect3DBaseTexture9* pSourceTexture,IDirect3DBaseTexture9* pDestinationTexture);
HRESULT __stdcall GetRenderTargetData(IDirect3DSurface9* pRenderTarget,IDirect3DSurface9* pDestSurface);
HRESULT __stdcall GetFrontBufferData(UINT iSwapChain,IDirect3DSurface9* pDestSurface);
HRESULT __stdcall StretchRect(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter);
HRESULT __stdcall ColorFill(IDirect3DSurface9* pSurface,CONST RECT* pRect,D3DCOLOR color);
HRESULT __stdcall CreateOffscreenPlainSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DPOOL Pool,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle);
HRESULT __stdcall SetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9* pRenderTarget);
HRESULT __stdcall GetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9** ppRenderTarget);
HRESULT __stdcall SetDepthStencilSurface(IDirect3DSurface9* pNewZStencil);
HRESULT __stdcall GetDepthStencilSurface(IDirect3DSurface9** ppZStencilSurface);
HRESULT __stdcall BeginScene(void);
HRESULT __stdcall EndScene(void);
HRESULT __stdcall Clear(DWORD Count,CONST D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil);
HRESULT __stdcall SetTransform(D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix);
HRESULT __stdcall GetTransform(D3DTRANSFORMSTATETYPE State,D3DMATRIX* pMatrix);
HRESULT __stdcall MultiplyTransform(D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix);
HRESULT __stdcall SetViewport(CONST D3DVIEWPORT9* pViewport);
HRESULT __stdcall GetViewport(D3DVIEWPORT9* pViewport);
HRESULT __stdcall SetMaterial(CONST D3DMATERIAL9* pMaterial);
HRESULT __stdcall GetMaterial(D3DMATERIAL9* pMaterial);
HRESULT __stdcall SetLight(DWORD Index,CONST D3DLIGHT9* pLight);
HRESULT __stdcall GetLight(DWORD Index,D3DLIGHT9* pLight);
HRESULT __stdcall LightEnable(DWORD Index,BOOL Enable);
HRESULT __stdcall GetLightEnable(DWORD Index,BOOL* pEnable);
HRESULT __stdcall SetClipPlane(DWORD Index,CONST float* pPlane);
HRESULT __stdcall GetClipPlane(DWORD Index,float* pPlane);
HRESULT __stdcall SetRenderState(D3DRENDERSTATETYPE State,DWORD Value);
HRESULT __stdcall GetRenderState(D3DRENDERSTATETYPE State,DWORD* pValue);
HRESULT __stdcall CreateStateBlock(D3DSTATEBLOCKTYPE Type,IDirect3DStateBlock9** ppSB);
HRESULT __stdcall BeginStateBlock(void);
HRESULT __stdcall EndStateBlock(IDirect3DStateBlock9** ppSB);
HRESULT __stdcall SetClipStatus(CONST D3DCLIPSTATUS9* pClipStatus);
HRESULT __stdcall GetClipStatus(D3DCLIPSTATUS9* pClipStatus);
HRESULT __stdcall GetTexture(DWORD Stage,IDirect3DBaseTexture9** ppTexture);
HRESULT __stdcall SetTexture(DWORD Stage,IDirect3DBaseTexture9* pTexture);
HRESULT __stdcall GetTextureStageState(DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD* pValue);
HRESULT __stdcall SetTextureStageState(DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value);
HRESULT __stdcall GetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD* pValue);
HRESULT __stdcall SetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value);
HRESULT __stdcall ValidateDevice(DWORD* pNumPasses);
HRESULT __stdcall SetPaletteEntries(UINT PaletteNumber,CONST PALETTEENTRY* pEntries);
HRESULT __stdcall GetPaletteEntries(UINT PaletteNumber,PALETTEENTRY* pEntries);
HRESULT __stdcall SetCurrentTexturePalette(UINT PaletteNumber);
HRESULT __stdcall GetCurrentTexturePalette(UINT *PaletteNumber);
HRESULT __stdcall SetScissorRect(CONST RECT* pRect);
HRESULT __stdcall GetScissorRect( RECT* pRect);
HRESULT __stdcall SetSoftwareVertexProcessing(BOOL bSoftware);
BOOL __stdcall GetSoftwareVertexProcessing(void);
HRESULT __stdcall SetNPatchMode(float nSegments);
float __stdcall GetNPatchMode(void);
HRESULT __stdcall DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount);
HRESULT __stdcall DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount);
HRESULT __stdcall DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride);
HRESULT __stdcall DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertices,UINT PrimitiveCount,CONST void* pIndexData,D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride);
HRESULT __stdcall ProcessVertices(UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer9* pDestBuffer,IDirect3DVertexDeclaration9* pVertexDecl,DWORD Flags);
HRESULT __stdcall CreateVertexDeclaration(CONST D3DVERTEXELEMENT9* pVertexElements,IDirect3DVertexDeclaration9** ppDecl);
HRESULT __stdcall SetVertexDeclaration(IDirect3DVertexDeclaration9* pDecl);
HRESULT __stdcall GetVertexDeclaration(IDirect3DVertexDeclaration9** ppDecl);
HRESULT __stdcall SetFVF(DWORD FVF);
HRESULT __stdcall GetFVF(DWORD* pFVF);
HRESULT __stdcall CreateVertexShader(CONST DWORD* pFunction,IDirect3DVertexShader9** ppShader);
HRESULT __stdcall SetVertexShader(IDirect3DVertexShader9* pShader);
HRESULT __stdcall GetVertexShader(IDirect3DVertexShader9** ppShader);
HRESULT __stdcall SetVertexShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount);
HRESULT __stdcall GetVertexShaderConstantF(UINT StartRegister,float* pConstantData,UINT Vector4fCount);
HRESULT __stdcall SetVertexShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount);
HRESULT __stdcall GetVertexShaderConstantI(UINT StartRegister,int* pConstantData,UINT Vector4iCount);
HRESULT __stdcall SetVertexShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount);
HRESULT __stdcall GetVertexShaderConstantB(UINT StartRegister,BOOL* pConstantData,UINT BoolCount);
HRESULT __stdcall SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride);
HRESULT __stdcall GetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9** ppStreamData,UINT* OffsetInBytes,UINT* pStride);
HRESULT __stdcall SetStreamSourceFreq(UINT StreamNumber,UINT Divider);
HRESULT __stdcall GetStreamSourceFreq(UINT StreamNumber,UINT* Divider);
HRESULT __stdcall SetIndices(IDirect3DIndexBuffer9* pIndexData);
HRESULT __stdcall GetIndices(IDirect3DIndexBuffer9** ppIndexData);
HRESULT __stdcall CreatePixelShader(CONST DWORD* pFunction,IDirect3DPixelShader9** ppShader);
HRESULT __stdcall SetPixelShader(IDirect3DPixelShader9* pShader);
HRESULT __stdcall GetPixelShader(IDirect3DPixelShader9** ppShader);
HRESULT __stdcall SetPixelShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount);
HRESULT __stdcall GetPixelShaderConstantF(UINT StartRegister,float* pConstantData,UINT Vector4fCount);
HRESULT __stdcall SetPixelShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount);
HRESULT __stdcall GetPixelShaderConstantI(UINT StartRegister,int* pConstantData,UINT Vector4iCount);
HRESULT __stdcall SetPixelShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount);
HRESULT __stdcall GetPixelShaderConstantB(UINT StartRegister,BOOL* pConstantData,UINT BoolCount);
HRESULT __stdcall DrawRectPatch(UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo);
HRESULT __stdcall DrawTriPatch(UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo);
HRESULT __stdcall DeletePatch(UINT Handle);
HRESULT __stdcall CreateQuery(D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery);
HRESULT __stdcall CheckDeviceState( HWND hWindow);
HRESULT __stdcall CheckResourceResidency( IDirect3DResource9 **pResourceArray, UINT32 NumResources);
HRESULT __stdcall ComposeRects( IDirect3DSurface9 *pSource, IDirect3DSurface9 *pDestination, IDirect3DVertexBuffer9 *pSrcRectDescriptors, UINT NumRects, IDirect3DVertexBuffer9 *pDstRectDescriptors, D3DCOMPOSERECTSOP Operation, INT XOffset, INT YOffset);
HRESULT __stdcall CreateDepthStencilSurfaceEx( UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Discard, IDirect3DSurface9 **ppSurface, HANDLE *pSharedHandle, DWORD Usage);
HRESULT __stdcall CreateOffscreenPlainSurfaceEx( UINT Width, UINT Height, D3DFORMAT Format, D3DPOOL Pool, IDirect3DSurface9 **ppSurface, HANDLE *pSharedHandle, DWORD Usage);
HRESULT __stdcall CreateRenderTargetEx( UINT Width, UINT Height, D3DFORMAT Format, D3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, BOOL Lockable, IDirect3DSurface9 **ppSurface, HANDLE *pSharedHandle, DWORD Usage);
HRESULT __stdcall GetDisplayModeEx( UINT iSwapChain, D3DDISPLAYMODEEX *pMode, D3DDISPLAYROTATION *pRotation);
HRESULT __stdcall GetGPUThreadPriority( INT *pPriority);
HRESULT __stdcall GetMaximumFrameLatency( UINT *pMaxLatency);
HRESULT __stdcall PresentEx( const RECT *pSourceRect, const RECT *pDestRect, HWND hDestWindowOverride, const RGNDATA *pDirtyRegion, DWORD dwFlags);
HRESULT __stdcall ResetEx( D3DPRESENT_PARAMETERS *pPresentationParameters, D3DDISPLAYMODEEX *pFullscreenDisplayMode);
HRESULT __stdcall SetConvolutionMonoKernel( UINT Width, UINT Height, float *RowWeights, float *ColumnWeights);
HRESULT __stdcall SetGPUThreadPriority( INT pPriority);
HRESULT __stdcall SetMaximumFrameLatency( UINT pMaxLatency);
//HRESULT __stdcall TestCooperativeLevel();
HRESULT __stdcall WaitForVBlank( UINT SwapChainIndex);
// END: The original DX9 function definitions
uMod_TextureClient* GetuMod_Client(void) {return (uMod_Client);}
uMod_IDirect3DTexture9* GetLastCreatedTexture(void) {return (LastCreatedTexture);}
int SetLastCreatedTexture(uMod_IDirect3DTexture9* pTexture) {LastCreatedTexture=pTexture; return (RETURN_OK);}
uMod_IDirect3DVolumeTexture9* GetLastCreatedVolumeTexture(void) {return (LastCreatedVolumeTexture);}
int SetLastCreatedVolumeTexture(uMod_IDirect3DVolumeTexture9* pTexture) {LastCreatedVolumeTexture=pTexture; return (RETURN_OK);}
uMod_IDirect3DCubeTexture9* GetLastCreatedCubeTexture(void) {return (LastCreatedCubeTexture);}
int SetLastCreatedCubeTexture(uMod_IDirect3DCubeTexture9* pTexture) {LastCreatedCubeTexture=pTexture; return (RETURN_OK);}
uMod_IDirect3DTexture9* GetSingleTexture(void) {return (SingleTexture);}
uMod_IDirect3DVolumeTexture9* GetSingleVolumeTexture(void) {return (SingleVolumeTexture);}
uMod_IDirect3DCubeTexture9* GetSingleCubeTexture(void) {return (SingleCubeTexture);}
private:
int CreateSingleTexture(void);
IDirect3DDevice9Ex* m_pIDirect3DDevice9Ex;
int CounterSaveSingleTexture;
uMod_IDirect3DTexture9* SingleTexture;
uMod_IDirect3DVolumeTexture9* SingleVolumeTexture;
uMod_IDirect3DCubeTexture9* SingleCubeTexture;
char SingleTextureMod;
D3DCOLOR TextureColour;
ID3DXFont *OSD_Font;
//D3DCOLOR FontColour;
int BackBufferCount;
bool NormalRendering;
int uMod_Reference;
uMod_IDirect3DTexture9* LastCreatedTexture;
uMod_IDirect3DVolumeTexture9* LastCreatedVolumeTexture;
uMod_IDirect3DCubeTexture9* LastCreatedCubeTexture;
uMod_TextureServer* uMod_Server;
uMod_TextureClient* uMod_Client;
};
#endif
-353
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@@ -1,353 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* some function (e.g. AddReff()) are presumed to work on the texture object which belong to them
* if this texture was switched, we must redirect this calls to the CrossRef_D3Dtex texture object
*/
#include "uMod_Main.h"
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DTexture9::QueryInterface(REFIID riid, void** ppvObj)
{
if (riid==IID_IDirect3D9)
{
// This function should never be called with IID_IDirect3D9 by the game
// thus this call comes from our own dll to ask for the texture type
// 0x01000000L == uMod_IDirect3DTexture9
// 0x01000001L == uMod_IDirect3DVolumeTexture9
// 0x01000002L == uMod_IDirect3DCubeTexture9
*ppvObj = this;
return (0x01000000L);
}
HRESULT hRes;
if (CrossRef_D3Dtex!=NULL)
{
hRes = CrossRef_D3Dtex->m_D3Dtex->QueryInterface(riid, ppvObj);
if (*ppvObj==CrossRef_D3Dtex->m_D3Dtex) *ppvObj=this;
}
else
{
hRes = m_D3Dtex->QueryInterface(riid, ppvObj);
if (*ppvObj==m_D3Dtex) *ppvObj=this;
}
return (hRes);
}
//this function yields for the non switched texture object
ULONG APIENTRY uMod_IDirect3DTexture9::AddRef()
{
if (FAKE) return (1); //bug, this case should never happen
if (CrossRef_D3Dtex!=NULL)
{
return (CrossRef_D3Dtex->m_D3Dtex->AddRef());
}
else return (m_D3Dtex->AddRef());
}
//this function yields for the non switched texture object
ULONG APIENTRY uMod_IDirect3DTexture9::Release()
{
Message("uMod_IDirect3DTexture9::Release(): %lu\n", this);
void *cpy;
long ret = m_D3Ddev->QueryInterface( IID_IDirect3DTexture9, &cpy);
ULONG count;
if (FAKE)
{
UnswitchTextures( this);
count = m_D3Dtex->Release(); //count must be zero, cause we don't call AddRef of fake_textures
}
else
{
if (CrossRef_D3Dtex!=NULL) //if this texture is switched with a fake texture
{
uMod_IDirect3DTexture9 *fake_texture = CrossRef_D3Dtex;
count = fake_texture->m_D3Dtex->Release(); //release the original texture
if (count==0) //if texture is released we switch the textures back
{
UnswitchTextures(this);
if (ret == 0x01000000L)
{
if (((uMod_IDirect3DDevice9*) m_D3Ddev)->GetSingleTexture()!=fake_texture) fake_texture->Release(); // we release the fake texture
}
else
{
if (((uMod_IDirect3DDevice9Ex*) m_D3Ddev)->GetSingleTexture()!=fake_texture) fake_texture->Release(); // we release the fake texture
}
}
}
else
{
count = m_D3Dtex->Release();
}
}
if (count==0) //if this texture is released, we clean up
{
// if this texture is the LastCreatedTexture, the next time LastCreatedTexture would be added,
// the hash of a non existing texture would be calculated
if (ret == 0x01000000L)
{
if (((uMod_IDirect3DDevice9*) m_D3Ddev)->GetLastCreatedTexture()==this) ((uMod_IDirect3DDevice9*) m_D3Ddev)->SetLastCreatedTexture( NULL);
else ((uMod_IDirect3DDevice9*) m_D3Ddev)->GetuMod_Client()->RemoveTexture(this); // remove this texture from the texture client
}
else
{
if (((uMod_IDirect3DDevice9Ex*) m_D3Ddev)->GetLastCreatedTexture()==this) ((uMod_IDirect3DDevice9Ex*) m_D3Ddev)->SetLastCreatedTexture( NULL);
else ((uMod_IDirect3DDevice9Ex*) m_D3Ddev)->GetuMod_Client()->RemoveTexture(this); // remove this texture from the texture client
}
delete(this);
}
Message("uMod_IDirect3DTexture9::Release() end: %lu\n", this);
return (count);
}
HRESULT APIENTRY uMod_IDirect3DTexture9::GetDevice(IDirect3DDevice9** ppDevice)
{
*ppDevice = m_D3Ddev;
return D3D_OK;
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DTexture9::SetPrivateData(REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->SetPrivateData(refguid, pData, SizeOfData, Flags));
return (m_D3Dtex->SetPrivateData(refguid, pData, SizeOfData, Flags));
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DTexture9::GetPrivateData(REFGUID refguid,void* pData,DWORD* pSizeOfData)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->GetPrivateData(refguid, pData, pSizeOfData));
return (m_D3Dtex->GetPrivateData(refguid, pData, pSizeOfData));
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DTexture9::FreePrivateData(REFGUID refguid)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->FreePrivateData(refguid));
return (m_D3Dtex->FreePrivateData(refguid));
}
DWORD APIENTRY uMod_IDirect3DTexture9::SetPriority(DWORD PriorityNew)
{
return (m_D3Dtex->SetPriority(PriorityNew));
}
DWORD APIENTRY uMod_IDirect3DTexture9::GetPriority()
{
return (m_D3Dtex->GetPriority());
}
void APIENTRY uMod_IDirect3DTexture9::PreLoad()
{
m_D3Dtex->PreLoad();
}
D3DRESOURCETYPE APIENTRY uMod_IDirect3DTexture9::GetType()
{
return (m_D3Dtex->GetType());
}
DWORD APIENTRY uMod_IDirect3DTexture9::SetLOD(DWORD LODNew)
{
return (m_D3Dtex->SetLOD(LODNew));
}
DWORD APIENTRY uMod_IDirect3DTexture9::GetLOD()
{
return (m_D3Dtex->GetLOD());
}
DWORD APIENTRY uMod_IDirect3DTexture9::GetLevelCount()
{
return (m_D3Dtex->GetLevelCount());
}
HRESULT APIENTRY uMod_IDirect3DTexture9::SetAutoGenFilterType(D3DTEXTUREFILTERTYPE FilterType)
{
return (m_D3Dtex->SetAutoGenFilterType(FilterType));
}
D3DTEXTUREFILTERTYPE APIENTRY uMod_IDirect3DTexture9::GetAutoGenFilterType()
{
return (m_D3Dtex->GetAutoGenFilterType());
}
void APIENTRY uMod_IDirect3DTexture9::GenerateMipSubLevels()
{
m_D3Dtex->GenerateMipSubLevels();
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DTexture9::GetLevelDesc(UINT Level,D3DSURFACE_DESC *pDesc)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->GetLevelDesc(Level, pDesc));
return (m_D3Dtex->GetLevelDesc(Level, pDesc));
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DTexture9::GetSurfaceLevel(UINT Level,IDirect3DSurface9** ppSurfaceLevel)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->GetSurfaceLevel(Level, ppSurfaceLevel));
return (m_D3Dtex->GetSurfaceLevel(Level, ppSurfaceLevel));
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DTexture9::LockRect(UINT Level,D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->LockRect(Level, pLockedRect, pRect, Flags));
return (m_D3Dtex->LockRect(Level, pLockedRect, pRect, Flags));
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DTexture9::UnlockRect(UINT Level)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->UnlockRect(Level));
return (m_D3Dtex->UnlockRect(Level));
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DTexture9::AddDirtyRect(CONST RECT* pDirtyRect)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->AddDirtyRect(pDirtyRect));
return (m_D3Dtex->AddDirtyRect(pDirtyRect));
}
int uMod_IDirect3DTexture9::GetHash(MyTypeHash &hash)
{
hash=0u;
if (FAKE) return (RETURN_BAD_ARGUMENT);
IDirect3DTexture9 *pTexture = m_D3Dtex;
if (CrossRef_D3Dtex!=NULL) pTexture = CrossRef_D3Dtex->m_D3Dtex;
IDirect3DSurface9 *pOffscreenSurface = NULL;
//IDirect3DTexture9 *pOffscreenTexture = NULL;
IDirect3DSurface9 *pResolvedSurface = NULL;
D3DLOCKED_RECT d3dlr;
D3DSURFACE_DESC desc;
if (pTexture->GetLevelDesc(0, &desc)!=D3D_OK) //get the format and the size of the texture
{
Message("uMod_IDirect3DTexture9::GetHash() Failed: GetLevelDesc \n");
return (RETURN_GetLevelDesc_FAILED);
}
Message("uMod_IDirect3DTexture9::GetHash() (%d %d) %d\n", desc.Width, desc.Height, desc.Format);
if (desc.Pool==D3DPOOL_DEFAULT) //get the raw data of the texture
{
//Message("uMod_IDirect3DTexture9::GetHash() (D3DPOOL_DEFAULT)\n");
IDirect3DSurface9 *pSurfaceLevel_orig = NULL;
if (pTexture->GetSurfaceLevel( 0, &pSurfaceLevel_orig)!=D3D_OK)
{
Message("uMod_IDirect3DTexture9::GetHash() Failed: GetSurfaceLevel 1 (D3DPOOL_DEFAULT)\n");
return (RETURN_LockRect_FAILED);
}
if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
{
//Message("uMod_IDirect3DTexture9::GetHash() MultiSampleType\n");
if (D3D_OK!=m_D3Ddev->CreateRenderTarget( desc.Width, desc.Height, desc.Format, D3DMULTISAMPLE_NONE, 0, FALSE, &pResolvedSurface, NULL ))
{
pSurfaceLevel_orig->Release();
Message("uMod_IDirect3DTexture9::GetHash() Failed: CreateRenderTarget (D3DPOOL_DEFAULT)\n");
return (RETURN_LockRect_FAILED);
}
if (D3D_OK!=m_D3Ddev->StretchRect( pSurfaceLevel_orig, NULL, pResolvedSurface, NULL, D3DTEXF_NONE ))
{
pSurfaceLevel_orig->Release();
Message("uMod_IDirect3DTexture9::GetHash() Failed: StretchRect (D3DPOOL_DEFAULT)\n");
return (RETURN_LockRect_FAILED);
}
pSurfaceLevel_orig = pResolvedSurface;
}
if (D3D_OK!=m_D3Ddev->CreateOffscreenPlainSurface( desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &pOffscreenSurface, NULL))
{
pSurfaceLevel_orig->Release();
if (pResolvedSurface!=NULL) pResolvedSurface->Release();
Message("uMod_IDirect3DTexture9::GetHash() Failed: CreateOffscreenPlainSurface (D3DPOOL_DEFAULT)\n");
return (RETURN_TEXTURE_NOT_LOADED);
}
if (D3D_OK!=m_D3Ddev->GetRenderTargetData( pSurfaceLevel_orig, pOffscreenSurface))
{
pSurfaceLevel_orig->Release();
if (pResolvedSurface!=NULL) pResolvedSurface->Release();
pOffscreenSurface->Release();
Message("uMod_IDirect3DTexture9::GetHash() Failed: GetRenderTargetData (D3DPOOL_DEFAULT)\n");
return (RETURN_LockRect_FAILED);
}
pSurfaceLevel_orig->Release();
if (pOffscreenSurface->LockRect( &d3dlr, NULL, D3DLOCK_READONLY)!=D3D_OK)
{
if (pResolvedSurface!=NULL) pResolvedSurface->Release();
pOffscreenSurface->Release();
Message("uMod_IDirect3DTexture9::GetHash() Failed: LockRect (D3DPOOL_DEFAULT)\n");
return (RETURN_LockRect_FAILED);
}
}
else if (pTexture->LockRect( 0, &d3dlr, NULL, D3DLOCK_READONLY)!=D3D_OK)
{
Message("uMod_IDirect3DTexture9::GetHash() Failed: LockRect 1\n");
if (pTexture->GetSurfaceLevel(0, &pResolvedSurface)!=D3D_OK)
{
Message("uMod_IDirect3DTexture9::GetHash() Failed: GetSurfaceLevel\n");
return (RETURN_LockRect_FAILED);
}
if (pResolvedSurface->LockRect( &d3dlr, NULL, D3DLOCK_READONLY)!=D3D_OK)
{
pResolvedSurface->Release();
Message("uMod_IDirect3DTexture9::GetHash() Failed: LockRect 2\n");
return (RETURN_LockRect_FAILED);
}
}
int size = (GetBitsFromFormat( desc.Format) * desc.Width*desc.Height)/8;
hash = GetCRC32( (char*) d3dlr.pBits, size); //calculate the crc32 of the texture
if (pOffscreenSurface!=NULL)
{
pOffscreenSurface->UnlockRect();
pOffscreenSurface->Release();
if (pResolvedSurface!=NULL) pResolvedSurface->Release();
}
else if (pResolvedSurface!=NULL)
{
pResolvedSurface->UnlockRect();
pResolvedSurface->Release();
}
else pTexture->UnlockRect(0);
Message("uMod_IDirect3DTexture9::GetHash() %#lX (%d %d) %d = %d\n", hash, desc.Width, desc.Height, desc.Format, size);
return (RETURN_OK);
}
-124
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@@ -1,124 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
/*
*
* BIG THANKS TO Matthew L (Azorbix)
* (Direct3D StarterKit v3.0)
*
*/
#ifndef uMod_IDirect3DTexture9_H
#define uMod_IDirect3DTexture9_H
#include <d3d9.h>
#include <d3dx9.h>
#include "uMod_Defines.h"
interface uMod_IDirect3DTexture9 : public IDirect3DTexture9
{
uMod_IDirect3DTexture9(IDirect3DTexture9 **ppTex, IDirect3DDevice9 *pIDirect3DDevice9)
{
m_D3Dtex = *ppTex; //Texture which will be displayed and will be passed to the game
m_D3Ddev = pIDirect3DDevice9; //device pointer
CrossRef_D3Dtex = NULL; //cross reference
// fake texture: store the pointer to the original uMod_IDirect3DTexture9 object, needed if a fake texture is unselected
// original texture: stores the pointer to the fake texture object, is needed if original texture is deleted,
// thus the fake texture can also be deleted
Reference = -1; //need for fast deleting
Hash = 0u;
FAKE = false;
}
// callback interface
IDirect3DTexture9 *m_D3Dtex;
uMod_IDirect3DTexture9 *CrossRef_D3Dtex;
IDirect3DDevice9 *m_D3Ddev;
int Reference;
MyTypeHash Hash;
bool FAKE;
// original interface
STDMETHOD(QueryInterface) (REFIID riid, void** ppvObj);
STDMETHOD_(ULONG,AddRef)();
STDMETHOD_(ULONG,Release)();
STDMETHOD(GetDevice)(IDirect3DDevice9** ppDevice);
STDMETHOD(SetPrivateData)(REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags);
STDMETHOD(GetPrivateData)(REFGUID refguid,void* pData,DWORD* pSizeOfData);
STDMETHOD(FreePrivateData)(REFGUID refguid);
STDMETHOD_(DWORD, SetPriority)(DWORD PriorityNew);
STDMETHOD_(DWORD, GetPriority)();
STDMETHOD_(void, PreLoad)();
STDMETHOD_(D3DRESOURCETYPE, GetType)();
STDMETHOD_(DWORD, SetLOD)(DWORD LODNew);
STDMETHOD_(DWORD, GetLOD)();
STDMETHOD_(DWORD, GetLevelCount)();
STDMETHOD(SetAutoGenFilterType)(D3DTEXTUREFILTERTYPE FilterType);
STDMETHOD_(D3DTEXTUREFILTERTYPE, GetAutoGenFilterType)();
STDMETHOD_(void, GenerateMipSubLevels)();
STDMETHOD(GetLevelDesc)(UINT Level,D3DSURFACE_DESC *pDesc);
STDMETHOD(GetSurfaceLevel)(UINT Level,IDirect3DSurface9** ppSurfaceLevel);
STDMETHOD(LockRect)(UINT Level,D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags);
STDMETHOD(UnlockRect)(UINT Level);
STDMETHOD(AddDirtyRect)(CONST RECT* pDirtyRect);
int GetHash(MyTypeHash &hash);
};
inline void UnswitchTextures(uMod_IDirect3DTexture9 *pTexture)
{
uMod_IDirect3DTexture9* CrossRef = pTexture->CrossRef_D3Dtex;
if (CrossRef!=NULL)
{
// switch textures back
IDirect3DTexture9* cpy = pTexture->m_D3Dtex;
pTexture->m_D3Dtex = CrossRef->m_D3Dtex;
CrossRef->m_D3Dtex = cpy;
// cancel the link
CrossRef->CrossRef_D3Dtex = NULL;
pTexture->CrossRef_D3Dtex = NULL;
}
}
inline int SwitchTextures( uMod_IDirect3DTexture9 *pTexture1, uMod_IDirect3DTexture9 *pTexture2)
{
if (pTexture1->m_D3Ddev == pTexture2->m_D3Ddev && pTexture1->CrossRef_D3Dtex == NULL && pTexture2->CrossRef_D3Dtex == NULL)
{
// make cross reference
pTexture1->CrossRef_D3Dtex = pTexture2;
pTexture2->CrossRef_D3Dtex = pTexture1;
// switch textures
IDirect3DTexture9* cpy = pTexture2->m_D3Dtex;
pTexture2->m_D3Dtex = pTexture1->m_D3Dtex;
pTexture1->m_D3Dtex = cpy;
return (RETURN_OK);
}
else return (RETURN_TEXTURE_NOT_SWITCHED);
}
#endif
-385
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@@ -1,385 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* some function (e.g. AddReff()) are presumed to work on the texture object which belong to them
* if this texture was switched, we must redirect this calls to the CrossRef_D3Dtex texture object
*/
#include "uMod_Main.h"
HRESULT APIENTRY uMod_IDirect3DVolumeTexture9::QueryInterface(REFIID riid, void** ppvObj)
{
if (riid==IID_IDirect3D9)
{
// This function should never be called with IID_IDirect3D9 by the game
// thus this call comes from our own dll to ask for the texture type
// 0x01000000L == uMod_IDirect3DTexture9
// 0x01000001L == uMod_IDirect3DVolumeTexture9
// 0x01000002L == uMod_IDirect3DCubeTexture9
*ppvObj = this;
return (0x01000001L);
}
HRESULT hRes;
if (CrossRef_D3Dtex!=NULL)
{
hRes = CrossRef_D3Dtex->m_D3Dtex->QueryInterface(riid, ppvObj);
if (*ppvObj==CrossRef_D3Dtex->m_D3Dtex) *ppvObj=this;
}
else
{
hRes = m_D3Dtex->QueryInterface(riid, ppvObj);
if (*ppvObj==m_D3Dtex) *ppvObj=this;
}
return (hRes);
}
//this function yields for the non switched texture object
ULONG APIENTRY uMod_IDirect3DVolumeTexture9::AddRef()
{
if (FAKE) return (1); //bug, this case should never happen
if (CrossRef_D3Dtex!=NULL)
{
return (CrossRef_D3Dtex->m_D3Dtex->AddRef());
}
else return (m_D3Dtex->AddRef());
}
//this function yields for the non switched texture object
ULONG APIENTRY uMod_IDirect3DVolumeTexture9::Release()
{
Message("uMod_IDirect3DVolumeTexture9::Release(): %lu\n", this);
void *cpy;
long ret = m_D3Ddev->QueryInterface( IID_IDirect3DTexture9, &cpy);
ULONG count;
if (FAKE)
{
UnswitchTextures( this);
count = m_D3Dtex->Release(); //count must be zero, cause we don't call AddRef of fake_textures
}
else
{
if (CrossRef_D3Dtex!=NULL) //if this texture is switched with a fake texture
{
uMod_IDirect3DVolumeTexture9 *fake_texture = CrossRef_D3Dtex;
count = fake_texture->m_D3Dtex->Release(); //release the original texture
if (count==0) //if texture is released we switch the textures back
{
UnswitchTextures(this);
if (ret == 0x01000000L)
{
if (((uMod_IDirect3DDevice9*) m_D3Ddev)->GetSingleVolumeTexture()!=fake_texture) fake_texture->Release(); // we release the fake texture
}
else
{
if (((uMod_IDirect3DDevice9Ex*) m_D3Ddev)->GetSingleVolumeTexture()!=fake_texture) fake_texture->Release(); // we release the fake texture
}
}
}
else
{
count = m_D3Dtex->Release();
}
}
if (count==0) //if this texture is released, we clean up
{
// if this texture is the LastCreatedTexture, the next time LastCreatedTexture would be added,
// the hash of a non existing texture would be calculated
if (ret == 0x01000000L)
{
if (((uMod_IDirect3DDevice9*) m_D3Ddev)->GetLastCreatedVolumeTexture()==this) ((uMod_IDirect3DDevice9*) m_D3Ddev)->SetLastCreatedVolumeTexture( NULL);
else ((uMod_IDirect3DDevice9*) m_D3Ddev)->GetuMod_Client()->RemoveTexture(this); // remove this texture from the texture client
}
else
{
if (((uMod_IDirect3DDevice9Ex*) m_D3Ddev)->GetLastCreatedVolumeTexture()==this) ((uMod_IDirect3DDevice9Ex*) m_D3Ddev)->SetLastCreatedVolumeTexture( NULL);
else ((uMod_IDirect3DDevice9Ex*) m_D3Ddev)->GetuMod_Client()->RemoveTexture(this); // remove this texture from the texture client
}
delete(this);
}
return (count);
}
HRESULT APIENTRY uMod_IDirect3DVolumeTexture9::GetDevice(IDirect3DDevice9** ppDevice)
{
*ppDevice = m_D3Ddev;
return D3D_OK;
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DVolumeTexture9::SetPrivateData(REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->SetPrivateData(refguid, pData, SizeOfData, Flags));
return (m_D3Dtex->SetPrivateData(refguid, pData, SizeOfData, Flags));
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DVolumeTexture9::GetPrivateData(REFGUID refguid,void* pData,DWORD* pSizeOfData)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->GetPrivateData(refguid, pData, pSizeOfData));
return (m_D3Dtex->GetPrivateData(refguid, pData, pSizeOfData));
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DVolumeTexture9::FreePrivateData(REFGUID refguid)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->FreePrivateData(refguid));
return (m_D3Dtex->FreePrivateData(refguid));
}
DWORD APIENTRY uMod_IDirect3DVolumeTexture9::SetPriority(DWORD PriorityNew)
{
return (m_D3Dtex->SetPriority(PriorityNew));
}
DWORD APIENTRY uMod_IDirect3DVolumeTexture9::GetPriority()
{
return (m_D3Dtex->GetPriority());
}
void APIENTRY uMod_IDirect3DVolumeTexture9::PreLoad()
{
m_D3Dtex->PreLoad();
}
D3DRESOURCETYPE APIENTRY uMod_IDirect3DVolumeTexture9::GetType()
{
return (m_D3Dtex->GetType());
}
DWORD APIENTRY uMod_IDirect3DVolumeTexture9::SetLOD(DWORD LODNew)
{
return (m_D3Dtex->SetLOD(LODNew));
}
DWORD APIENTRY uMod_IDirect3DVolumeTexture9::GetLOD()
{
return (m_D3Dtex->GetLOD());
}
DWORD APIENTRY uMod_IDirect3DVolumeTexture9::GetLevelCount()
{
return (m_D3Dtex->GetLevelCount());
}
HRESULT APIENTRY uMod_IDirect3DVolumeTexture9::SetAutoGenFilterType(D3DTEXTUREFILTERTYPE FilterType)
{
return (m_D3Dtex->SetAutoGenFilterType(FilterType));
}
D3DTEXTUREFILTERTYPE APIENTRY uMod_IDirect3DVolumeTexture9::GetAutoGenFilterType()
{
return (m_D3Dtex->GetAutoGenFilterType());
}
void APIENTRY uMod_IDirect3DVolumeTexture9::GenerateMipSubLevels()
{
m_D3Dtex->GenerateMipSubLevels();
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DVolumeTexture9::AddDirtyBox(CONST D3DBOX *pDirtyBox)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->AddDirtyBox(pDirtyBox));
return (m_D3Dtex->AddDirtyBox(pDirtyBox));
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DVolumeTexture9::GetLevelDesc(UINT Level, D3DVOLUME_DESC *pDesc)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->GetLevelDesc(Level, pDesc));
return (m_D3Dtex->GetLevelDesc(Level, pDesc));
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DVolumeTexture9::GetVolumeLevel(UINT Level, IDirect3DVolume9 **ppVolumeLevel)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->GetVolumeLevel(Level, ppVolumeLevel));
return (m_D3Dtex->GetVolumeLevel(Level, ppVolumeLevel));
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DVolumeTexture9::LockBox(UINT Level, D3DLOCKED_BOX *pLockedVolume, CONST D3DBOX *pBox ,DWORD Flags)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->LockBox(Level, pLockedVolume, pBox, Flags));
return (m_D3Dtex->LockBox(Level, pLockedVolume, pBox, Flags));
}
//this function yields for the non switched texture object
HRESULT APIENTRY uMod_IDirect3DVolumeTexture9::UnlockBox(UINT Level)
{
if (CrossRef_D3Dtex!=NULL) return (CrossRef_D3Dtex->m_D3Dtex->UnlockBox(Level));
return (m_D3Dtex->UnlockBox(Level));
}
int uMod_IDirect3DVolumeTexture9::GetHash(MyTypeHash &hash)
{
hash=0u;
if (FAKE) return (RETURN_BAD_ARGUMENT);
IDirect3DVolumeTexture9 *pTexture = m_D3Dtex;
if (CrossRef_D3Dtex!=NULL) pTexture = CrossRef_D3Dtex->m_D3Dtex;
//IDirect3DVolume9 *pOffscreenSurface = NULL;
//IDirect3DVolumeTexture9 *pOffscreenTexture = NULL;
IDirect3DVolume9 *pResolvedSurface = NULL;
D3DLOCKED_BOX d3dlr;
D3DVOLUME_DESC desc;
if (pTexture->GetLevelDesc(0, &desc)!=D3D_OK) //get the format and the size of the texture
{
Message("uMod_IDirect3DVolumeTexture9::GetHash() Failed: GetLevelDesc \n");
return (RETURN_GetLevelDesc_FAILED);
}
Message("uMod_IDirect3DVolumeTexture9::GetHash() (%d %d %d) %d\n", desc.Width, desc.Height, desc.Depth, desc.Format);
/*
if (desc.Pool==D3DPOOL_DEFAULT) //get the raw data of the texture
{
//Message("uMod_IDirect3DVolumeTexture9::GetHash() (D3DPOOL_DEFAULT)\n");
IDirect3DSurface9 *pSurfaceLevel_orig = NULL;
if (pTexture->GetSurfaceLevel( 0, &pSurfaceLevel_orig)!=D3D_OK)
{
Message("uMod_IDirect3DVolumeTexture9::GetHash() Failed: GetSurfaceLevel 1 (D3DPOOL_DEFAULT)\n");
return (RETURN_LockRect_FAILED);
}
/*
if (desc.MultiSampleType != D3DMULTISAMPLE_NONE)
{
//Message("uMod_IDirect3DVolumeTexture9::GetHash() MultiSampleType\n");
if (D3D_OK!=m_D3Ddev->CreateRenderTarget( desc.Width, desc.Height, desc.Format, D3DMULTISAMPLE_NONE, 0, FALSE, &pResolvedSurface, NULL ))
{
pSurfaceLevel_orig->Release();
Message("uMod_IDirect3DVolumeTexture9::GetHash() Failed: CreateRenderTarget (D3DPOOL_DEFAULT)\n");
return (RETURN_LockRect_FAILED);
}
if (D3D_OK!=m_D3Ddev->StretchRect( pSurfaceLevel_orig, NULL, pResolvedSurface, NULL, D3DTEXF_NONE ))
{
pSurfaceLevel_orig->Release();
Message("uMod_IDirect3DVolumeTexture9::GetHash() Failed: StretchRect (D3DPOOL_DEFAULT)\n");
return (RETURN_LockRect_FAILED);
}
pSurfaceLevel_orig = pResolvedSurface;
}
*/
//CreateTexture(8, 8, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, (IDirect3DVolumeTexture9**) &SingleTexture, NULL)
/*
if (D3D_OK!=m_D3Ddev->CreateTexture( desc.Width, desc.Height, 1, 0, desc.Format, D3DPOOL_SYSTEMMEM, &pOffscreenTexture, NULL))
{
pSurfaceLevel_orig->Release();
if (pResolvedSurface!=NULL) pResolvedSurface->Release();
Message("uMod_IDirect3DVolumeTexture9::GetHash() Failed: CreateTexture (D3DPOOL_DEFAULT)\n");
return (RETURN_TEXTURE_NOT_LOADED);
}
if (pOffscreenTexture->GetSurfaceLevel( 0, &pOffscreenSurface)!=D3D_OK)
{
Message("uMod_IDirect3DVolumeTexture9::GetHash() Failed: GetSurfaceLevel 2 (D3DPOOL_DEFAULT)\n");
return (RETURN_LockRect_FAILED);
}
if (D3D_OK!=m_D3Ddev->GetRenderTargetData( pSurfaceLevel_orig, pOffscreenSurface))
{
pSurfaceLevel_orig->Release();
if (pResolvedSurface!=NULL) pResolvedSurface->Release();
pOffscreenSurface->Release();
pOffscreenTexture->Release();
Message("uMod_IDirect3DVolumeTexture9::GetHash() Failed: GetRenderTargetData (D3DPOOL_DEFAULT)\n");
return (RETURN_LockRect_FAILED);
}
pSurfaceLevel_orig->Release();
if (pOffscreenSurface->LockRect( &d3dlr, NULL, D3DLOCK_READONLY)!=D3D_OK)
{
if (pResolvedSurface!=NULL) pResolvedSurface->Release();
pOffscreenSurface->Release();
pOffscreenTexture->Release();
Message("uMod_IDirect3DVolumeTexture9::GetHash() Failed: LockRect (D3DPOOL_DEFAULT)\n");
return (RETURN_LockRect_FAILED);
}
*/
/*
if (D3D_OK!=m_D3Ddev->CreateOffscreenPlainSurface( desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &pOffscreenSurface, NULL))
{
pSurfaceLevel_orig->Release();
if (pResolvedSurface!=NULL) pResolvedSurface->Release();
Message("uMod_IDirect3DVolumeTexture9::GetHash() Failed: CreateOffscreenPlainSurface (D3DPOOL_DEFAULT)\n");
return (RETURN_TEXTURE_NOT_LOADED);
}
if (D3D_OK!=m_D3Ddev->GetRenderTargetData( pSurfaceLevel_orig, pOffscreenSurface))
{
pSurfaceLevel_orig->Release();
if (pResolvedSurface!=NULL) pResolvedSurface->Release();
pOffscreenSurface->Release();
Message("uMod_IDirect3DVolumeTexture9::GetHash() Failed: GetRenderTargetData (D3DPOOL_DEFAULT)\n");
return (RETURN_LockRect_FAILED);
}
pSurfaceLevel_orig->Release();
if (pOffscreenSurface->LockRect( &d3dlr, NULL, D3DLOCK_READONLY)!=D3D_OK)
{
if (pResolvedSurface!=NULL) pResolvedSurface->Release();
pOffscreenSurface->Release();
Message("uMod_IDirect3DVolumeTexture9::GetHash() Failed: LockRect (D3DPOOL_DEFAULT)\n");
return (RETURN_LockRect_FAILED);
}
}
else
*/
if (pTexture->LockBox( 0, &d3dlr, NULL, D3DLOCK_READONLY)!=D3D_OK)
{
Message("uMod_IDirect3DVolumeTexture9::GetHash() Failed: LockRect 1\n");
if (pTexture->GetVolumeLevel(0, &pResolvedSurface)!=D3D_OK)
{
Message("uMod_IDirect3DVolumeTexture9::GetHash() Failed: GetSurfaceLevel\n");
return (RETURN_LockRect_FAILED);
}
if (pResolvedSurface->LockBox( &d3dlr, NULL, D3DLOCK_READONLY)!=D3D_OK)
{
pResolvedSurface->Release();
Message("uMod_IDirect3DVolumeTexture9::GetHash() Failed: LockRect 2\n");
return (RETURN_LockRect_FAILED);
}
}
int size = (GetBitsFromFormat( desc.Format) * desc.Width*desc.Height*desc.Depth)/8;
hash = GetCRC32( (char*) d3dlr.pBits, size); //calculate the crc32 of the texture
if (pResolvedSurface!=NULL)
{
pResolvedSurface->UnlockBox();
pResolvedSurface->Release();
}
else pTexture->UnlockBox(0);
Message("uMod_IDirect3DVolumeTexture9::GetHash() %#lX (%d %d) %d = %d\n", hash, desc.Width, desc.Height, desc.Format, size);
return (RETURN_OK);
}
-125
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@@ -1,125 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
/*
*
* BIG THANKS TO Matthew L (Azorbix)
* (Direct3D StarterKit v3.0)
*
*/
#ifndef uMod_IDirect3DVolumeTexture9_H
#define uMod_IDirect3DVolumeTexture9_H
#include <d3d9.h>
#include <d3dx9.h>
#include "uMod_Defines.h"
interface uMod_IDirect3DVolumeTexture9 : public IDirect3DVolumeTexture9
{
uMod_IDirect3DVolumeTexture9(IDirect3DVolumeTexture9 **ppTex, IDirect3DDevice9 *pIDirect3DDevice9)
{
m_D3Dtex = *ppTex; //Texture which will be displayed and will be passed to the game
m_D3Ddev = pIDirect3DDevice9; //device pointer
CrossRef_D3Dtex = NULL; //cross reference
// fake texture: store the pointer to the original uMod_IDirect3DVolumeTexture9 object, needed if a fake texture is unselected
// original texture: stores the pointer to the fake texture object, is needed if original texture is deleted,
// thus the fake texture can also be deleted
Reference = -1; //need for fast deleting
Hash = 0u;
FAKE = false;
}
// callback interface
IDirect3DVolumeTexture9 *m_D3Dtex;
uMod_IDirect3DVolumeTexture9 *CrossRef_D3Dtex;
IDirect3DDevice9 *m_D3Ddev;
int Reference;
MyTypeHash Hash;
bool FAKE;
// original interface
STDMETHOD(QueryInterface) (REFIID riid, void** ppvObj);
STDMETHOD_(ULONG,AddRef)();
STDMETHOD_(ULONG,Release)();
STDMETHOD(GetDevice)(IDirect3DDevice9** ppDevice);
STDMETHOD(SetPrivateData)(REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags);
STDMETHOD(GetPrivateData)(REFGUID refguid,void* pData,DWORD* pSizeOfData);
STDMETHOD(FreePrivateData)(REFGUID refguid);
STDMETHOD_(DWORD, SetPriority)(DWORD PriorityNew);
STDMETHOD_(DWORD, GetPriority)();
STDMETHOD_(void, PreLoad)();
STDMETHOD_(D3DRESOURCETYPE, GetType)();
STDMETHOD_(DWORD, SetLOD)(DWORD LODNew);
STDMETHOD_(DWORD, GetLOD)();
STDMETHOD_(DWORD, GetLevelCount)();
STDMETHOD(SetAutoGenFilterType)(D3DTEXTUREFILTERTYPE FilterType);
STDMETHOD_(D3DTEXTUREFILTERTYPE, GetAutoGenFilterType)();
STDMETHOD_(void, GenerateMipSubLevels)();
STDMETHOD(AddDirtyBox)(CONST D3DBOX *pDirtyBox);
STDMETHOD(GetLevelDesc)(UINT Level, D3DVOLUME_DESC *pDesc);
STDMETHOD(GetVolumeLevel)(UINT Level, IDirect3DVolume9 **ppVolumeLevel);
STDMETHOD(LockBox)(UINT Level, D3DLOCKED_BOX *pLockedVolume, CONST D3DBOX *pBox, DWORD Flags);
STDMETHOD(UnlockBox)(UINT Level);
int GetHash(MyTypeHash &hash);
};
inline void UnswitchTextures(uMod_IDirect3DVolumeTexture9 *pTexture)
{
uMod_IDirect3DVolumeTexture9* CrossRef = pTexture->CrossRef_D3Dtex;
if (CrossRef!=NULL)
{
// switch textures back
IDirect3DVolumeTexture9* cpy = pTexture->m_D3Dtex;
pTexture->m_D3Dtex = CrossRef->m_D3Dtex;
CrossRef->m_D3Dtex = cpy;
// cancel the link
CrossRef->CrossRef_D3Dtex = NULL;
pTexture->CrossRef_D3Dtex = NULL;
}
}
inline int SwitchTextures( uMod_IDirect3DVolumeTexture9 *pTexture1, uMod_IDirect3DVolumeTexture9 *pTexture2)
{
if (pTexture1->m_D3Ddev == pTexture2->m_D3Ddev && pTexture1->CrossRef_D3Dtex == NULL && pTexture2->CrossRef_D3Dtex == NULL)
{
// make cross reference
pTexture1->CrossRef_D3Dtex = pTexture2;
pTexture2->CrossRef_D3Dtex = pTexture1;
// switch textures
IDirect3DVolumeTexture9* cpy = pTexture2->m_D3Dtex;
pTexture2->m_D3Dtex = pTexture1->m_D3Dtex;
pTexture1->m_D3Dtex = cpy;
return (RETURN_OK);
}
else return (RETURN_TEXTURE_NOT_SWITCHED);
}
#endif
-66
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@@ -1,66 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef uMod_MAIN_H_
#define uMod_MAIN_H_
#define WINVER _WIN32_WINNT_WINXP
#define _WIN32_WINNT _WIN32_WINNT_WINXP
#define _WIN32_WINDOWS _WIN32_WINNT_WINXP
#define NTDDI_VERSION NTDDI_WINXP
//#define NTDDI_LONGHORN NTDDI_WINXP
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <cstdlib>
#include <cstdio>
#include <d3d9.h>
#include <d3dx9.h>
#include "../uMod_GlobalDefines.h"
#include "../uMod_Error.h"
#include "uMod_Defines.h"
#include "uMod_DX9_dll.h"
#include "uMod_TextureFunction.h"
#include "uMod_IDirect3D9.h"
#include "uMod_IDirect3D9Ex.h"
#include "uMod_IDirect3DDevice9.h"
#include "uMod_IDirect3DDevice9Ex.h"
#include "uMod_IDirect3DCubeTexture9.h"
#include "uMod_IDirect3DTexture9.h"
#include "uMod_IDirect3DVolumeTexture9.h"
#include "uMod_ArrayHandler.h"
#include "uMod_TextureServer.h"
#include "uMod_TextureClient.h"
extern unsigned int gl_ErrorState;
#endif
-863
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@@ -1,863 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#include "uMod_Main.h"
uMod_TextureClient::uMod_TextureClient(uMod_TextureServer* server, IDirect3DDevice9* device)
{
Message("uMod_TextureClient::uMod_TextureClient(void): %lu\n", this);
Server = server;
D3D9Device = device;
BoolSaveAllTextures = false;
BoolSaveSingleTexture = false;
KeyBack = 0;
KeySave = 0;
KeyNext = 0;
SavePath[0]=0;
GameName[0]=0;
NumberToMod = 0;
FileToMod = NULL;
if (Server!=NULL)
{
if (Server->AddClient( this, &FileToMod, &NumberToMod))
{
Server=NULL;
NumberToMod = 0;
FileToMod = NULL;
}
else
{
for (int i=0; i<NumberToMod; i++) {FileToMod[i].NumberOfTextures=0; FileToMod[i].Textures = NULL;}
}
}
Mutex = CreateMutex(NULL, false, NULL);
Update = NULL;
NumberOfUpdate = -1;
FontColour = D3DCOLOR_ARGB(255,255,0,0);
TextureColour = D3DCOLOR_ARGB(255,0,255,0);
}
uMod_TextureClient::~uMod_TextureClient(void)
{
Message("uMod_TextureClient::~uMod_TextureClient(void): %lu\n", this);
if (Server!=NULL) Server->RemoveClient(this);
if (Mutex!=NULL) CloseHandle(Mutex);
if (Update!=NULL) delete [] Update;
if (FileToMod!=NULL)
{
for (int i=0; i<NumberToMod; i++) if (FileToMod[i].Textures!=NULL) delete [] FileToMod[i].Textures;
delete [] FileToMod;
}
}
int uMod_TextureClient::AddTexture( uMod_IDirect3DTexture9* pTexture)
{
void *cpy;
long ret = D3D9Device->QueryInterface( IID_IDirect3DTexture9, &cpy);
if (ret == 0x01000000L) ((uMod_IDirect3DDevice9*)D3D9Device)->SetLastCreatedTexture(NULL); //this texture must no be added twice
else ((uMod_IDirect3DDevice9Ex*) D3D9Device)->SetLastCreatedTexture(NULL); //this texture must no be added twice
if (pTexture->FAKE) return (RETURN_OK); // this is a fake texture
Message("uMod_TextureClient::AddTexture( %lu): %lu (thread: %lu)\n", pTexture, this, GetCurrentThreadId());
MyTypeHash hash;
if (int ret = pTexture->GetHash( hash)) return (ret);
pTexture->Hash = hash;
if (BoolSaveAllTextures) SaveTexture(pTexture);
if (gl_ErrorState & uMod_ERROR_FATAL) return (RETURN_FATAL_ERROR);
OriginalTextures.Add( pTexture); // add the texture to the list of original texture
return (LookUpToMod(pTexture)); // check if this texture should be modded
}
int uMod_TextureClient::AddTexture( uMod_IDirect3DVolumeTexture9* pTexture)
{
void *cpy;
long ret = D3D9Device->QueryInterface( IID_IDirect3DTexture9, &cpy);
if (ret == 0x01000000L) ((uMod_IDirect3DDevice9*)D3D9Device)->SetLastCreatedVolumeTexture(NULL); //this texture must no be added twice
else ((uMod_IDirect3DDevice9Ex*) D3D9Device)->SetLastCreatedVolumeTexture(NULL); //this texture must no be added twice
if (pTexture->FAKE) return (RETURN_OK); // this is a fake texture
Message("uMod_TextureClient::AddTexture( Volume: %lu): %lu (thread: %lu)\n", pTexture, this, GetCurrentThreadId());
MyTypeHash hash;
if (int ret = pTexture->GetHash( hash)) return (ret);
pTexture->Hash = hash;
if (BoolSaveAllTextures) SaveTexture(pTexture);
if (gl_ErrorState & uMod_ERROR_FATAL) return (RETURN_FATAL_ERROR);
OriginalVolumeTextures.Add( pTexture); // add the texture to the list of original texture
return (LookUpToMod(pTexture)); // check if this texture should be modded
}
int uMod_TextureClient::AddTexture( uMod_IDirect3DCubeTexture9* pTexture)
{
void *cpy;
long ret = D3D9Device->QueryInterface( IID_IDirect3DTexture9, &cpy);
if (ret == 0x01000000L) ((uMod_IDirect3DDevice9*)D3D9Device)->SetLastCreatedCubeTexture(NULL); //this texture must no be added twice
else ((uMod_IDirect3DDevice9Ex*) D3D9Device)->SetLastCreatedCubeTexture(NULL); //this texture must no be added twice
if (pTexture->FAKE) return (RETURN_OK); // this is a fake texture
Message("uMod_TextureClient::AddTexture( Cube: %lu): %lu (thread: %lu)\n", pTexture, this, GetCurrentThreadId());
MyTypeHash hash;
if (int ret = pTexture->GetHash( hash)) return (ret);
pTexture->Hash = hash;
if (BoolSaveAllTextures) SaveTexture(pTexture);
if (gl_ErrorState & uMod_ERROR_FATAL) return (RETURN_FATAL_ERROR);
OriginalCubeTextures.Add( pTexture); // add the texture to the list of original texture
return (LookUpToMod(pTexture)); // check if this texture should be modded
}
int uMod_TextureClient::RemoveTexture( uMod_IDirect3DTexture9* pTexture) // is called from a texture, if it is finally released
{
Message("uMod_TextureClient::RemoveTexture( %lu, %#lX): %lu\n", pTexture, pTexture->Hash, this);
if (gl_ErrorState & uMod_ERROR_FATAL) return (RETURN_FATAL_ERROR);
if (pTexture->FAKE)
{
// we need to set the corresponding FileToMod[X].pTexture to NULL, to avoid a link to a non existing texture object
int ref = pTexture->Reference;
if (ref>=0 && ref<NumberToMod)
{
for (int i=0; i<FileToMod[ref].NumberOfTextures; i++) if (FileToMod[ref].Textures[i] == pTexture)
{
FileToMod[ref].NumberOfTextures--;
for (int j=i; j<FileToMod[ref].NumberOfTextures; j++) FileToMod[ref].Textures[j] = FileToMod[ref].Textures[j+1];
FileToMod[ref].Textures[FileToMod[ref].NumberOfTextures] = NULL;
break;
}
}
}
else
{
return (OriginalTextures.Remove( pTexture)); //remove this texture form the list
}
return (RETURN_OK);
}
int uMod_TextureClient::RemoveTexture( uMod_IDirect3DVolumeTexture9* pTexture) // is called from a texture, if it is finally released
{
Message("uMod_TextureClient::RemoveTexture( Volume %lu, %#lX): %lu\n", pTexture, pTexture->Hash, this);
if (gl_ErrorState & uMod_ERROR_FATAL) return (RETURN_FATAL_ERROR);
if (pTexture->FAKE)
{
// we need to set the corresponding FileToMod[X].pTexture to NULL, to avoid a link to a non existing texture object
int ref = pTexture->Reference;
if (ref>=0 && ref<NumberToMod)
{
for (int i=0; i<FileToMod[ref].NumberOfTextures; i++) if (FileToMod[ref].Textures[i] == pTexture)
{
FileToMod[ref].NumberOfTextures--;
for (int j=i; j<FileToMod[ref].NumberOfTextures; j++) FileToMod[ref].Textures[j] = FileToMod[ref].Textures[j+1];
FileToMod[ref].Textures[FileToMod[ref].NumberOfTextures] = NULL;
break;
}
}
}
else
{
return (OriginalVolumeTextures.Remove( pTexture)); //remove this texture form the list
}
return (RETURN_OK);
}
int uMod_TextureClient::RemoveTexture( uMod_IDirect3DCubeTexture9* pTexture) // is called from a texture, if it is finally released
{
Message("uMod_TextureClient::RemoveTexture( Cube %lu, %#lX): %lu\n", pTexture, pTexture->Hash, this);
if (gl_ErrorState & uMod_ERROR_FATAL) return (RETURN_FATAL_ERROR);
if (pTexture->FAKE)
{
// we need to set the corresponding FileToMod[X].pTexture to NULL, to avoid a link to a non existing texture object
int ref = pTexture->Reference;
if (ref>=0 && ref<NumberToMod)
{
for (int i=0; i<FileToMod[ref].NumberOfTextures; i++) if (FileToMod[ref].Textures[i] == pTexture)
{
FileToMod[ref].NumberOfTextures--;
for (int j=i; j<FileToMod[ref].NumberOfTextures; j++) FileToMod[ref].Textures[j] = FileToMod[ref].Textures[j+1];
FileToMod[ref].Textures[FileToMod[ref].NumberOfTextures] = NULL;
break;
}
}
}
else
{
return (OriginalCubeTextures.Remove( pTexture)); //remove this texture form the list
}
return (RETURN_OK);
}
int uMod_TextureClient::SaveAllTextures(bool val)
{
Message("uMod_TextureClient::SaveAllTextures( %d): %lu\n", val, this);
BoolSaveAllTextures=val;
return (RETURN_OK);
}
int uMod_TextureClient::SaveSingleTexture(bool val)
{
Message("uMod_TextureClient::SaveSingleTexture( %d): %lu\n", val, this);
if (BoolSaveSingleTexture && !val) //if BoolSaveSingleTexture is set to false and was previously true we switch the SingleTexture back
{
uMod_IDirect3DTexture9* pTexture;
void *cpy;
long ret = D3D9Device->QueryInterface( IID_IDirect3DTexture9, &cpy);
if (ret == 0x01000000L) pTexture = ((uMod_IDirect3DDevice9*)D3D9Device)->GetSingleTexture(); //this texture must no be added twice
else pTexture = ((uMod_IDirect3DDevice9Ex*) D3D9Device)->GetSingleTexture(); //this texture must no be added twice
if (pTexture!=NULL) UnswitchTextures(pTexture);
}
BoolSaveSingleTexture = val;
return (RETURN_OK);
}
int uMod_TextureClient::SetSaveDirectory( wchar_t *dir)
{
Message("uMod_TextureClient::SetSaveDirectory( %ls): %lu\n", dir, this);
int i = 0;
for (i=0; i<MAX_PATH && (dir[i]); i++) SavePath[i] = dir[i];
if (i==MAX_PATH)
{
SavePath[0]=0;
return (RETURN_BAD_ARGUMENT);
}
else SavePath[i]=0;
return (RETURN_OK);
}
int uMod_TextureClient::SetGameName( wchar_t *name)
{
Message("uMod_TextureClient::SetGameName( %ls): %lu\n", name, this);
int i = 0;
for (i=0; i<MAX_PATH && (name[i]); i++) GameName[i] = name[i];
if (i==MAX_PATH)
{
GameName[0]=0;
return (RETURN_BAD_ARGUMENT);
}
else GameName[i]=0;
return (RETURN_OK);
}
int uMod_TextureClient::SaveTexture(uMod_IDirect3DTexture9* pTexture)
{
if (pTexture==NULL) return (RETURN_BAD_ARGUMENT);
if (SavePath[0]==0) {Message("uMod_TextureClient::SaveTexture( %#lX, %lu): %lu, SavePath not set\n", pTexture->Hash, pTexture->m_D3Dtex, this); return (RETURN_TEXTURE_NOT_SAVED);}
wchar_t file[MAX_PATH];
if (GameName[0]) swprintf_s( file, MAX_PATH, L"%ls\\%ls_T_%#lX.dds", SavePath, GameName, pTexture->Hash);
else swprintf_s( file, MAX_PATH, L"%ls\\T_%#lX.dds", SavePath, pTexture->Hash);
Message("uMod_TextureClient::SaveTexture( %ls): %lu\n", file, this);
if (D3D_OK!=D3DXSaveTextureToFileW( file, D3DXIFF_DDS, pTexture->m_D3Dtex, NULL)) return (RETURN_TEXTURE_NOT_SAVED);
return (RETURN_OK);
}
int uMod_TextureClient::SaveTexture(uMod_IDirect3DVolumeTexture9* pTexture)
{
if (pTexture==NULL) return (RETURN_BAD_ARGUMENT);
if (SavePath[0]==0) {Message("uMod_TextureClient::SaveTexture( %#lX, %lu): %lu, SavePath not set\n", pTexture->Hash, pTexture->m_D3Dtex, this); return (RETURN_TEXTURE_NOT_SAVED);}
wchar_t file[MAX_PATH];
if (GameName[0]) swprintf_s( file, MAX_PATH, L"%ls\\%ls_V_%#lX.dds", SavePath, GameName, pTexture->Hash);
else swprintf_s( file, MAX_PATH, L"%ls\\V_%#lX.dds", SavePath, pTexture->Hash);
Message("uMod_TextureClient::SaveTexture( %ls): %lu\n", file, this);
if (D3D_OK!=D3DXSaveTextureToFileW( file, D3DXIFF_DDS, pTexture->m_D3Dtex, NULL)) return (RETURN_TEXTURE_NOT_SAVED);
return (RETURN_OK);
}
int uMod_TextureClient::SaveTexture(uMod_IDirect3DCubeTexture9* pTexture)
{
if (pTexture==NULL) return (RETURN_BAD_ARGUMENT);
if (SavePath[0]==0) {Message("uMod_TextureClient::SaveTexture( %#lX, %lu): %lu, SavePath not set\n", pTexture->Hash, pTexture->m_D3Dtex, this); return (RETURN_TEXTURE_NOT_SAVED);}
wchar_t file[MAX_PATH];
if (GameName[0]) swprintf_s( file, MAX_PATH, L"%ls\\%ls_C_%#lX.dds", SavePath, GameName, pTexture->Hash);
else swprintf_s( file, MAX_PATH, L"%ls\\C_%#lX.dds", SavePath, pTexture->Hash);
Message("uMod_TextureClient::SaveTexture( %ls): %lu\n", file, this);
if (D3D_OK!=D3DXSaveTextureToFileW( file, D3DXIFF_DDS, pTexture->m_D3Dtex, NULL)) return (RETURN_TEXTURE_NOT_SAVED);
return (RETURN_OK);
}
int uMod_TextureClient::AddUpdate(TextureFileStruct* update, int number) //client must delete the update array
{
Message("AddUpdate( %lu, %d): %lu\n", update, number, this);
if (int ret = LockMutex()) {gl_ErrorState |= uMod_ERROR_TEXTURE; return (ret);}
if (Update!=NULL) delete [] Update;
Update = update;
NumberOfUpdate = number;
return (UnlockMutex());
}
int uMod_TextureClient::MergeUpdate(void)
{
if (NumberOfUpdate<0) {return (RETURN_OK);}
if (int ret = LockMutex()) {gl_ErrorState |= uMod_ERROR_TEXTURE ; return (ret);}
Message("MergeUpdate(): %lu\n", this);
for (int i=0; i<NumberOfUpdate; i++) {Update[i].NumberOfTextures=0; Update[i].Textures = NULL;} // this is already done, but safety comes first ^^
int pos_old=0;
int pos_new=0;
int *to_lookup = NULL;
if (NumberOfUpdate>0) to_lookup = new int[NumberOfUpdate];
int num_to_lookup = 0;
/*
* FileToMod contains the old files (textures) which should replace the target textures (if they are loaded by the game)
* Update contains the new files (textures) which should replace the target textures (if they are loaded by the game)
*
* Both arrays (FileToMod and Update) are sorted according to their hash values.
*
* First we go through both arrays linearly and
* 1) take over the old entry if the hash is the same,
* 2) release old fake texture (if target texture exist and is not in the Update)
* 3) or mark newly added fake texture (if they are not in FileToMod)
*/
while (pos_old<NumberToMod && pos_new<NumberOfUpdate)
{
if (FileToMod[pos_old].Hash > Update[pos_new].Hash) // this fake texture is new
{
to_lookup[num_to_lookup++] = pos_new++; // keep this fake texture in mind, we must search later for it through all original textures
// we increase only the new counter by one
}
else if (FileToMod[pos_old].Hash < Update[pos_new].Hash) // this fake texture is not in the update
{
for (int i=FileToMod[pos_old].NumberOfTextures-1; i>=0; i--) FileToMod[pos_old].Textures[i]->Release(); // we release the fake textures
if (FileToMod[pos_old].Textures!=NULL) delete [] FileToMod[pos_old].Textures; // we delete the memory
FileToMod[pos_old].NumberOfTextures = 0;
FileToMod[pos_old].Textures = NULL;
pos_old++; // we increase only the old counter by one
}
else // the hash value is the same, thus this texture is in the array FileToMod as well as in the array Update
{
if (Update[pos_new].ForceReload)
{
if (FileToMod[pos_old].NumberOfTextures>0)
{
Update[pos_new].Textures = new IDirect3DBaseTexture9*[FileToMod[pos_old].NumberOfTextures];
}
for (int i=0; i<FileToMod[pos_old].NumberOfTextures; i++)
{
IDirect3DBaseTexture9 *base_texture;
int ret = FileToMod[pos_old].Textures[i]->QueryInterface( IID_IDirect3D9, (void**)&base_texture);
switch (ret)
{
case 0x01000000L:
{
uMod_IDirect3DTexture9 *pTexture = (uMod_IDirect3DTexture9*) FileToMod[pos_old].Textures[i];//
uMod_IDirect3DTexture9 *pRefTexture = pTexture->CrossRef_D3Dtex;
pTexture->Release();
i--; //after the Release of the old fake texture FileToMod[pos_old].Textures[i] is overwritten by entries with index greater than i
uMod_IDirect3DTexture9 *fake_Texture;
if (int ret = LoadTexture( & (Update[pos_new]), &fake_Texture)) return (ret);
if (SwitchTextures( fake_Texture, pRefTexture))
{
Message("MergeUpdate(): textures not switched %#lX\n", pRefTexture->Hash);
fake_Texture->Release();
}
else
{
Update[pos_new].Textures[Update[pos_new].NumberOfTextures++] = fake_Texture;
fake_Texture->Reference = pos_new;
}
break;
}
case 0x01000001L:
{
uMod_IDirect3DVolumeTexture9 *pTexture = (uMod_IDirect3DVolumeTexture9*) FileToMod[pos_old].Textures[i];//
uMod_IDirect3DVolumeTexture9 *pRefTexture = pTexture->CrossRef_D3Dtex;
pTexture->Release();
i--; //after the Release of the old fake texture FileToMod[pos_old].Textures[i] is overwritten by entries with index greater than i
uMod_IDirect3DVolumeTexture9 *fake_Texture;
if (int ret = LoadTexture( & (Update[pos_new]), &fake_Texture)) return (ret);
if (SwitchTextures( fake_Texture, pRefTexture))
{
Message("MergeUpdate(): textures not switched %#lX\n", pRefTexture->Hash);
fake_Texture->Release();
}
else
{
Update[pos_new].Textures[Update[pos_new].NumberOfTextures++] = fake_Texture;
fake_Texture->Reference = pos_new;
}
break;
}
case 0x01000002L:
{
uMod_IDirect3DCubeTexture9 *pTexture = (uMod_IDirect3DCubeTexture9*) FileToMod[pos_old].Textures[i];//
uMod_IDirect3DCubeTexture9 *pRefTexture = pTexture->CrossRef_D3Dtex;
pTexture->Release();
i--; //after the Release of the old fake texture FileToMod[pos_old].Textures[i] is overwritten by entries with index greater than i
uMod_IDirect3DCubeTexture9 *fake_Texture;
if (int ret = LoadTexture( & (Update[pos_new]), &fake_Texture)) return (ret);
if (SwitchTextures( fake_Texture, pRefTexture))
{
Message("MergeUpdate(): textures not switched %#lX\n", pRefTexture->Hash);
fake_Texture->Release();
}
else
{
Update[pos_new].Textures[Update[pos_new].NumberOfTextures++] = fake_Texture;
fake_Texture->Reference = pos_new;
}
break;
}
default:
break; // this is no fake texture and QueryInterface failed, because IDirect3DBaseTexture9 object cannot be a IDirect3D9 object ;)
}
}
}
else // the texture might be loaded or not
{
Update[pos_new].NumberOfTextures = FileToMod[pos_old].NumberOfTextures;
Update[pos_new].Textures = FileToMod[pos_old].Textures;
FileToMod[pos_old].NumberOfTextures = 0;
FileToMod[pos_old].Textures = NULL;
}
// we increase both counters by one
pos_old++;
pos_new++;
}
}
while (pos_old<NumberToMod) //this fake textures are not in the Update
{
for (int i=FileToMod[pos_old].NumberOfTextures-1; i>=0; i--) FileToMod[pos_old].Textures[i]->Release(); // we release the fake textures
//for (int i=0; i<FileToMod[pos_old].NumberOfTextures; i++) FileToMod[pos_old].Textures[i]->Release(); // we release the fake textures
if (FileToMod[pos_old].Textures!=NULL) delete [] FileToMod[pos_old].Textures; // we delete the memory
FileToMod[pos_old].Textures = NULL;
pos_old++;
}
while (pos_new<NumberOfUpdate) //this fake textures are newly added
{
to_lookup[num_to_lookup++] = pos_new++; //keep this fake texture in mind, we must search later for it through all original textures
}
/*
* if (num_to_lookup>0) we need to look through all original textures
* because there were newly added textures and we don't know
* if the corresponding target textures are loaded by the game or not.
*
* Note: to_lookup[num_to_lookup++] = pos_new++; is in ascending order,
* thus Update[to_lookup[pos]].Hash is also sorted ascending!
*/
/*
uMod_IDirect3DTexture9 *single_texture = ((uMod_IDirect3DDevice9*)D3D9Device)->GetSingleTexture();
if (num_to_lookup>0)
{
int num = OriginalTextures.GetNumber();
for (int i=0; i<num; i++)
if (OriginalTextures[i]->CrossRef_D3Dtex==NULL || OriginalTextures[i]->CrossRef_D3Dtex==single_texture)
// We need look only for textures, that are not switched or switched with the single_texture.
// The single_texture is a special texture, which you can toggle through all original texture, if save single texture is turned on.
{
MyTypeHash hash = OriginalTextures[i]->Hash;
if (hash<Update[to_lookup[0]].Hash || hash>Update[to_lookup[num_to_lookup-1]].Hash) continue;
int index = -1;
int pos = num_to_lookup/2;
int begin = 0;
int end = num_to_lookup-1;
// We look in the middle of the interval and each step we halve the interval,
// unless we find the texture or the size of the interval is less than 3.
// Note: contradicting to normal C-code here the interval includes the index "begin" and "end"!
while (begin+1<end) // as long as the interval is longer than two
{
if (hash > Update[to_lookup[pos]].Hash) // the new interval is the right half of the actual interval
{
begin = pos+1; // the new interval does not contain the index "pos"
pos = (begin + end)/2; // set "pos" somewhere inside the new intervall
}
else if (hash < Update[to_lookup[pos]].Hash) // the new interval is the left half of the actual interval
{
end = pos-1; // the new interval does not contain the index "pos"
pos = (begin + end)/2; // set "pos" somewhere inside the new intervall
}
else {index = to_lookup[pos]; break;} // we hit the correct hash
}
if (index<0) // if we did not find the hash, it might be in the last interval
{
for (int i=begin; i<=end; i++) if (Update[to_lookup[i]].Hash==hash) index = to_lookup[i];
}
if (index>=0) // target texture is loaded by the game
{
if (OriginalTextures[i]->CrossRef_D3Dtex!=NULL) UnswitchTextures(OriginalTextures[i]); // this texture was switched with the single texture
uMod_IDirect3DTexture9 *fake_Texture;
if (int ret = LoadTexture( & (Update[index]), &fake_Texture)) return (ret);
if (SwitchTextures( fake_Texture, OriginalTextures[i]))
{
Message("uMod_TextureClient::LookUpToMod(): textures not switched %#lX\n", FileToMod[index].Hash);
fake_Texture->Release();
}
else
{
IDirect3DBaseTexture9 **temp = new IDirect3DBaseTexture9*[Update[index].NumberOfTextures+1];
for (int j=0; j<Update[index].NumberOfTextures; j++) temp[j] = Update[index].Textures[j];
if (Update[index].Textures!=NULL) delete [] Update[index].Textures;
Update[index].Textures = temp;
Update[index].Textures[Update[index].NumberOfTextures++] = fake_Texture;
fake_Texture->Reference = index;
}
}
}
}
*/
if (FileToMod!=NULL)
{
//for (int i=0; i<NumberToMod; i++) if (FileToMod[i].Textures!=NULL) delete [] FileToMod[i].Textures;
delete [] FileToMod;
}
FileToMod = Update;
NumberToMod = NumberOfUpdate;
NumberOfUpdate = -1;
Update = NULL;
if (num_to_lookup>0)
{
uMod_IDirect3DTexture9* single_texture;
void *cpy;
long ret = D3D9Device->QueryInterface( IID_IDirect3DTexture9, &cpy);
if (ret == 0x01000000L) single_texture = ((uMod_IDirect3DDevice9*)D3D9Device)->GetSingleTexture(); //this texture must no be added twice
else single_texture = ((uMod_IDirect3DDevice9Ex*) D3D9Device)->GetSingleTexture(); //this texture must no be added twice
int num = OriginalTextures.GetNumber();
for (int i=0; i<num; i++) if (OriginalTextures[i]->CrossRef_D3Dtex==NULL || OriginalTextures[i]->CrossRef_D3Dtex==single_texture)
{
UnswitchTextures(OriginalTextures[i]); //this we can do always, so we unswitch the single texture
LookUpToMod( OriginalTextures[i], num_to_lookup, to_lookup);
}
uMod_IDirect3DVolumeTexture9 *single_volume_texture;
if (ret == 0x01000000L) single_volume_texture = ((uMod_IDirect3DDevice9*)D3D9Device)->GetSingleVolumeTexture(); //this texture must no be added twice
else single_volume_texture = ((uMod_IDirect3DDevice9Ex*) D3D9Device)->GetSingleVolumeTexture(); //this texture must no be added twice
num = OriginalVolumeTextures.GetNumber();
for (int i=0; i<num; i++) if (OriginalVolumeTextures[i]->CrossRef_D3Dtex==NULL || OriginalVolumeTextures[i]->CrossRef_D3Dtex==single_volume_texture)
{
UnswitchTextures(OriginalVolumeTextures[i]); //this we can do always, so we unswitch the single texture
LookUpToMod( OriginalVolumeTextures[i], num_to_lookup, to_lookup);
}
uMod_IDirect3DCubeTexture9 *single_cube_texture;
if (ret == 0x01000000L) single_cube_texture = ((uMod_IDirect3DDevice9*)D3D9Device)->GetSingleCubeTexture(); //this texture must no be added twice
else single_cube_texture = ((uMod_IDirect3DDevice9Ex*) D3D9Device)->GetSingleCubeTexture(); //this texture must no be added twice
num = OriginalCubeTextures.GetNumber();
for (int i=0; i<num; i++) if (OriginalCubeTextures[i]->CrossRef_D3Dtex==NULL || OriginalCubeTextures[i]->CrossRef_D3Dtex==single_cube_texture)
{
UnswitchTextures(OriginalCubeTextures[i]); //this we can do always, so we unswitch the single texture
LookUpToMod( OriginalCubeTextures[i], num_to_lookup, to_lookup);
}
}
if (to_lookup != NULL) delete [] to_lookup;
return (UnlockMutex());
}
int uMod_TextureClient::LockMutex(void)
{
if (( gl_ErrorState & (uMod_ERROR_FATAL | uMod_ERROR_MUTEX) )) return (RETURN_NO_MUTEX);
if (WAIT_OBJECT_0!=WaitForSingleObject( Mutex, 100)) return (RETURN_MUTEX_LOCK); //waiting 100ms, to wait infinite pass INFINITE
return (RETURN_OK);
}
int uMod_TextureClient::UnlockMutex(void)
{
if (ReleaseMutex(Mutex)==0) return (RETURN_MUTEX_UNLOCK);
return (RETURN_OK);
}
int uMod_TextureClient::LookUpToMod( MyTypeHash hash, int num_index_list, int *index_list)
{
if(NumberToMod>0)
{
if (index_list==NULL || num_index_list==0)
{
if (hash<FileToMod[0].Hash || hash>FileToMod[NumberToMod-1].Hash) return (-1);
int pos = NumberToMod/2;
int begin = 0;
int end = NumberToMod-1;
// We look in the middle of the interval and each step we halve the interval,
// unless we find the texture or the size of the interval is less than 3.
// Note: contradicting to normal C-code here the interval includes the index "begin" and "end"!
while (begin+1<end) // as long as the interval is longer than two
{
if (hash > FileToMod[pos].Hash) // the new interval is the right half of the actual interval
{
begin = pos+1; // the new interval does not contain the index "pos"
pos = (begin + end)/2; // set "pos" somewhere inside the new interval
}
else if (hash < FileToMod[pos].Hash) // the new interval is the left half of the actual interval
{
end = pos-1; // the new interval does not contain the index "pos"
pos = (begin + end)/2; // set "pos" somewhere inside the new interval
}
else {return (pos); break;} // we hit the correct hash
}
for ( pos=begin; pos<=end; pos++) if (FileToMod[pos].Hash==hash) return (pos);
}
else
{
if (hash<FileToMod[index_list[0]].Hash || hash>FileToMod[index_list[num_index_list-1]].Hash) return (-1);
int pos = num_index_list/2;
int begin = 0;
int end = num_index_list-1;
// We look in the middle of the interval and each step we halve the interval,
// unless we find the texture or the size of the interval is less than 3.
// Note: contradicting to normal C-code here the interval includes the index "begin" and "end"!
while (begin+1<end) // as long as the interval is longer than two
{
if (hash > FileToMod[index_list[pos]].Hash) // the new interval is the right half of the actual interval
{
begin = pos+1; // the new interval does not contain the index "pos"
pos = (begin + end)/2; // set "pos" somewhere inside the new interval
}
else if (hash < FileToMod[index_list[pos]].Hash) // the new interval is the left half of the actual interval
{
end = pos-1; // the new interval does not contain the index "pos"
pos = (begin + end)/2; // set "pos" somewhere inside the new interval
}
else {return (index_list[pos]); break;} // we hit the correct hash
}
for ( pos=begin; pos<=end; pos++) if (FileToMod[index_list[pos]].Hash==hash) return (index_list[pos]);
}
}
return (-1);
}
int uMod_TextureClient::LookUpToMod( uMod_IDirect3DTexture9* pTexture, int num_index_list, int *index_list) // should only be called for original textures
{
Message("uMod_TextureClient::LookUpToMod( %lu): hash: %#lX, %lu\n", pTexture, pTexture->Hash, this);
if (pTexture->CrossRef_D3Dtex!=NULL) return (RETURN_OK); // bug, this texture is already switched
int index = LookUpToMod( pTexture->Hash, num_index_list, index_list);
if (index>=0)
{
uMod_IDirect3DTexture9 *fake_Texture;
if (int ret = LoadTexture( & (FileToMod[index]), &fake_Texture)) return (ret);
if (SwitchTextures( fake_Texture, pTexture))
{
Message("uMod_TextureClient::LookUpToMod(): textures not switched %#lX\n", FileToMod[index].Hash);
fake_Texture->Release();
}
else
{
IDirect3DBaseTexture9 **temp = new IDirect3DBaseTexture9*[FileToMod[index].NumberOfTextures+1];
for (int j=0; j<FileToMod[index].NumberOfTextures; j++) temp[j] = FileToMod[index].Textures[j];
if (FileToMod[index].Textures!=NULL) delete [] FileToMod[index].Textures;
FileToMod[index].Textures = temp;
FileToMod[index].Textures[FileToMod[index].NumberOfTextures++] = fake_Texture;
fake_Texture->Reference = index;
}
}
return (RETURN_OK);
}
int uMod_TextureClient::LookUpToMod( uMod_IDirect3DVolumeTexture9* pTexture, int num_index_list, int *index_list) // should only be called for original textures
{
Message("uMod_TextureClient::LookUpToMod( Volume %lu): hash: %#lX, %lu\n", pTexture, pTexture->Hash, this);
if (pTexture->CrossRef_D3Dtex!=NULL) return (RETURN_OK); // bug, this texture is already switched
int index = LookUpToMod( pTexture->Hash, num_index_list, index_list);
if (index>=0)
{
uMod_IDirect3DVolumeTexture9 *fake_Texture;
if (int ret = LoadTexture( & (FileToMod[index]), &fake_Texture)) return (ret);
if (SwitchTextures( fake_Texture, pTexture))
{
Message("uMod_TextureClient::LookUpToMod(): textures not switched %#lX\n", FileToMod[index].Hash);
fake_Texture->Release();
}
else
{
IDirect3DBaseTexture9 **temp = new IDirect3DBaseTexture9*[FileToMod[index].NumberOfTextures+1];
for (int j=0; j<FileToMod[index].NumberOfTextures; j++) temp[j] = FileToMod[index].Textures[j];
if (FileToMod[index].Textures!=NULL) delete [] FileToMod[index].Textures;
FileToMod[index].Textures = temp;
FileToMod[index].Textures[FileToMod[index].NumberOfTextures++] = fake_Texture;
fake_Texture->Reference = index;
}
}
return (RETURN_OK);
}
int uMod_TextureClient::LookUpToMod( uMod_IDirect3DCubeTexture9* pTexture, int num_index_list, int *index_list) // should only be called for original textures
{
Message("uMod_TextureClient::LookUpToMod( Cube %lu): hash: %#lX, %lu\n", pTexture, pTexture->Hash, this);
if (pTexture->CrossRef_D3Dtex!=NULL) return (RETURN_OK); // bug, this texture is already switched
int index = LookUpToMod( pTexture->Hash, num_index_list, index_list);
if (index>=0)
{
uMod_IDirect3DCubeTexture9 *fake_Texture;
if (int ret = LoadTexture( & (FileToMod[index]), &fake_Texture)) return (ret);
if (SwitchTextures( fake_Texture, pTexture))
{
Message("uMod_TextureClient::LookUpToMod(): textures not switched %#lX\n", FileToMod[index].Hash);
fake_Texture->Release();
}
else
{
IDirect3DBaseTexture9 **temp = new IDirect3DBaseTexture9*[FileToMod[index].NumberOfTextures+1];
for (int j=0; j<FileToMod[index].NumberOfTextures; j++) temp[j] = FileToMod[index].Textures[j];
if (FileToMod[index].Textures!=NULL) delete [] FileToMod[index].Textures;
FileToMod[index].Textures = temp;
FileToMod[index].Textures[FileToMod[index].NumberOfTextures++] = fake_Texture;
fake_Texture->Reference = index;
}
}
return (RETURN_OK);
}
int uMod_TextureClient::LoadTexture( TextureFileStruct* file_in_memory, uMod_IDirect3DTexture9 **ppTexture) // to load fake texture from a file in memory
{
Message("LoadTexture( %lu, %lu, %#lX): %lu\n", file_in_memory, ppTexture, file_in_memory->Hash, this);
if (D3D_OK != D3DXCreateTextureFromFileInMemoryEx( D3D9Device, file_in_memory->pData, file_in_memory->Size, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0, NULL, NULL, (IDirect3DTexture9 **) ppTexture))
//if (D3D_OK != D3DXCreateTextureFromFileInMemory( D3D9Device, file_in_memory->pData, file_in_memory->Size, (IDirect3DTexture9 **) ppTexture))
{
*ppTexture=NULL;
return (RETURN_TEXTURE_NOT_LOADED);
}
(*ppTexture)->FAKE = true;
void *cpy;
long ret = D3D9Device->QueryInterface( IID_IDirect3DTexture9, &cpy);
if (ret == 0x01000000L) ((uMod_IDirect3DDevice9*)D3D9Device)->SetLastCreatedTexture(NULL); //this texture must no be added twice
else ((uMod_IDirect3DDevice9Ex*) D3D9Device)->SetLastCreatedTexture(NULL); //this texture must no be added twice
Message("LoadTexture( %lu, %#lX): DONE\n", *ppTexture, file_in_memory->Hash);
return (RETURN_OK);
}
int uMod_TextureClient::LoadTexture( TextureFileStruct* file_in_memory, uMod_IDirect3DVolumeTexture9 **ppTexture) // to load fake texture from a file in memory
{
Message("LoadTexture( Volume %lu, %lu, %#lX): %lu\n", file_in_memory, ppTexture, file_in_memory->Hash, this);
if (D3D_OK != D3DXCreateVolumeTextureFromFileInMemoryEx( D3D9Device, file_in_memory->pData, file_in_memory->Size, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0, NULL, NULL, (IDirect3DVolumeTexture9 **) ppTexture))
//if (D3D_OK != D3DXCreateVolumeTextureFromFileInMemory( D3D9Device, file_in_memory->pData, file_in_memory->Size, (IDirect3DVolumeTexture9 **) ppTexture))
{
*ppTexture=NULL;
return (RETURN_TEXTURE_NOT_LOADED);
}
(*ppTexture)->FAKE = true;
void *cpy;
long ret = D3D9Device->QueryInterface( IID_IDirect3DTexture9, &cpy);
if (ret == 0x01000000L) ((uMod_IDirect3DDevice9*)D3D9Device)->SetLastCreatedVolumeTexture(NULL); //this texture must no be added twice
else ((uMod_IDirect3DDevice9Ex*) D3D9Device)->SetLastCreatedVolumeTexture(NULL); //this texture must no be added twice
Message("LoadTexture( Volume %lu, %#lX): DONE\n", *ppTexture, file_in_memory->Hash);
return (RETURN_OK);
}
int uMod_TextureClient::LoadTexture( TextureFileStruct* file_in_memory, uMod_IDirect3DCubeTexture9 **ppTexture) // to load fake texture from a file in memory
{
Message("LoadTexture( Cube %lu, %lu, %#lX): %lu\n", file_in_memory, ppTexture, file_in_memory->Hash, this);
if (D3D_OK != D3DXCreateCubeTextureFromFileInMemoryEx( D3D9Device, file_in_memory->pData, file_in_memory->Size, D3DX_DEFAULT, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0, NULL, NULL, (IDirect3DCubeTexture9 **) ppTexture))
//if (D3D_OK != D3DXCreateCubeTextureFromFileInMemory( D3D9Device, file_in_memory->pData, file_in_memory->Size, (IDirect3DCubeTexture9 **) ppTexture))
{
*ppTexture=NULL;
return (RETURN_TEXTURE_NOT_LOADED);
}
(*ppTexture)->FAKE = true;
void *cpy;
long ret = D3D9Device->QueryInterface( IID_IDirect3DTexture9, &cpy);
if (ret == 0x01000000L) ((uMod_IDirect3DDevice9*)D3D9Device)->SetLastCreatedCubeTexture(NULL); //this texture must no be added twice
else ((uMod_IDirect3DDevice9Ex*) D3D9Device)->SetLastCreatedCubeTexture(NULL); //this texture must no be added twice
Message("LoadTexture( Cube %lu, %#lX): DONE\n", *ppTexture, file_in_memory->Hash);
return (RETURN_OK);
}
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/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef uMod_TEXTUREHANDLER_HPP
#define uMod_TEXTUREHANDLER_HPP
#include "uMod_IDirect3DTexture9.h"
#include "uMod_IDirect3DDevice9.h"
#include "..\uMod_Error.h"
class uMod_TextureServer;
/*
* An object of this class is owned by each d3d9 device.
* functions called by the Server are called from the server thread instance.
* All other functions are called from the render thread instance of the game itself.
*/
class uMod_TextureClient
{
public:
uMod_TextureClient(uMod_TextureServer* server, IDirect3DDevice9* device);
~uMod_TextureClient(void);
int AddTexture( uMod_IDirect3DTexture9* tex); //called from uMod_IDirect3DDevice9::CreateTexture(...) or uMod_IDirect3DDevice9::BeginScene()
int AddTexture( uMod_IDirect3DVolumeTexture9* tex); //called from uMod_IDirect3DVolumeTexture9::CreateTexture(...) or uMod_IDirect3DDevice9::BeginScene()
int AddTexture( uMod_IDirect3DCubeTexture9* tex); //called from uMod_IDirect3DCubeTexture9::CreateTexture(...) or uMod_IDirect3DDevice9::BeginScene()
int RemoveTexture( uMod_IDirect3DTexture9* tex); //called from uMod_IDirect3DTexture9::Release()
int RemoveTexture( uMod_IDirect3DVolumeTexture9* tex); //called from uMod_IDirect3DVolumeTexture9::Release()
int RemoveTexture( uMod_IDirect3DCubeTexture9* tex); //called from uMod_IDirect3DCubeTexture9::Release()
int SaveAllTextures(bool val); //called from the Server
int SaveSingleTexture(bool val); //called from the Server
int SetSaveDirectory( wchar_t *dir); //called from the Server
int SetGameName( wchar_t *dir); //called from the Server
int SaveTexture(uMod_IDirect3DTexture9* pTexture); //called from uMod_IDirect3DDevice9::BeginScene() (save button) or from AddTexture(...) (SaveAllTextures)
int SaveTexture(uMod_IDirect3DVolumeTexture9* pTexture); //called from uMod_IDirect3DDevice9::BeginScene() (save button) or from AddTexture(...) (SaveAllTextures)
int SaveTexture(uMod_IDirect3DCubeTexture9* pTexture); //called from uMod_IDirect3DDevice9::BeginScene() (save button) or from AddTexture(...) (SaveAllTextures)
int SetKeyBack( int key) {if (key>0) KeyBack = key; return (RETURN_OK);} //called from the Server
int SetKeySave( int key) {if (key>0) KeySave = key; return (RETURN_OK);} //called from the Server
int SetKeyNext( int key) {if (key>0) KeyNext = key; return (RETURN_OK);} //called from the Server
int SetFontColour( DWORD r, DWORD g, DWORD b) {FontColour = D3DCOLOR_ARGB(255, r,g,b); return (RETURN_OK);} //called from the Server
int SetTextureColour( DWORD r, DWORD g, DWORD b) {TextureColour = D3DCOLOR_ARGB(255, r,g,b); return (RETURN_OK);} //called from the Server
int AddUpdate(TextureFileStruct* update, int number); //called from the Server, client object must delete update array
int MergeUpdate(void); //called from uMod_IDirect3DDevice9::BeginScene()
int LookUpToMod( uMod_IDirect3DTexture9* pTexture, int num_index_list=0, int *index_list=NULL); // called at the end AddTexture(...) and from Device->UpdateTexture(...)
int LookUpToMod( uMod_IDirect3DVolumeTexture9* pTexture, int num_index_list=0, int *index_list=NULL); // called at the end AddTexture(...) and from Device->UpdateTexture(...)
int LookUpToMod( uMod_IDirect3DCubeTexture9* pTexture, int num_index_list=0, int *index_list=NULL); // called at the end AddTexture(...) and from Device->UpdateTexture(...)
uMod_TextureHandler<uMod_IDirect3DTexture9> OriginalTextures; // stores the pointer to the uMod_IDirect3DTexture9 objects created by the game
uMod_TextureHandler<uMod_IDirect3DVolumeTexture9> OriginalVolumeTextures; // stores the pointer to the uMod_IDirect3DVolumeTexture9 objects created by the game
uMod_TextureHandler<uMod_IDirect3DCubeTexture9> OriginalCubeTextures; // stores the pointer to the uMod_IDirect3DCubeTexture9 objects created by the game
bool BoolSaveAllTextures;
bool BoolSaveSingleTexture;
int KeyBack;
int KeySave;
int KeyNext;
D3DCOLOR FontColour;
D3DCOLOR TextureColour;
private:
uMod_TextureServer* Server;
IDirect3DDevice9* D3D9Device;
wchar_t SavePath[MAX_PATH];
wchar_t GameName[MAX_PATH];
TextureFileStruct* Update;
int NumberOfUpdate;
int LockMutex();
int UnlockMutex();
HANDLE Mutex;
int NumberToMod; // number of texture to be modded
TextureFileStruct* FileToMod; // array which stores the file in memory and the hash of each texture to be modded
int LookUpToMod( MyTypeHash hash, int num_index_list, int *index_list); // called from LookUpToMod(...);
int LoadTexture( TextureFileStruct* file_in_memory, uMod_IDirect3DTexture9 **ppTexture); // called if a target texture is found
int LoadTexture( TextureFileStruct* file_in_memory, uMod_IDirect3DVolumeTexture9 **ppTexture); // called if a target texture is found
int LoadTexture( TextureFileStruct* file_in_memory, uMod_IDirect3DCubeTexture9 **ppTexture); // called if a target texture is found
// and the corresponding fake texture should be loaded
//MyTypeHash GetHash(unsigned char *str, int len);
//unsigned int GetCRC32(char *pcDatabuf, unsigned int ulDatalen);
};
#endif /* uMod_TEXTUREHANDLER_HPP_ */
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/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#include "uMod_Main.h"
/*
MyTypeHash GetHash(unsigned char *str, int len) // estimate the hash
{
MyTypeHash hash = 0;
for (int i=0; i<len; i++) hash = str[i] + (hash << 6) + (hash << 16) - hash;
return (hash);
}
*/
/*
*
* BIG THANKS TO RS !!
*
* who gave me his hashing algorithm (well or crc32 algorithm^^)
*
The hash function is CRC32 using polynomial 0xEDB88320.
However, the hashed data is calculated incorrectly in TexMod: it's simply BytesPerPixel * Width * Height, from the beginning of the data (that is mapped using LockRect).
The problem is that it doesn't take the pitch into account and BytesPerPixel may be wrong for some rare formats (not sure about that).
*/
#define CRC32POLY 0xEDB88320u /* CRC-32 Polynom */
#define ulCrc_in 0xffffffff
unsigned int GetCRC32( char *pcDatabuf, unsigned int ulDatalen)
{
unsigned int crc = ulCrc_in;
for (unsigned int idx = 0u; idx<ulDatalen; idx++)
{
unsigned int data = *pcDatabuf++;
for (unsigned int bit = 0u; bit<8u; bit++, data >>=1)
{
crc = (crc >> 1) ^ (((crc ^ data) & 1) ? CRC32POLY : 0);
}
}
return (crc);
}
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/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef uMod_TEXTUREFUNCTION_H_
#define uMod_TEXTUREFUNCTION_H_
unsigned int GetCRC32( char *pcDatabuf, unsigned int ulDatalen);
/*
case D3DFMT_MULTI2_ARGB8:
case D3DFMT_VERTEXDATA:
*/
inline int GetBitsFromFormat(D3DFORMAT format)
{
switch(format) //switch trough the formats to calculate the size of the raw data
{
case D3DFMT_A1: // 1-bit monochrome.
{
return (1);
break;
}
case D3DFMT_R3G3B2: // 8-bit RGB texture format using 3 bits for red, 3 bits for green, and 2 bits for blue.
case D3DFMT_A8: // 8-bit alpha only.
case D3DFMT_A8P8: // 8-bit color indexed with 8 bits of alpha.
case D3DFMT_P8: // 8-bit color indexed.
case D3DFMT_L8: // 8-bit luminance only.
case D3DFMT_A4L4: // 8-bit using 4 bits each for alpha and luminance.
case D3DFMT_FORCE_DWORD:
case D3DFMT_S8_LOCKABLE: // A lockable 8-bit stencil buffer.
{
return (8);
break;
}
case D3DFMT_D16_LOCKABLE: //16-bit z-buffer bit depth.
case D3DFMT_D15S1: // 16-bit z-buffer bit depth where 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel.
case D3DFMT_L6V5U5: // 16-bit bump-map format with luminance using 6 bits for luminance, and 5 bits each for v and u.
case D3DFMT_V8U8: // 16-bit bump-map format using 8 bits each for u and v data.
case D3DFMT_CxV8U8: // 16-bit normal compression format. The texture sampler computes the C channel from: C = sqrt(1 - U2 - V2).
case D3DFMT_R5G6B5: // 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue.
case D3DFMT_X1R5G5B5: // 16-bit pixel format where 5 bits are reserved for each color.
case D3DFMT_A1R5G5B5: // 16-bit pixel format where 5 bits are reserved for each color and 1 bit is reserved for alpha.
case D3DFMT_A4R4G4B4: // 16-bit ARGB pixel format with 4 bits for each channel.
case D3DFMT_A8R3G3B2: // 16-bit ARGB texture format using 8 bits for alpha, 3 bits each for red and green, and 2 bits for blue.
case D3DFMT_X4R4G4B4: // 16-bit RGB pixel format using 4 bits for each color.
case D3DFMT_L16: // 16-bit luminance only.
case D3DFMT_R16F: // 16-bit float format using 16 bits for the red channel.
case D3DFMT_A8L8: // 16-bit using 8 bits each for alpha and luminance.
case D3DFMT_D16: // 16-bit z-buffer bit depth.
case D3DFMT_INDEX16: // 16-bit index buffer bit depth.
case D3DFMT_G8R8_G8B8: // ??
case D3DFMT_R8G8_B8G8: // ??
case D3DFMT_UYVY: // ??
case D3DFMT_YUY2: // ??
{
return (16);
break;
}
case D3DFMT_R8G8B8: //24-bit RGB pixel format with 8 bits per channel.
{
return (24);
break;
}
case D3DFMT_R32F: // 32-bit float format using 32 bits for the red channel.
case D3DFMT_X8L8V8U8: // 32-bit bump-map format with luminance using 8 bits for each channel.
case D3DFMT_A2W10V10U10: // 32-bit bump-map format using 2 bits for alpha and 10 bits each for w, v, and u.
case D3DFMT_Q8W8V8U8: // 32-bit bump-map format using 8 bits for each channel.
case D3DFMT_V16U16: // 32-bit bump-map format using 16 bits for each channel.
case D3DFMT_A8R8G8B8: // 32-bit ARGB pixel format with alpha, using 8 bits per channel.
case D3DFMT_X8R8G8B8: // 32-bit RGB pixel format, where 8 bits are reserved for each color.
case D3DFMT_A2B10G10R10: // 32-bit pixel format using 10 bits for each color and 2 bits for alpha.
case D3DFMT_A8B8G8R8: // 32-bit ARGB pixel format with alpha, using 8 bits per channel.
case D3DFMT_X8B8G8R8: // 32-bit RGB pixel format, where 8 bits are reserved for each color.
case D3DFMT_G16R16: // 32-bit pixel format using 16 bits each for green and red.
case D3DFMT_G16R16F: // 32-bit float format using 16 bits for the red channel and 16 bits for the green channel.
case D3DFMT_A2R10G10B10: // 32-bit pixel format using 10 bits each for red, green, and blue, and 2 bits for alpha.
case D3DFMT_D32: // 32-bit z-buffer bit depth.
case D3DFMT_D24S8: // 32-bit z-buffer bit depth using 24 bits for the depth channel and 8 bits for the stencil channel.
case D3DFMT_D24X8: //32-bit z-buffer bit depth using 24 bits for the depth channel.
case D3DFMT_D24X4S4: // 32-bit z-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel.
case D3DFMT_D32F_LOCKABLE: // A lockable format where the depth value is represented as a standard IEEE floating-point number.
case D3DFMT_D24FS8: // A non-lockable format that contains 24 bits of depth (in a 24-bit floating point format - 20e4) and 8 bits of stencil.
case D3DFMT_D32_LOCKABLE: // A lockable 32-bit depth buffer.
case D3DFMT_INDEX32: // 32-bit index buffer bit depth.
//case : //
//case : //
//case : //
//case : //
{
return (32);
break;
}
case D3DFMT_G32R32F: // 64-bit float format using 32 bits for the red channel and 32 bits for the green channel.
case D3DFMT_Q16W16V16U16: // 64-bit bump-map format using 16 bits for each component.
case D3DFMT_A16B16G16R16: // 64-bit pixel format using 16 bits for each component.
case D3DFMT_A16B16G16R16F: // 64-bit float format using 16 bits for the each channel (alpha, blue, green, red).
{
return (64);
break;
}
case D3DFMT_A32B32G32R32F: // 128-bit float format using 32 bits for the each channel (alpha, blue, green, red).
{
return (128);
break;
}
case D3DFMT_DXT2:
case D3DFMT_DXT3:
case D3DFMT_DXT4:
case D3DFMT_DXT5:
{
return (8);
break;
}
case D3DFMT_DXT1:
{
return (4);
break;
}
default: //compressed formats
{
return (4);
break;
}
}
}
#endif /* uMod_TEXTUREFUNCTION_H_ */
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/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#include "uMod_Main.h"
uMod_TextureServer::uMod_TextureServer(wchar_t *game)
{
Message("uMod_TextureServer(void): %lu\n", this);
Mutex = CreateMutex(NULL, false, NULL);
Clients = NULL;
NumberOfClients = 0;
LenghtOfClients = 0;
BoolSaveAllTextures = false;
BoolSaveSingleTexture = false;
SavePath[0] = 0;
int len=0;
int path_pos=0;
int dot_pos=0;
for (len=0; len<MAX_PATH && (game[len]); len++)
{
if (game[len]==L'\\' || game[len]==L'/') path_pos=len+1;
else if (game[len]==L'.') dot_pos=len;
}
if (dot_pos>path_pos) len = dot_pos - path_pos;
else len -= path_pos;
for (int i=0; i<len; i++) GameName[i] = game[i+path_pos];
if (len<MAX_PATH) GameName[len] = 0;
else GameName[0] = 0;
KeyBack = 0;
KeySave = 0;
KeyNext = 0;
FontColour = 0u;
TextureColour = 0u;
Pipe.In = INVALID_HANDLE_VALUE;
Pipe.Out = INVALID_HANDLE_VALUE;
}
uMod_TextureServer::~uMod_TextureServer(void)
{
Message("~uMod_TextureServer(void): %lu\n", this);
if (Mutex != NULL) CloseHandle(Mutex);
//delete the files in memory
int num = CurrentMod.GetNumber();
for (int i = 0; i < num; i++) delete[] CurrentMod[i]->pData; //delete the file content of the texture
num = OldMod.GetNumber();
for (int i = 0; i < num; i++) delete[] OldMod[i]->pData; //delete the file content of the texture
if (Pipe.In != INVALID_HANDLE_VALUE ) CloseHandle(Pipe.In);
Pipe.In = INVALID_HANDLE_VALUE;
if (Pipe.Out != INVALID_HANDLE_VALUE) CloseHandle(Pipe.Out);
Pipe.Out = INVALID_HANDLE_VALUE;
}
int uMod_TextureServer::AddClient(uMod_TextureClient *client, TextureFileStruct** update, int* number) // called from a client
{
Message("AddClient(%lu): %lu\n", client, this);
if (int ret = LockMutex())
{
gl_ErrorState |= uMod_ERROR_SERVER;
return (ret);
}
// the following functions must not change the original uMod_IDirect3DDevice9 object
// somehow on game start some uMod_IDirect3DDevice9 object are created, which must rest unchanged!!
// these objects are released and are not used for rendering
client->SetGameName(GameName);
client->SaveAllTextures(BoolSaveAllTextures);
client->SaveSingleTexture(BoolSaveSingleTexture);
client->SetSaveDirectory(SavePath);
if (KeyBack > 0) client->SetKeyBack(KeyBack);
if (KeySave > 0) client->SetKeySave(KeySave);
if (KeyNext > 0) client->SetKeyNext(KeyNext);
if (FontColour>0u)
{
DWORD r = (FontColour>>16)&0xFF;
DWORD g = (FontColour>>8)&0xFF;
DWORD b = (FontColour)&0xFF;
client->SetFontColour( r, g, b);
}
if (TextureColour>0u)
{
DWORD r = (TextureColour>>16)&0xFF;
DWORD g = (TextureColour>>8)&0xFF;
DWORD b = (TextureColour)&0xFF;
client->SetTextureColour( r, g, b);
}
if (int ret = PrepareUpdate( update, number)) return (ret); // get a copy of all texture to be modded
if (NumberOfClients == LenghtOfClients) //allocate more memory
{
uMod_TextureClient** temp = NULL;
try {temp = new uMod_TextureClient*[LenghtOfClients + 10];}
catch (...)
{
gl_ErrorState |= uMod_ERROR_MEMORY | uMod_ERROR_SERVER;
if (int ret = UnlockMutex()) return (ret);
return (RETURN_NO_MEMORY);
}
for (int i=0; i<LenghtOfClients; i++) temp[i] = Clients[i];
if (Clients!=NULL) delete [] Clients;
Clients = temp;
LenghtOfClients += 10;
}
Clients[NumberOfClients++] = client;
return (UnlockMutex());
}
int uMod_TextureServer::RemoveClient(uMod_TextureClient *client) // called from a client
{
Message("RemoveClient(%lu): %lu\n", client);
if (int ret = LockMutex())
{
gl_ErrorState |= uMod_ERROR_SERVER;
return (ret);
}
for (int i = 0; i < NumberOfClients; i++) if (client == Clients[i])
{
NumberOfClients--;
Clients[i] = Clients[NumberOfClients];
break;
}
return (UnlockMutex());
}
int uMod_TextureServer::AddFile( char* buffer, unsigned int size, MyTypeHash hash, bool force) // called from Mainloop()
{
Message("uMod_TextureServer::AddFile( %lu %lu, %#lX, %d): %lu\n", buffer, size, hash, force, this);
TextureFileStruct* temp = NULL;
int num = CurrentMod.GetNumber();
for (int i=0; i<num; i++) if (CurrentMod[i]->Hash == hash) //look through all current textures
{
if (force) {temp = CurrentMod[i]; break;} // we need to reload it
else return (RETURN_OK); // we still have added this texture
}
if (temp==NULL) // if not found, look through all old textures
{
num = OldMod.GetNumber();
for (int i=0; i<num; i++) if (OldMod[i]->Hash == hash)
{
temp = OldMod[i];
OldMod.Remove(temp);
CurrentMod.Add(temp);
if (force) break; // we must reload it
else return (RETURN_OK); // we should not reload it
}
}
bool new_file = true;
if (temp!=NULL) //if it was found, we delete the old file content
{
new_file = false;
if (temp->pData!=NULL) delete [] temp->pData;
temp->pData = NULL;
}
else //if it was not found, we need to create a new object
{
new_file = true;
temp = new TextureFileStruct;
temp->Reference = -1;
}
try
{
temp->pData = new char[size];
}
catch (...)
{
if (!new_file) CurrentMod.Remove( temp); // if this is a not a new file it is in the list of the CurrentMod
delete temp;
gl_ErrorState |= uMod_ERROR_MEMORY | uMod_ERROR_SERVER;
return (RETURN_NO_MEMORY);
}
for (unsigned int i=0; i<size; i++) temp->pData[i] = buffer[i];
temp->Size = size;
temp->NumberOfTextures = 0;
temp->Textures = NULL;
temp->Hash = hash;
//if (new_file) temp->ForceReload = false; // no need to force a load of the texture
//else
temp->ForceReload = force;
Message("End AddFile(%#lX)\n", hash);
if (new_file) return (CurrentMod.Add(temp)); // new files must be added to the list of the CurrentMod
else return (RETURN_OK);
}
int uMod_TextureServer::AddFile(wchar_t* file_name, MyTypeHash hash, bool force) // called from Mainloop
// this functions does the same, but loads the file content from disk
{
Message("uMod_TextureServer::AddFile( %ls, %#lX, %d): %lu\n", file_name, hash, force, this);
TextureFileStruct* temp = NULL;
int num = CurrentMod.GetNumber();
for (int i = 0; i < num; i++) if (CurrentMod[i]->Hash == hash)
{
if (force) {temp = CurrentMod[i]; break;}
else return (RETURN_OK);
}
if (temp==NULL)
{
num = OldMod.GetNumber();
for (int i = 0; i < num; i++) if (OldMod[i]->Hash == hash)
{
temp = OldMod[i];
OldMod.Remove(temp);
CurrentMod.Add(temp);
if (force) break;
else return (RETURN_OK);
}
}
FILE* file;
if (_wfopen_s(&file, file_name, L"rb") != 0)
{
Message("AddFile( ): file not found\n");
return (RETURN_FILE_NOT_LOADED);
}
fseek (file, 0, SEEK_END);
unsigned int size = ftell(file);
fseek (file, 0, SEEK_SET);
bool new_file = true;
if (temp!=NULL)
{
new_file = false;
if (temp->pData!=NULL) delete [] temp->pData;
temp->pData = NULL;
}
else
{
new_file = true;
temp = new TextureFileStruct;
temp->Reference = -1;
}
try
{
temp->pData = new char[size];
}
catch (...)
{
if (!new_file) CurrentMod.Remove( temp);
delete temp;
gl_ErrorState |= uMod_ERROR_MEMORY | uMod_ERROR_SERVER;
return (RETURN_NO_MEMORY);
}
int result = fread(temp->pData, 1, size, file);
fclose(file);
if (result != size)
{
delete[] temp->pData;
if (!new_file) CurrentMod.Remove( temp);
delete temp;
return (RETURN_FILE_NOT_LOADED);
}
temp->Size = size;
temp->NumberOfTextures = 0;
temp->Textures = NULL;
temp->Hash = hash;
if (new_file) temp->ForceReload = false;
else temp->ForceReload = force;
Message("End AddFile(%#lX)\n", hash);
if (new_file) return (CurrentMod.Add(temp));
else return (RETURN_OK);
}
int uMod_TextureServer::RemoveFile(MyTypeHash hash) // called from Mainloop()
{
Message("RemoveFile( %lu): %lu\n", hash, this);
int num = CurrentMod.GetNumber();
for (int i = 0; i < num; i++) if (CurrentMod[i]->Hash == hash)
{
TextureFileStruct* temp = CurrentMod[i];
CurrentMod.Remove(temp);
return (OldMod.Add(temp));
}
return (RETURN_OK);
}
int uMod_TextureServer::SaveAllTextures(bool val) // called from Mainloop()
{
if (BoolSaveAllTextures == val) return (RETURN_OK);
BoolSaveAllTextures = val;
if (int ret = LockMutex())
{
gl_ErrorState |= uMod_ERROR_SERVER;
return (ret);
}
for (int i = 0; i < NumberOfClients; i++)
{
Clients[i]->SaveAllTextures(BoolSaveAllTextures);
}
return (UnlockMutex());
}
int uMod_TextureServer::SaveSingleTexture(bool val) // called from Mainloop()
{
if (BoolSaveSingleTexture == val) return (RETURN_OK);
BoolSaveSingleTexture = val;
if (int ret = LockMutex())
{
gl_ErrorState |= uMod_ERROR_SERVER;
return (ret);
}
for (int i = 0; i < NumberOfClients; i++)
{
Clients[i]->SaveSingleTexture(BoolSaveSingleTexture);
}
return (UnlockMutex());
}
int uMod_TextureServer::SetSaveDirectory(wchar_t *dir) // called from Mainloop()
{
Message("uMod_TextureServer::SetSaveDirectory( %ls): %lu\n", dir, this);
int i = 0;
for (i = 0; i < MAX_PATH && (dir[i]); i++) SavePath[i] = dir[i];
if (i == MAX_PATH)
{
SavePath[0] = 0;
return (RETURN_BAD_ARGUMENT);
}
else SavePath[i] = 0;
if (int ret = LockMutex())
{
gl_ErrorState |= uMod_ERROR_SERVER;
return (ret);
}
for (int i = 0; i < NumberOfClients; i++)
{
Clients[i]->SetSaveDirectory(SavePath);
}
return (UnlockMutex());
}
int uMod_TextureServer::SetKeyBack(int key) // called from Mainloop()
{
if (KeyBack == key || KeySave == key || KeyNext == key) return (RETURN_OK);
if (int ret = LockMutex())
{
gl_ErrorState |= uMod_ERROR_SERVER;
return (ret);
}
KeyBack = key;
for (int i = 0; i < NumberOfClients; i++)
{
Clients[i]->SetKeyBack(key);
}
return (UnlockMutex());
}
int uMod_TextureServer::SetKeySave(int key) // called from Mainloop()
{
if (KeyBack == key || KeySave == key || KeyNext == key) return (RETURN_OK);
if (int ret = LockMutex())
{
gl_ErrorState |= uMod_ERROR_SERVER;
return (ret);
}
KeySave = key;
for (int i = 0; i < NumberOfClients; i++)
{
Clients[i]->SetKeySave(key);
}
return (UnlockMutex());
}
int uMod_TextureServer::SetKeyNext(int key) // called from Mainloop()
{
if (KeyBack == key || KeySave == key || KeyNext == key) return (RETURN_OK);
if (int ret = LockMutex())
{
gl_ErrorState |= uMod_ERROR_SERVER;
return (ret);
}
KeyNext = key;
for (int i = 0; i < NumberOfClients; i++)
{
Clients[i]->SetKeyNext(key);
}
return (UnlockMutex());
}
int uMod_TextureServer::SetFontColour(DWORD colour) // called from Mainloop()
{
if (colour==0u) return (RETURN_OK);
if (int ret = LockMutex())
{
gl_ErrorState |= uMod_ERROR_SERVER;
return (ret);
}
FontColour = colour;
DWORD r = (FontColour>>16)&0xFF;
DWORD g = (FontColour>>8)&0xFF;
DWORD b = (FontColour)&0xFF;
Message("uMod_TextureServer::SetFontColour( %u %u %u): %lu\n", r ,g ,b, this);
for (int i = 0; i < NumberOfClients; i++)
{
Clients[i]->SetFontColour( r, g, b);
}
return (UnlockMutex());
}
int uMod_TextureServer::SetTextureColour(DWORD colour) // called from Mainloop()
{
if (colour==0u) return (RETURN_OK);
if (int ret = LockMutex())
{
gl_ErrorState |= uMod_ERROR_SERVER;
return (ret);
}
TextureColour = colour;
DWORD r = (TextureColour>>16)&0xFF;
DWORD g = (TextureColour>>8)&0xFF;
DWORD b = (TextureColour)&0xFF;
Message("uMod_TextureServer::SetTextureColour( %u %u %u): %lu\n", r ,g ,b, this);
for (int i = 0; i < NumberOfClients; i++)
{
Clients[i]->SetTextureColour( r, g, b);
}
return (UnlockMutex());
}
int uMod_TextureServer::PropagateUpdate(uMod_TextureClient* client) // called from Mainloop(), send the update to all clients
{
Message("PropagateUpdate(%lu): %lu\n", client, this);
if (int ret = LockMutex())
{
gl_ErrorState |= uMod_ERROR_TEXTURE;
return (ret);
}
if (client != NULL)
{
TextureFileStruct* update;
int number;
if (int ret = PrepareUpdate( &update, &number)) return (ret);
client->AddUpdate(update, number);
}
else
{
for (int i=0; i<NumberOfClients; i++)
{
TextureFileStruct* update;
int number;
if (int ret = PrepareUpdate( &update, &number)) return (ret);
Clients[i]->AddUpdate(update, number);
}
}
return (UnlockMutex());
}
#define cpy_file_struct( a, b) \
{ \
a.ForceReload = b.ForceReload; \
a.pData = b.pData; \
a.Size = b.Size; \
a.NumberOfTextures = b.NumberOfTextures; \
a.Reference = b.Reference; \
a.Textures = b.Textures; \
a.Hash = b.Hash; }
int TextureFileStruct_Compare( const void * elem1, const void * elem2 )
{
TextureFileStruct *tex1 = (TextureFileStruct*)elem1;
TextureFileStruct *tex2 = (TextureFileStruct*)elem2;
if (tex1->Hash < tex2->Hash) return (-1);
if (tex1->Hash > tex2->Hash) return (+1);
return (0);
}
int uMod_TextureServer::PrepareUpdate(TextureFileStruct** update, int* number) // called from the PropagateUpdate() and AddClient.
// Prepare an update for one client. The allocated memory must deleted by the client.
{
Message("PrepareUpdate(%lu, %d): %lu\n", update, number, this);
TextureFileStruct* temp = NULL;
int num = CurrentMod.GetNumber();
if (num>0)
{
try {temp = new TextureFileStruct[num];}
catch (...)
{
gl_ErrorState |= uMod_ERROR_MEMORY | uMod_ERROR_SERVER;
return (RETURN_NO_MEMORY);
}
for (int i=0; i<num; i++) cpy_file_struct(temp[i], (*(CurrentMod[i])));
qsort( temp, num, sizeof(TextureFileStruct), TextureFileStruct_Compare);
}
*update = temp;
*number = num;
return (RETURN_OK);
}
#undef cpy_file_struct
int uMod_TextureServer::LockMutex(void)
{
if (( gl_ErrorState & (uMod_ERROR_FATAL | uMod_ERROR_MUTEX) )) return (RETURN_NO_MUTEX);
if (WAIT_OBJECT_0!=WaitForSingleObject( Mutex, 100)) return (RETURN_MUTEX_LOCK); //waiting 100ms, to wait infinite pass INFINITE
return (RETURN_OK);
}
int uMod_TextureServer::UnlockMutex(void)
{
if (ReleaseMutex( Mutex) == 0) return (RETURN_MUTEX_UNLOCK);
return (RETURN_OK);
}
int uMod_TextureServer::MainLoop(void) // run as a separated thread
{
Message("MainLoop: begin\n");
if (Pipe.In == INVALID_HANDLE_VALUE) return (RETURN_PIPE_NOT_OPENED);
char *buffer;
try {buffer = new char[BIG_BUFSIZE];}
catch (...) {return (RETURN_NO_MEMORY);}
unsigned long num;
Message("MainLoop: started\n");
bool update_textures = false;
bool more_textures = false;
while (1)
{
Message("MainLoop: run\n");
bool ret = ReadFile(Pipe.In, // pipe handle
buffer, // buffer to receive reply
BIG_BUFSIZE, // size of buffer
&num, // number of bytes read
NULL); // not overlapped
Message("MainLoop: read something (%lu)\n", num);
if (ret || GetLastError() == ERROR_MORE_DATA)
{
unsigned int pos = 0;
MsgStruct *commands;
more_textures = false;
while (pos <= num - sizeof(MsgStruct))
{
commands = (MsgStruct*) &buffer[pos];
unsigned int size = 0u;
bool force = false;
switch (commands->Control)
{
case CONTROL_MORE_TEXTURES:
{
more_textures=true;
break;
}
case CONTROL_FORCE_RELOAD_TEXTURE: force=true;
case CONTROL_ADD_TEXTURE:
{
size = commands->Value;
Message("MainLoop: CONTROL_ADD_TEXTURE (%#lX %u, %u %u): %lu\n", commands->Hash, size, sizeof(MsgStruct), sizeof(char), this);
if (pos + sizeof(MsgStruct) + size <= num) AddFile( (wchar_t*) &buffer[pos + sizeof(MsgStruct)], commands->Hash, force);
update_textures = true;
force = false;
break;
}
case CONTROL_FORCE_RELOAD_TEXTURE_DATA: force=true;
case CONTROL_ADD_TEXTURE_DATA:
{
size = commands->Value;
Message("MainLoop: CONTROL_FORCE_RELOAD_TEXTURE_DATA (%#lX %u, %u %u): %lu\n", commands->Hash, size, sizeof(MsgStruct), sizeof(char), this);
if (pos + sizeof(MsgStruct) + size <= num) AddFile( &buffer[pos + sizeof(MsgStruct)], size, commands->Hash, force);
update_textures = true;
force = false;
break;
}
case CONTROL_REMOVE_TEXTURE:
{
Message("MainLoop: CONTROL_REMOVE_TEXTURE (%#lX): %lu\n", commands->Hash, this);
RemoveFile(commands->Hash);
update_textures = true;
break;
}
case CONTROL_SAVE_SINGLE:
{
Message("MainLoop: CONTROL_SAVE_SINGLE (%d): %lu\n", commands->Value, this);
if (commands->Value == 0) SaveSingleTexture(false);
else SaveSingleTexture(true);
break;
}
case CONTROL_SAVE_ALL:
{
Message("MainLoop: CONTROL_SAVE_ALL (%d): %lu\n", commands->Value, this);
if (commands->Value == 0) SaveAllTextures(false);
else SaveAllTextures(true);
break;
}
case CONTROL_SET_DIR:
{
size = commands->Value;
if (pos + sizeof(MsgStruct) +size <= num) SetSaveDirectory( (wchar_t*) &buffer[pos + sizeof(MsgStruct)]);
break;
}
case CONTROL_KEY_BACK:
{
Message("MainLoop: CONTROL_KEY_BACK (%#X): %lu\n", commands->Value, this);
SetKeyBack(commands->Value);
break;
}
case CONTROL_KEY_SAVE:
{
Message("MainLoop: CONTROL_KEY_SAVE (%#X): %lu\n", commands->Value, this);
SetKeySave(commands->Value);
break;
}
case CONTROL_KEY_NEXT:
{
Message("MainLoop: CONTROL_KEY_NEXT (%#X): %lu\n", commands->Value, this);
SetKeyNext(commands->Value);
break;
}
case CONTROL_FONT_COLOUR:
{
Message("MainLoop: CONTROL_FONT_COLOUR (%#X): %lu\n", commands->Value, this);
SetFontColour(commands->Value);
break;
}
case CONTROL_TEXTURE_COLOUR:
{
Message("MainLoop: CONTROL_TEXTURE_COLOUR (%#X): %lu\n", commands->Value, this);
SetTextureColour(commands->Value);
break;
}
default:
{
Message("MainLoop: DEFAULT: %lu %lu %#lX\n", commands->Control, commands->Value, commands->Hash, this);
break;
}
}
pos += sizeof(MsgStruct) + size;
}
if (!more_textures && update_textures) {PropagateUpdate(); update_textures=false;}
}
else
{
Message("MainLoop: error in ReadFile()\n");
delete [] buffer;
ClosePipe();
return (RETURN_OK);
}
}
delete [] buffer;
return (RETURN_OK);
}
int uMod_TextureServer::OpenPipe(wchar_t *game) // called from InitInstance()
{
Message("OpenPipe: Out\n")
// open first outgoing pipe !!
Pipe.Out = CreateFileW(PIPE_Game2uMod, // pipe name
GENERIC_WRITE, // write access
0, // no sharing
NULL, // default security attributes
OPEN_EXISTING, // opens existing pipe
0, // default attributes
NULL); // no template file
// Exit if an error other than ERROR_PIPE_BUSY occurs.
if (Pipe.Out == INVALID_HANDLE_VALUE) return (RETURN_PIPE_NOT_OPENED);
unsigned int len = 0u;
while (game[len]) len++;
len++; //to send also the zero
unsigned long num;
//send name of this game to uMod_GUI
WriteFile(Pipe.Out, (const void*) game, len * sizeof(wchar_t), &num, NULL);
// now we can open the pipe for reading
Message("OpenPipe: In\n");
Pipe.In = CreateFileW(PIPE_uMod2Game, // pipe name
GENERIC_READ, // read access
0, // no sharing
NULL, // default security attributes
OPEN_EXISTING, // opens existing pipe
0, // default attributes
NULL); // no template file
if (Pipe.In == INVALID_HANDLE_VALUE)
{
CloseHandle(Pipe.In);
Pipe.In = INVALID_HANDLE_VALUE;
return (RETURN_PIPE_NOT_OPENED);
}
Message("OpenPipe: Done\n");
return (RETURN_OK);
}
int uMod_TextureServer::ClosePipe(void) //called from ExitInstance, this must be done, otherwise the Mainloop will wait endless on the ReadFile()
{
Message("ClosePipe:\n");
// We close the outgoing pipe first.
// The GUI will notice that the opposite side of it incoming pipe is closed
// and closes it outgoing (our incoming) pipe and thus cancel the ReadFile() in the Mainloop()
if (Pipe.Out != INVALID_HANDLE_VALUE)
{
DisconnectNamedPipe(Pipe.Out);
CloseHandle(Pipe.Out);
Pipe.Out = INVALID_HANDLE_VALUE;
}
if (Pipe.In != INVALID_HANDLE_VALUE)
{
DisconnectNamedPipe(Pipe.In);
CloseHandle(Pipe.In);
Pipe.In = INVALID_HANDLE_VALUE;
}
return (RETURN_OK);
}
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/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef uMod_TEXTURESERVER_H_
#define uMod_TEXTURESERVER_H_
#include "../uMod_GlobalDefines.h"
#include "uMod_ArrayHandler.h"
/*
* An object of this class is created only once.
* The Mainloop functions is executed by a server thread,
* which listen on a pipe.
*
* Functions called by the Client are called from the a thread instance of the game itself.
* Nearly all other functions are called from the server thread instance.
*/
class uMod_TextureClient;
class uMod_TextureServer
{
public:
uMod_TextureServer(wchar_t *name);
~uMod_TextureServer(void);
int AddClient(uMod_TextureClient *client, TextureFileStruct** update, int* number); // called from a Client
int RemoveClient(uMod_TextureClient *client); // called from a Client
int OpenPipe(wchar_t *name); // called on initialization of our d3d9 fake dll
int ClosePipe(void); // called on exit of our d3d9 fake dll
int MainLoop(void); // is executed in a server thread
// following functions are only public for testing purpose !!
// they should be private and only be called from the Mainloop
int AddFile( char* buffer, unsigned int size, MyTypeHash hash, bool force); // called from Mainloop(), if the content of the texture is sent
int AddFile( wchar_t* file_name, MyTypeHash hash, bool force); // called from Mainloop(), if the name and the path to the file is sent
int RemoveFile( MyTypeHash hash); // called from Mainloop()
int SaveAllTextures(bool val); // called from Mainloop()
int SaveSingleTexture(bool val); // called from Mainloop()
int SetSaveDirectory( wchar_t *dir); // called from Mainloop()
int SetKeyBack( int key); // called from Mainloop()
int SetKeySave( int key); // called from Mainloop()
int SetKeyNext( int key); // called from Mainloop()
int SetFontColour(DWORD colour); // called from Mainloop()
int SetTextureColour(DWORD colour); // called from Mainloop()
private:
bool BoolSaveAllTextures;
bool BoolSaveSingleTexture;
wchar_t SavePath[MAX_PATH];
wchar_t GameName[MAX_PATH];
int PropagateUpdate(uMod_TextureClient* client=NULL); // called from Mainloop() if texture are loaded or removed
int PrepareUpdate(TextureFileStruct** update, int* number); // called from PropagateUpdate() and AddClient()
// generate a copy of the current texture to be modded
// the file content of the textures are not copied, the clients get the pointer to the file content
// but the arrays allocate by this function, must be deleted by the client
int LockMutex();
int UnlockMutex();
HANDLE Mutex;
int KeyBack;
int KeySave;
int KeyNext;
DWORD FontColour;
DWORD TextureColour;
PipeStruct Pipe;
uMod_TextureClient** Clients;
int NumberOfClients;
int LenghtOfClients;
uMod_FileHandler CurrentMod; // hold the file content of texture
uMod_FileHandler OldMod; // hold the file content of texture which were added previously but are not needed any more
// this is needed, because a texture clients might not have merged the last update and thus hold pointers to the file content of old textures
};
#endif /* uMod_TEXTURESERVER_H_ */
-73
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/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef uMod_ERROR_H_
#define uMod_ERROR_H_
// define return values, a value less than zero indicates an error
#define RETURN_OK 0
#define RETURN_FATAL_ERROR -1
#define RETURN_NO_MEMORY -2
#define RETURN_BAD_ARGUMENT -3
#define RETURN_NO_IDirect3DDevice9 -10
#define RETURN_TEXTURE_NOT_LOADED -20
#define RETURN_TEXTURE_NOT_SAVED -21
#define RETURN_TEXTURE_NOT_FOUND -22
#define RETURN_TEXTURE_ALLREADY_ADDED -23
#define RETURN_TEXTURE_NOT_SWITCHED -24
#define RETURN_LockRect_FAILED -30
#define RETURN_UnlockRect_FAILED -31
#define RETURN_GetLevelDesc_FAILED -32
#define RETURN_NO_MUTEX -40
#define RETURN_MUTEX_LOCK -41
#define RETURN_MUTEX_UNLOCK -42
#define RETURN_UPDATE_ALLREADY_ADDED -50
#define RETURN_FILE_NOT_LOADED -51
#define RETURN_PIPE_NOT_OPENED 60
// define error states
#define uMod_ERROR_FATAL 1u
#define uMod_ERROR_MUTEX 1u<<1
#define uMod_ERROR_PIPE 1u<<2
#define uMod_ERROR_MEMORY 1u<<3
#define uMod_ERROR_TEXTURE 1u<<4
#define uMod_ERROR_MULTIPLE_IDirect3D9 1u<<5
#define uMod_ERROR_MULTIPLE_IDirect3DDevice9 1u<<6
#define uMod_ERROR_UPDATE 1u<<7
#define uMod_ERROR_SERVER 1u<<8
#endif /* uMod_ERROR_H_ */
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Warnung: Du verwendest diese Programm auf eigene Gefahr hin!
1) Wenn das Programm abstürzt, wirst du wahrscheinlich keinen Support
vom Spielehersteller bekommen. Aber du kannst den Fehler gerne
angeben unter: http://code.google.com/p/texmod/issues/list
2) Spiele können detektieren, ob sie verändert werden, daher riskierst du
einen Bann deines online Accounts.
3) Dies ist eine open-source Projekt. Der Code kann von jedem erhalten, verändert
und kompiliert werden. Lade Universal Modding Engine nur von offiziellen Quellen runter,
denen du vertraust. Lade es selbst runter und verwende keine Versionen,
die du von Team- oder Gildenmitgliedern geschickt bekommen hast.
http://code.google.com/p/texmod/downloads/list
Universal Modding Engine verwendet die D3DX9_43.dll (32bit). Wegen den EULA kann
diese dll nicht mit Universal Modding Engine mit geliefert werden. Wenn diese dll auf
deinem System nicht installiert ist, wird dich Universal Modding Engine darauf hinweisen.
Was kann Universal Modding Engine (uMod) V1.0?
-einzelne Texturen aus einem Spiel extrahieren und speichern (Die Zieltextur kann im Spiel geändert werden.)
-alle Texturen aus einem Spiel extrahieren und speichern
-Texturen in ein Spiel laden und Zieltexturen ersetzen
-Support einzelner dds Texturen
-Support von zip-Dateien
-Support der originalen TexMod *.tpf Datein
Alle diese Optionen können während des Spieles an und aus geschaltet werden!
Du kannst also nach einer Textur suchen, diese speichern, sie anschließend
editieren, sie in das Spiel laden, sie nach bearbeiten und wieder in das
Spiel laden, ... oder Mods aktivieren und deaktivieren
und das alles ohne das Spiel neu starten zu müssen.
Randbemerkung: Wenn alle Texturen gespeichert werden sollen, so geschieht das nur,
wenn die Texturen vom Spiel geladen werden und auch nur in dem Moment, wenn sie
geladen werden. Stellst du diese Option an, während die Map bereits geladen ist, wird
wahrscheinlich nichts geschehen, da alle Texturen für diese Map bereits geladen sind.
Wechsle also die Map oder lade erneut.
Zip Dateien können eine "texmod.def" Datei enthalten, welche die Hash-Werte und
Dateinamen enthält. Jede Zeile sollte dem Format "hash|filename.dds" entsprechen.
Wenn es keine "texmod.def" Datei enthält, wird jede Datei entpackt und jene, deren
Namen auf das Wildcard "*_hash.dds" zutrifft, werden benutzt.
Die Zip Datei kann eine "Comment.txt" Datei enthalten. Der Inhalte wird als Kommentar
in der GUI angezeigt.
Wenn du einzelne Dateien lädst, sollten diese dem Wildcard "*_hash.dds" entsprechen.
Wie interagiert Universal Modding Engine mit den Spielen?
Universal Modding Engine klingt sich zwischen die Verbindung vom Spiel und DirectX ein.
Das verlangt, dass Universal Modding Engine bereits vor dem Spiel gestartet wird.
Die GUI von Universal Modding Engine fungiert als Server. Ein Spiel, in das sich erfolgreich
eingeklingt wurde, verbindet sich beim Programmstart mit dem Server.
Die GUI von Universal Modding Engine kann mehrere Spiele gleichzeitig verwalten.
Jede Instanz eines Spieles wird auch separat gehandhabt (wenn ein Spiel
mehrfach gestartet wird).
Wie bekomme ich Universal Modding Engine zum laufen?
Es gibt drei Wege wie uMod sich in die DirectX Verbindung einklinken kann:
(Benutze NICHT mehrere Methoden gleichzeitig!)
1) Füge die Spiel-exe über das Menü "Einstellungen->Spiel hinzufügen" hinzu.
Für Steam siehe unten.
bekannte Probleme: Guild Wars (Win XP)
2) Starte das Spiel direkt durch OTM über das Menü
"Einstellungen->Sarte Spiel durch OTM" oder
"Einstellungen->Sarte Spiel durch OTM (mit Kommandozeile)".
Das Spiel startet sofort.
3) Kopiere die d3d9.dll (vom uMod Verzeichnis) in das Spiele Verzeichnis.
Einige Spiele laden eine dll zuerst aus dem eigenen Verzeichnis bevor sie im
Systemverzeichnis suchen. Nur für diese Spiele wird diese Methode funktionieren.
WARNUNG: Kopiere diese dll niemals in das Systemverzeichnis!!
bekannte Probleme: Guild Wars
Wenn du dich für die erste oder dritte Methode entschieden hast, starte einfach
Universal Modding Engine und danach das Spiel. Starte das Spiel in beiden Fällen NICHT über
Universal Modding Engine .
Wenn das Spiel startet und alles glatt läuft, öffnet sich sofort ein neuer Tab in uMod.
In diesem Tab kannst du nun das Spiel modden. Drücke den "Update" Button um
die Einstellungen an das Spiel zu senden. Du kannst deine aktuellen Einstellungen auch
als ein Template speichern. Ein Template kann auch als Standard eingestellt werden.
Es wird dann automatisch geladen und an das Spiel gesendet, wenn
dieses Spiel das nächste Mal gestartet wird.
Um einen Mod zu laden, musst du das Häkchen vor den Namen setzen. Wenn du
den Mod entladen willst, entferne das Häkchen und klicke auf "Update".
Der Update Button lädt nur Veränderungen (wenn 1) Pakete aus der Liste entfernt
wurden, 2) du die Häkchen verändert hast oder 3) sich die Reihenfolge geändert hat)
Der "neu laden" Button erzwingt das Neuladen von Festplatte (z.B. wenn du die
Texturen verändert hast).
Weil verschiedene Mods die gleiche Ziel-Textur verändern könnten, wird nur die
Mod-Textur des ersten Mods berücksichtigt. Die Aktion dieses Mods (also Laden oder
Entladen) wird durchgeführt, ungeachtet dessen, was die restlichen Mods mit der
Ziel-Textur machen sollen.
Wie bekommt man Universal Modding Engine mit Steam zum Laufen?
uMod schaut auf den Namen und auf das Verzeichnis der ausgeführten Spiel-exe.
Daher solltest du nicht die steam.exe sondern die Spiel.exe hinzufügen.
z.B.: C:\Steam\SteamApps\acoount_name\portal\hl2.exe
Wenn du die entsprechende exe nicht findest, kannst du das Spiel normal starten und
über den TaskManager die entsprechende exe suchen. Über Rechstklick->Eigenschaften
erfährst du dann auch den Pfad der exe.
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WARNING: You use this program at your own risk!
1) If the program crash, you won't get probably any support from the game developer,
but you can report the bug under http://code.google.com/p/texmod/issues/list
2) Games can detected if they are modified, so you might risk a ban
of your online account!
3) This is an open-source project. The code can be retrieved, modified and compiled
by everyone. Download Universal Modding Engine only from sources you trust!
Download it by your self and don't use versions, send to you by team or guild members!
http://code.google.com/p/texmod/downloads/list
Universal Modding Engine uses the D3DX9_43.dll (32bit). Due to the EULA this dll
cannot be delivered together with Universal Modding Engine . If D3DX9_43.dll is not
installed on your system, Universal Modding Engine will give you a hint at program start.
What can Universal Modding Engine (uMod) V1.0?
-extract and save single textures from a DX9 game (the target texture can be toggled in the game)
-extract and save all textures from a DX9 game
-load textures into a game to replace target textures
-support single dds texture
-support zip-files as whole mod package
-support the original TexMod *.tpf files
All these options can be switched on or off, while the game is already running!
So you can search for a texture in the game, save it to disk, edit it,
load it into the game, edit it again and load it into the game again, ...,
actiavate or deactivate mods and all without a restart of the game.
side note: If "save all textures" is switched on, the texture will only be saved, if
the textures are loaded by the game and only in the moment they are loaded.
If you switch this option on, while a map is loaded, probably nothing will hapen,
because all textures are loaded for this map. Change the Map or reload it again.
Zip files can include a "texmod.def" file which contains the hash and the file name.
Each line should be in the format "hash|filename.dds"
If it does not contain a "texmod.def" each file will be unpacked and those which match
the wildcard "*_hash.dds" will be used.
The zip file can include a "Comment.txt" file. The content will be shown as comment
in the GUI.
If you load single files, they should match the wildcard "*_hash.dds"
How does Universal Modding Engine interact with the game?
Universal Modding Engine intercept the connection between the game and DirectX.
It is required, that Universal Modding Engine is running before the game is started.
The GUI of Universal Modding Engine act as a server. A game which is successfully
intercepted with the Universal Modding Engine-dll will connect on program start to the server.
The GUI of Universal Modding Engine can handle multiple games at the same time. It will
also process each instance of a game as separate process (if the same game
was started more than once).
How to get Universal Modding Engine work?
There are three ways how Universal Modding Engine can intercept the DirectX connection:
(Do NOT use more than one method simultaneously!)
1) Add the games-binary through the menu "Main->Add game"
For Steam see below.
known problems: Guild Wars (Win XP)
2) Start the game directly through uMod though the menu
"Main->Start game through uMod" or
"Main->Start game through uMod (with command line)".
The game start immediately.
3) Copy the d3d9.dll (from the Universal Modding Engine directory) into the game directory.
Some games load a dll first from their own directory before they look up the system directory.
Only for these games this method will work.
WARNING: never copy this dll into your system directory!!
known problems: Guild Wars
If you have chosen the first or third method, you simply start Universal Modding Engine
and afterwards the game. Do NOT start the game through Universal Modding Engine.
If the game starts and all works fine, a new tab opens immediately in uMod.
In this tab you can now mod the game. Press the "update" button to commit
the changes to the game. You can also save your current settings as a template.
One template can be set as default for a game, which will be loaded and
and committed automatically when you start this game the next time.
To load a mod, you must set the check mark of the file. If you wish to unload a mod,
just remove the check mark and click on update again.
Clicking on update will only update the differences (if packages have been
removed from the list, you toggled check marks or changed the order). The reload
button forces to reload from disk (if you have edited the texture itself).
Due to the fact that different mods can modify the same target texture, only the
mod-texture of the first file in the list is taken into account. The action of this file
(load or unload) is proceeded regardless of what the following mods are opposed
to do with their mod-textures.
How to get Universal Modding Engine work together with Steam?
Universal Modding Engine looks for the name and the path of the executed binary.
Thus you shall not add the steam.exe but rather the game.exe
e.g.: C:\Steam\SteamApps\acoount_name\portal\hl2.exe
If you cannot find the exe, just start the game and use the TaskManager
to search for it. You can figure out the path through right click->properties.
-110
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@@ -1,110 +0,0 @@
ATTENTION : Vous utilisez ce programme à vous risque !
1) Si le programme plante, vous n'aurez probablement aucune aide des développeurs,
mais vous pouvez envoyer le bogue sur http://code.google.com/p/texmod/issues/list
2) Les jeux peuvent détecter les modifications de uMod, vous prenez le risque de bannir
votre compte en ligne !
3) C'est un projet open-source. Le code peut être récupéré, modifié et compilé
par tout le monde. Téléchargez Universal Modding Engine seulement sur des sources sûres !
Ne télécharger pas et n'utiliser pas d'autres versions modifiées de ce logiciel,
par exemple des versions envoyées par votre équipe ou votre guilde !
Le site officiel : http://code.google.com/p/texmod/downloads/list
Universal Modding Engine utilise le D3DX9_43.dll (32bit). En raison de la licence CLUF cette dll
ne peut pas être livrée avec Universal Modding Engine . Si vous n'avez pas D3DX9_43.dll
d'installé sur votre système, Universal Modding Engine va vous afficher un message
au démarrage du programme.
Que fait Universal Modding Engine (uMod) V1.0 ?
-Extraire et sauvegarder des textures d'un jeu DX9 (la texture d'origine peut se modifier)
-Extraire et sauvegarder toutes les textures d'un jeu DX9
-Charger des textures dans un jeu pour remplacer les textures d'origines
-Supporte les textures DDS
-Supporte les fichiers compressés (ZIP) pour faire un MOD (modifier plusieurs textures à la fois)
-Supporte les fichiers de TexMod *.tpf
Toutes les options peuvent s'activer ou se désactiver, pendant que le jeu est lancé !
Ainsi, vous pouvez rechercher une texture dans le jeu, l'enregistrer sur disque, la modifier,
la charger dans le jeu, éditer une autre texture, la charger dans le jeu, etc...,
Activer ou désactiver des MODs sans aucun redémarrage du jeu.
Remarque : Si vous cochez "Sauvegarder toutes les textures", les textures qui seront enregistrées,
sont les textures chargées dans le jeu après le moment où vous avez coché la case.
Si vous activez cette option, pendant qu'une carte est chargée, vous n'allez probablement rien enregistrer,
parce que toutes les textures sont déjà chargées. Changez de Carte ou rechargez-là.
Les fichiers compressés peuvent inclure le fichier "texmod.def" qui contient le hash et le nom du fichier.
Chaque ligne doit avoir le format "hash|filename.dds"
Si elle ne contient pas un "texmod.def" chaque fichier sera décompressé et seuls les fichiers ayant
le format "*_hash.dds" seront utilisés.
Le fichier zip peut inclure un fichier "Comment.txt". Le contenu sera affiché comme commentaire
dans l'interface graphique.
Si vous chargez des textures seules, elles doivent correspondre au format "*_hash.dds"
Comment Universal Modding Engine interagit avec les jeux ?
Universal Modding Engine intercepte la connexion entre le jeu et DirectX.
Il est nécessaire, que Universal Modding Engine soit lancé avant le jeu.
L'interface graphique de Universal Modding Engine est comme un serveur.
Un jeu correctement intercepté par Universal Modding Engine-dll se connectera au démarrage sur le serveur.
L'interface graphique de Universal Modding Engine peut gérer plusieurs jeux en même temps. Il sera
également traiter chaque jeu en tant que processus indépendant (si le même jeu
a été lancé plus d'une fois).
Comment Universal Modding Engine fonctionne ?
Il y a trois façon pour que Universal Modding Engine intercepte la connexion à DirectX :
(Ne PAS utiliser plus d'une méthode à la fois !)
1) Ajouter l'exécutable du jeu dans le menu "Réglages->Ajouter un jeu"
Pour Steam, voir plus bas.
Problèmes connus : Guild Wars (Win XP)
2) Lancer le jeu directement via le menu uMod
"Réglages->Lancer le jeu avec uMod" ou
"Réglages->Lancer le jeu avec uMod (en ligne de commande)".
Le jeu se lance directement.
3) Copier le d3d9.dll (depuis le répertoire de Universal Modding Engine) dans votre dossier de jeu.
Certain jeu recherche les DLLs dans leur répertoire avant d'aller chercher les DLLs dans
le dossier du système.
Cette méthode ne fonctionne que sur certain jeu.
ATTENTION : Ne jamais copier ce fichier DLL dans votre répertoire système !!!
Problèmes connus : Guild Wars
Si vous avez choisi la première ou la troisième méthode, il vous suffit de lancer Universal Modding Engine
et de lancer le jeu séparément. Ne PAS lancer le jeu via uMod.
Si le jeu se lance et tout fonctionne, un nouveau onglet va s'ouvrir directement dans uMod.
Dans cet onglet vous pouvez modifier le jeu. Appuyer sur "Mettre à jour"
pour envoyer les changements au jeu. Vous pouvez sauvegarder vos paramètres actuels comme thème.
Un thème peut être lancé par défaut au démarrage d'un jeu.
Pour charger une texture ou un mod, vous devez cocher la case du fichier. Si vous voulez décharger un mod,
il faut simplement décocher la case et cliquer sur "Mettre à jour".
En cliquant sur "Mettre à jour", seules les textures chargées dans uMod seront misent à jour
(si une texture chargée est supprimée de la liste, cela va juste décocher la texture).
Cliquez sur "Mettre à jour (Recharger)" pour recharger les fichiers de texture sur le disque dur.
(Si vous venez de modifier une texture déjà chargée par exemple).
En raison du fait que plusieurs mods peuvent modifier la même texture, seuls le mod / la texture
du premier fichier de la liste est pris en compte pour la modification. L'action de ce mod
(c'est à dire le chargement ou le déchargement) est effectuée, indépendamment des autres mods.
Comment faire pour que Universal Modding Engine fonctionne avec Steam ?
Universal Modding Engine cherche le nom et le chemin du fichier binaire exécuté.
Ainsi vous ne devez pas ajouter Steam.exe mais plutôt le game.exe
exemple : C:\Steam\SteamApps\acoount_name\portal\hl2.exe
Si vous ne trouvez pas l'exécutable, il suffit de commencer le jeu et
d'utiliser "le Gestionnaire des tâches" pour rechercher dans quel dossier il se trouve en
faisant un clique droit sur le nom de l'exécutable "Propriétés"->"Emplacement".
@@ -1,152 +0,0 @@
If you have created a language package and would like to add to the officially download, please send it to me.
Email address and support can be found at http://code.google.com/p/texmod/
The file name must match the wildcard uMod_LanguagePack_NAMEOFLANGUAGE.txt
Format of an entry is divided into 3 parts: 1) Keyword directly followed by a colon, 2) message, and 3) end symbol "|"
Restriction of the the message: do not use "|" within a message!!
You can also use utf-16LE encoding, but you have to label the file as uMod_LanguagePackU_NAMEOFLANGUAGE.txt
comments must start with an "#" and must end with |
e.g.
#
this is a comment
|
Keyword:
Message1 line1
Message1 line2
|
Keyword2:Message2|
Keyword3:Message3 line1
Message3 line2|
There is no need to include all keywords, since English is loaded each time as default and afterwards the entries are replaced.
English itself is compiled into the uMod_GUI.exe, thus there exists no uMod_LanguagePack_English.txt.
The following list is an example of how an English package would look like (maybe not all keywords are present).
MenuHelp:
Help|
MenuAbout:
About|
MenuAcknowledgement:Acknowledgement|
MenuStartGame:Start game through uMod|
MenuStartGameCMD :Start game through uMod (with command line)|
MenuUseHook:Use global hook|
MenuAddGame:
Add game|
MenuDeleteGame:
Delete Game|
MenuLoadTemplate:Load template|
MenuSaveTemplate:Save template|
MenuSaveTemplateAs:Save template as ...|
MenuSetDefaultTemplate:Set template as default|
MenuLanguage:Change language|
MenuExit:Exit|
MainMenuMain:Main|
MainMenuHelp:
Help|
ButtonOpen:
Open texture|
ButtonDirectory:
save directory|
ButtonUpdate:
Update|
ButtonReload:Update (reload)|
ChooseFile:Choose a file|
ChooseDir:
Choose a directory|
CheckBoxSaveSingleTexture:
Save single texture|
TextCtrlTemplate:Template: |
CheckBoxSaveAllTextures:
Save all textures|
TextCtrlSavePath:
Save path: |
SelectLanguage:
Select a language|
StartGame:Select the game to start.|
CommandLine:Set command line arguments.|
ChooseGame:
Select a game binary.
DeleteGame:
Select the games to be deleted.|
GameAlreadyAdded:
Game has been already added.|
ExitGameAnyway:
Closing Universal Modding Engine while a game is running might lead to a crash of the game.
Exit anyway?|
NoComment:
No comment.|
Author:
Author: |
Error_GameIsHooked:The global hook is active and this game will be injected! Please delete the game from the list or disable the hook.|
Error_ProcessNotStarted:The game could not be started.|
Error_RemoveHook:Removing the Hook while a game is running might lead to crash.|
Error_FileNotSupported:
This file type is not supported:|
Error_DLLNotFound:
Could not load the dll.
The dll injection won't work.
This might happen if D3DX9_43.dll is not installed on your system.
Please install the newest DirectX End-User Runtime Web Installer.|
Error_FktNotFound:
Could not load function out of dll.
The dll injection won't work.|
Error_AlreadyRunning:An other instance of Universal Modding Engine is already running.|
Error_Send:
Could not send to game.|
Error_KeyTwice:
You assigned a key twice.|
Error_NoSavePath:
You did not set a save path.|
Error_KeyNotSet:
At least one key is not set.|
Error_SaveFile:
Could not save to file.|
Error_NoPipe:
Pipe is not opened.|
Error_WritePipe:
Could not write in pipe.|
Error_FlushPipe:
Could not flush pipe buffer.|
Error_Hash:
Could not find hash, maybe file is not named as *_HASH.dds|
Error_FileOpen:
Could not open file.|
Error_FileRead:
Could not read file.|
Error_Memory:
Could not allocate enough memory|
Error_Unzip:
Could not unzip.|
Error_ZipEntry:
Could not find zip entry.|
KeyBack:
Back|
KeySave:
Save|
KeyNext:
Next|
FontColour:
Font colour (RGB):|
TextureColour:
Texture colour (RGB):|
Binary file not shown.
@@ -1,75 +0,0 @@
# by mirHL|
MenuHelp:Aiuto|
MenuAbout:Informazioni|
MenuAcknowledgement:Riconoscimenti|
MenuStartGame:Avvia il gioco da uMod|
MenuStartGameCMD:Avvia il gioco da uMod (con riga di comando)|
MenuUseHook:Usa hook globale|
MenuAddGame:Aggiungi gioco|
MenuDeleteGame:Rimuovi gioco|
MenuLoadTemplate:Carica template|
MenuSaveTemplate:Salva template|
MenuSaveTemplateAs:Salva template come...|
MenuSetDefaultTemplate:Imposta template come predefinito|
MenuLanguage:Cambia lingua (Change language)|
MenuExit:Esci|
MainMenuMain:Comandi|
MainMenuHelp:Aiuto|
ButtonOpen:Apri texture/archivio|
ButtonDirectory:Imposta cartella lavoro|
ButtonUpdate:Aggiorna|
ButtonReload:Aggiorna (ricarica)|
ChooseFile:Seleziona un file|
ChooseDir:Seleziona una cartella|
CheckBoxSaveSingleTexture:Salva singole texture|
TextCtrlTemplate:Template: |
CheckBoxSaveAllTextures:Salva tutte le texture|
TextCtrlSavePath:Percorso lavori: |
SelectLanguage:Seleziona una lingua|
StartGame:Seleziona il gioco da far partire.|
CommandLine:Imposta opzioni da riga di comando.|
ChooseGame:Seleziona un eseguibile di un gioco.|
DeleteGame:Seleziona i giochi da rimuovere.|
GameAlreadyAdded:Il gioco è già stato aggiunto.|
ExitGameAnyway:Chiudere uMod mentre il gioco è in esecuzione potrebbe farlo crashare.
Uscire comunque?|
NoComment:Nessun commento.|
Author:Autore: |
Error_GameIsHooked:L'hook globale è attivo e questo è in conflitto col lancio! Per favore rimuovi il gioco dalla lista o spegni l'hook.|
Error_ProcessNotStarted:Il gioco non è potuto essere avviato.|
Error_RemoveHook:Rimuovere l'Hook mentre il gioco è in esecuzione potrebbe farlo crashare.|
Error_FileNotSupported:Questo tipo di file non è supportato:|
Error_DLLNotFound:
Impossibile caricare la dll.
La dll injection non funzionerà.
Questo accade perchè D3DX9_43.dll non è installato nel sistema.
Installa DirectX End-User Runtime Web Installer.|
Error_FktNotFound:Impossibile caricare una funzione fuori della dll.
La dll injection non funzionerà.|
Error_AlreadyRunning:Un altro processo di uMod è in esecuzione.|
Error_Send:Impossibile arrivare al gioco.|
Error_KeyTwice:Hai assegnato due volte lo stesso tasto.|
Error_NoSavePath:Non hai selezionato un percorso di salvataggio.|
Error_KeyNotSet:Qualche tasto non è assegnato.|
Error_SaveFile:Impossibile salvare il file.|
Error_NoPipe:Pipe non è aperto.|
Error_WritePipe:impossibile scrivere in pipe.|
Error_FlushPipe:Impossibile ripulire pipe buffer.|
Error_Hash:Impossibile trovare l'hash, forse il file non è chiamato *_HASH.dds|
Error_FileOpen:Impossibile aprire il file.|
Error_FileRead:Impossibile leggere il file.|
Error_Memory:Impossibile allocare abbastanza memoria|
Error_Unzip:Impossibile scomprimere.|
Error_ZipEntry:Impossibile trovare Zip entry.|
KeyBack:Precedente|
KeySave:Salva|
KeyNext:Successivo|
FontColour:Colore caratteri (RGB):|
TextureColour:Colore texture (RGB):|
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# =========================================================================
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# Bakefile 0.2.8 (http://www.bakefile.org)
# Beware that all changes made to this file will be overwritten next
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# -------------------------------------------------------------------------
# These are configurable options:
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# Compiler flags to link shared library
#LINK_DLL_FLAGS ?= -shared
LINK_DLL_FLAGS ?=
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LINK_MODULE_FLAGS ?=
# C compiler
CC = gcc
# C++ compiler
CXX = g++
# Standard flags for CC
CFLAGS ?=
# Standard flags for C++
CXXFLAGS ?= -Wno-unused
# Standard preprocessor flags (common for CC and CXX)
CPPFLAGS ?=
# Standard linker flags
LDFLAGS ?= -static-libgcc -static-libstdc++
# The C preprocessor
CPP ?= $(CC) -E
# What type of library to build? [0,1]
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# Build wxUniversal instead of native port? [0,1]
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# Compile Unicode build of wxWidgets? [0,1]
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# Use MSLU library when building Unicode version. [0,1]
MSLU ?= 0
# Type of compiled binaries [debug,release]
BUILD ?= release
# Should debugging info be included in the executables? The default value
# "default" means that debug info will be included if BUILD=debug
# and not included if BUILD=release. [0,1,default]
DEBUG_INFO ?= 0
# Value of wxDEBUG_LEVEL. The default value is the same as 1 and means that all
# but expensive assert checks are enabled, use 0 to completely remove debugging
# code. [0,1,default]
DEBUG_FLAG ?= 0
# Multiple libraries or single huge monolithic one? [0,1]
MONOLITHIC ?= 0
# Build GUI libraries? [0,1]
USE_GUI ?= 1
# Build wxHTML library (USE_GUI must be 1)? [0,1]
USE_HTML ?= 1
# Build multimedia library (USE_GUI must be 1)? [0,1]
USE_MEDIA ?= 1
# Build wxXRC library (USE_GUI must be 1)? [0,1]
USE_XRC ?= 1
# Build wxAUI library (USE_GUI must be 1)? [0,1]
USE_AUI ?= 1
# Build wxRibbon library (USE_GUI must be 1)? [0,1]
USE_RIBBON ?= 1
# Build wxPropertyGrid library (USE_GUI must be 1)? [0,1]
USE_PROPGRID ?= 1
# Build wxRichTextCtrl library (USE_GUI must be 1)? [0,1]
USE_RICHTEXT ?= 1
# Build wxStyledTextCtrl library (USE_GUI must be 1)? [0,1]
USE_STC ?= 1
# Build OpenGL canvas library (USE_GUI must be 1)? [0,1]
USE_OPENGL ?= 1
# Build quality assurance classes library (USE_GUI must be 1)? [0,1]
USE_QA ?= 0
# Enable exceptions in compiled code. [0,1]
USE_EXCEPTIONS ?= 1
# Enable run-time type information (RTTI) in compiled code. [0,1]
USE_RTTI ?= 1
# Enable threading in compiled code. [0,1]
USE_THREADS ?= 1
# Enable wxCairoContext for platforms other than Linux/GTK. [0,1]
USE_CAIRO ?= 0
# Is this official build by wxWidgets developers? [0,1]
OFFICIAL_BUILD ?= 0
# Use this to name your customized DLLs differently
VENDOR ?= custom
#
WX_FLAVOUR ?=
#
WX_LIB_FLAVOUR ?=
# Name of your custom configuration. This affects directory
# where object files are stored as well as the location of
# compiled .lib files and setup.h under the lib/ toplevel directory.
CFG ?=
# Compiler flags needed to compile test suite in tests directory. If you want
# to run the tests, set it so that the compiler can find CppUnit headers.
CPPUNIT_CFLAGS ?=
# Linker flags needed to link test suite in tests directory. If you want
# to run the tests, include CppUnit library here.
CPPUNIT_LIBS ?=
# Version of C runtime library to use. You can change this to
# static if SHARED=0, but it is highly recommended to not do
# it if SHARED=1 unless you know what you are doing. [dynamic,static]
RUNTIME_LIBS ?= static
# Set the version of your Mingw installation here.
# "3" ...... this is for Mingw 2.0 or newer (comes with gcc3)
# "2.95" ... for Mingw 1.1 or any of the older versions [3,2.95]
GCC_VERSION ?= 3
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@@ -1,149 +0,0 @@
# =========================================================================
# This configuration file was generated by
# Bakefile 0.2.8 (http://www.bakefile.org)
# Beware that all changes made to this file will be overwritten next
# time you run Bakefile!
# =========================================================================
# -------------------------------------------------------------------------
# These are configurable options:
# -------------------------------------------------------------------------
# C compiler
CC = cl
# C++ compiler
CXX = cl
# Standard flags for CC
CFLAGS =
# Standard flags for C++
CXXFLAGS =
# Standard preprocessor flags (common for CC and CXX)
CPPFLAGS =
# Standard linker flags
LDFLAGS =
# The C preprocessor
CPP = $(CC) /EP /nologo
# What type of library to build? [0,1]
SHARED = 0
# Build wxUniversal instead of native port? [0,1]
WXUNIV = 0
# Compile Unicode build of wxWidgets? [0,1]
UNICODE = 1
# Use MSLU library when building Unicode version. [0,1]
MSLU = 0
# Type of compiled binaries [debug,release]
BUILD = release
# The target processor architecture must be specified when it is not X86.
# This does not affect the compiler output, so you still need to make sure
# your environment is set up appropriately with the correct compiler in the
# PATH. Rather it affects some options passed to some of the common build
# utilities such as the resource compiler and the linker.
#
# Accepted values: AMD64, IA64.
TARGET_CPU = $(CPU)
# Should debugging info be included in the executables? The default value
# "default" means that debug info will be included if BUILD=debug
# and not included if BUILD=release. [0,1,default]
DEBUG_INFO = 1
# Value of wxDEBUG_LEVEL. The default value is the same as 1 and means that all
# but expensive assert checks are enabled, use 0 to completely remove debugging
# code. [0,1,default]
DEBUG_FLAG = 0
# Link against debug (e.g. msvcrtd.dll) or release (msvcrt.dll) RTL?
# Default is to use debug CRT if and only if BUILD==debug. [0,1,default]
DEBUG_RUNTIME_LIBS = default
# Multiple libraries or single huge monolithic one? [0,1]
MONOLITHIC = 0
# Build GUI libraries? [0,1]
USE_GUI = 1
# Build wxHTML library (USE_GUI must be 1)? [0,1]
USE_HTML = 1
# Build multimedia library (USE_GUI must be 1)? [0,1]
USE_MEDIA = 1
# Build wxXRC library (USE_GUI must be 1)? [0,1]
USE_XRC = 1
# Build wxAUI library (USE_GUI must be 1)? [0,1]
USE_AUI = 1
# Build wxRibbon library (USE_GUI must be 1)? [0,1]
USE_RIBBON = 1
# Build wxPropertyGrid library (USE_GUI must be 1)? [0,1]
USE_PROPGRID = 1
# Build wxRichTextCtrl library (USE_GUI must be 1)? [0,1]
USE_RICHTEXT = 1
# Build wxStyledTextCtrl library (USE_GUI must be 1)? [0,1]
USE_STC = 1
# Build OpenGL canvas library (USE_GUI must be 1)? [0,1]
USE_OPENGL = 1
# Build quality assurance classes library (USE_GUI must be 1)? [0,1]
USE_QA = 1
# Enable exceptions in compiled code. [0,1]
USE_EXCEPTIONS = 1
# Enable run-time type information (RTTI) in compiled code. [0,1]
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# Enable threading in compiled code. [0,1]
USE_THREADS = 1
# Enable wxCairoContext for platforms other than Linux/GTK. [0,1]
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# Is this official build by wxWidgets developers? [0,1]
OFFICIAL_BUILD = 0
# Use this to name your customized DLLs differently
VENDOR = custom
#
WX_FLAVOUR =
#
WX_LIB_FLAVOUR =
# Name of your custom configuration. This affects directory
# where object files are stored as well as the location of
# compiled .lib files and setup.h under the lib/ toplevel directory.
CFG =
# Compiler flags needed to compile test suite in tests directory. If you want
# to run the tests, set it so that the compiler can find CppUnit headers.
CPPUNIT_CFLAGS =
# Linker flags needed to link test suite in tests directory. If you want
# to run the tests, include CppUnit library here.
CPPUNIT_LIBS =
# Version of C runtime library to use. You can change this to
# static if SHARED=0, but it is highly recommended to not do
# it if SHARED=1 unless you know what you are doing. [dynamic,static]
RUNTIME_LIBS = static
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# =========================================================================
# This makefile was generated by
# Bakefile 0.2.1 (http://bakefile.sourceforge.net)
# Do not modify, all changes will be overwritten!
# =========================================================================
include config.gcc
# -------------------------------------------------------------------------
# Do not modify the rest of this file!
# -------------------------------------------------------------------------
### Variables: ###
CPPDEPS = -MT$@ -MF$@.d -MD
WX_RELEASE_NODOT = 29
OBJS = \
obj
OBJS_exe = \
bin
WX_DIR = D:\Programme\wxWidgets-2.9.2
LIBDIRNAME = $(WX_DIR)\lib\gcc_$(LIBTYPE_SUFFIX)$(CFG)
SETUPHDIR = \
$(LIBDIRNAME)\$(PORTNAME)$(WXUNIVNAME)$(WXUNICODEFLAG)$(WXDEBUGFLAG)
MINIMAL_CXXFLAGS = $(__DEBUGINFO) $(__OPTIMIZEFLAG_2) $(__THREADSFLAG) \
$(GCCFLAGS) -DHAVE_W32API_H -D__WXMSW__ $(__WXUNIV_DEFINE_p) \
$(__DEBUG_DEFINE_p) $(__EXCEPTIONS_DEFINE_p) $(__RTTI_DEFINE_p) \
$(__THREAD_DEFINE_p) $(__UNICODE_DEFINE_p) $(__MSLU_DEFINE_p) \
$(__GFXCTX_DEFINE_p) -I$(SETUPHDIR) -I$(WX_DIR)\include -W -Wall -Wextra -I. \
$(__DLLFLAG_p) -DNOPCH $(__RTTIFLAG_5) \
$(__EXCEPTIONSFLAG_6) -Wno-ctor-dtor-privacy $(CPPFLAGS) $(CXXFLAGS)
MINIMAL_OBJECTS = \
$(OBJS)\uMod_rc.o \
$(OBJS)\unzip.o \
$(OBJS)\uMod_DirectInjection.o \
$(OBJS)\uMod_GUI.o \
$(OBJS)\uMod_GameInfo.o \
$(OBJS)\uMod_GamePage.o \
$(OBJS)\uMod_Server.o \
$(OBJS)\uMod_Client.o \
$(OBJS)\uMod_File.o \
$(OBJS)\uMod_Sender.o \
$(OBJS)\uMod_Settings.o \
$(OBJS)\uMod_AddTexture.o \
$(OBJS)\uMod_Language.o
### Conditionally set variables: ###
ifeq ($(GCC_VERSION),2.95)
GCCFLAGS = -fvtable-thunks
endif
ifeq ($(USE_GUI),0)
PORTNAME = base
endif
ifeq ($(USE_GUI),1)
PORTNAME = msw
endif
ifeq ($(BUILD),debug)
ifeq ($(DEBUG_FLAG),default)
WXDEBUGFLAG = d
endif
endif
ifeq ($(DEBUG_FLAG),1)
WXDEBUGFLAG = d
endif
ifeq ($(UNICODE),1)
WXUNICODEFLAG = u
endif
ifeq ($(WXUNIV),1)
WXUNIVNAME = univ
endif
ifeq ($(SHARED),1)
WXDLLFLAG = dll
endif
ifeq ($(SHARED),0)
LIBTYPE_SUFFIX = lib
endif
ifeq ($(SHARED),1)
LIBTYPE_SUFFIX = dll
endif
ifeq ($(MONOLITHIC),0)
EXTRALIBS_FOR_BASE =
endif
ifeq ($(MONOLITHIC),1)
EXTRALIBS_FOR_BASE =
endif
ifeq ($(BUILD),debug)
__OPTIMIZEFLAG_2 = -O0 -g
endif
ifeq ($(BUILD),release)
__OPTIMIZEFLAG_2 = -O2
endif
ifeq ($(USE_RTTI),0)
__RTTIFLAG_5 = -fno-rtti
endif
ifeq ($(USE_RTTI),1)
__RTTIFLAG_5 =
endif
ifeq ($(USE_EXCEPTIONS),0)
__EXCEPTIONSFLAG_6 = -fno-exceptions
endif
ifeq ($(USE_EXCEPTIONS),1)
__EXCEPTIONSFLAG_6 =
endif
ifeq ($(WXUNIV),1)
__WXUNIV_DEFINE_p = -D__WXUNIVERSAL__
endif
ifeq ($(WXUNIV),1)
__WXUNIV_DEFINE_p_1 = --define __WXUNIVERSAL__
endif
ifeq ($(BUILD),debug)
ifeq ($(DEBUG_FLAG),default)
__DEBUG_DEFINE_p = -D__WXDEBUG__
endif
endif
ifeq ($(DEBUG_FLAG),1)
__DEBUG_DEFINE_p = -D__WXDEBUG__
endif
ifeq ($(BUILD),debug)
ifeq ($(DEBUG_FLAG),default)
__DEBUG_DEFINE_p_1 = --define __WXDEBUG__
endif
endif
ifeq ($(DEBUG_FLAG),1)
__DEBUG_DEFINE_p_1 = --define __WXDEBUG__
endif
ifeq ($(USE_EXCEPTIONS),0)
__EXCEPTIONS_DEFINE_p = -DwxNO_EXCEPTIONS
endif
ifeq ($(USE_EXCEPTIONS),0)
__EXCEPTIONS_DEFINE_p_1 = --define wxNO_EXCEPTIONS
endif
ifeq ($(USE_RTTI),0)
__RTTI_DEFINE_p = -DwxNO_RTTI
endif
ifeq ($(USE_RTTI),0)
__RTTI_DEFINE_p_1 = --define wxNO_RTTI
endif
ifeq ($(USE_THREADS),0)
__THREAD_DEFINE_p = -DwxNO_THREADS
endif
ifeq ($(USE_THREADS),0)
__THREAD_DEFINE_p_1 = --define wxNO_THREADS
endif
ifeq ($(UNICODE),1)
__UNICODE_DEFINE_p = -D_UNICODE
endif
ifeq ($(UNICODE),1)
__UNICODE_DEFINE_p_1 = --define _UNICODE
endif
ifeq ($(MSLU),1)
__MSLU_DEFINE_p = -DwxUSE_UNICODE_MSLU=1
endif
ifeq ($(MSLU),1)
__MSLU_DEFINE_p_1 = --define wxUSE_UNICODE_MSLU=1
endif
ifeq ($(USE_GDIPLUS),1)
__GFXCTX_DEFINE_p = -DwxUSE_GRAPHICS_CONTEXT=1
endif
ifeq ($(USE_GDIPLUS),1)
__GFXCTX_DEFINE_p_1 = --define wxUSE_GRAPHICS_CONTEXT=1
endif
ifeq ($(SHARED),1)
__DLLFLAG_p = -DWXUSINGDLL
endif
ifeq ($(SHARED),1)
__DLLFLAG_p_1 = --define WXUSINGDLL
endif
ifeq ($(MONOLITHIC),0)
__WXLIB_CORE_p = \
-lwx$(PORTNAME)$(WXUNIVNAME)$(WX_RELEASE_NODOT)$(WXUNICODEFLAG)$(WXDEBUGFLAG)$(WX_LIB_FLAVOUR)_core
endif
ifeq ($(MONOLITHIC),0)
__WXLIB_BASE_p = \
-lwxbase$(WX_RELEASE_NODOT)$(WXUNICODEFLAG)$(WXDEBUGFLAG)$(WX_LIB_FLAVOUR)
endif
ifeq ($(MONOLITHIC),1)
__WXLIB_MONO_p = \
-lwx$(PORTNAME)$(WXUNIVNAME)$(WX_RELEASE_NODOT)$(WXUNICODEFLAG)$(WXDEBUGFLAG)$(WX_LIB_FLAVOUR)
endif
ifeq ($(USE_GUI),1)
__LIB_TIFF_p = -lwxtiff$(WXDEBUGFLAG)
endif
ifeq ($(USE_GUI),1)
__LIB_JPEG_p = -lwxjpeg$(WXDEBUGFLAG)
endif
ifeq ($(USE_GUI),1)
__LIB_PNG_p = -lwxpng$(WXDEBUGFLAG)
endif
ifeq ($(MSLU),1)
__UNICOWS_LIB_p = -lunicows
endif
ifeq ($(USE_GDIPLUS),1)
__GDIPLUS_LIB_p = -lgdiplus
endif
ifeq ($(BUILD),debug)
ifeq ($(DEBUG_INFO),default)
__DEBUGINFO = -g
endif
endif
ifeq ($(BUILD),release)
ifeq ($(DEBUG_INFO),default)
__DEBUGINFO =
endif
endif
ifeq ($(DEBUG_INFO),0)
__DEBUGINFO =
endif
ifeq ($(DEBUG_INFO),1)
__DEBUGINFO = -g
endif
ifeq ($(USE_THREADS),0)
__THREADSFLAG =
endif
ifeq ($(USE_THREADS),1)
__THREADSFLAG = -mthreads
endif
all: $(OBJS)
$(OBJS):
-if not exist $(OBJS) mkdir $(OBJS)
all: $(OBJS_exe)
$(OBJS_exe):
-if not exist $(OBJS_exe) mkdir $(OBJS_exe)
### Targets: ###
all: $(OBJS_exe)\uMod.exe
clean:
-if exist $(OBJS)\*.o del $(OBJS)\*.o
-if exist $(OBJS)\*.d del $(OBJS)\*.d
-if exist $(OBJS_exe)\uMod.exe del $(OBJS_exe)\uMod.exe
$(OBJS_exe)\uMod.exe: $(MINIMAL_OBJECTS) $(OBJS)\uMod_rc.o
$(CXX) -o $@ $(MINIMAL_OBJECTS) $(LDFLAGS) $(__DEBUGINFO) $(__THREADSFLAG) -L$(LIBDIRNAME) -Wl,--subsystem,windows -mwindows $(__WXLIB_CORE_p) $(__WXLIB_BASE_p) $(__WXLIB_MONO_p) $(__LIB_TIFF_p) $(__LIB_JPEG_p) $(__LIB_PNG_p) -lwxzlib$(WXDEBUGFLAG) -lwxregex$(WXUNICODEFLAG)$(WXDEBUGFLAG) -lwxexpat$(WXDEBUGFLAG) $(EXTRALIBS_FOR_BASE) $(__UNICOWS_LIB_p) $(__GDIPLUS_LIB_p) -lkernel32 -luser32 -lgdi32 -lcomdlg32 -lwinspool -lwinmm -lshell32 -lcomctl32 -lole32 -loleaut32 -luuid -lrpcrt4 -ladvapi32 -lwsock32 -lodbc32
$(OBJS)\uMod_rc.o: uMod.rc uMod.ico
windres --use-temp-file -i $< -o $@
$(OBJS)\unzip.o: ./unzip.cpp
$(CXX) -c -o $@ $(MINIMAL_CXXFLAGS) $(CPPDEPS) $<
$(OBJS)\uMod_DirectInjection.o: ./uMod_DirectInjection.cpp
$(CXX) -c -o $@ $(MINIMAL_CXXFLAGS) $(CPPDEPS) $<
$(OBJS)\uMod_GUI.o: ./uMod_GUI.cpp
$(CXX) -c -o $@ $(MINIMAL_CXXFLAGS) $(CPPDEPS) $<
$(OBJS)\uMod_GameInfo.o: ./uMod_GameInfo.cpp
$(CXX) -c -o $@ $(MINIMAL_CXXFLAGS) $(CPPDEPS) $<
$(OBJS)\uMod_GamePage.o: ./uMod_GamePage.cpp
$(CXX) -c -o $@ $(MINIMAL_CXXFLAGS) $(CPPDEPS) $<
$(OBJS)\uMod_Server.o: ./uMod_Server.cpp
$(CXX) -c -o $@ $(MINIMAL_CXXFLAGS) $(CPPDEPS) $<
$(OBJS)\uMod_Client.o: ./uMod_Client.cpp
$(CXX) -c -o $@ $(MINIMAL_CXXFLAGS) $(CPPDEPS) $<
$(OBJS)\uMod_File.o: ./uMod_File.cpp
$(CXX) -c -o $@ $(MINIMAL_CXXFLAGS) $(CPPDEPS) $<
$(OBJS)\uMod_Sender.o: ./uMod_Sender.cpp
$(CXX) -c -o $@ $(MINIMAL_CXXFLAGS) $(CPPDEPS) $<
$(OBJS)\uMod_Settings.o: ./uMod_Settings.cpp
$(CXX) -c -o $@ $(MINIMAL_CXXFLAGS) $(CPPDEPS) $<
$(OBJS)\uMod_AddTexture.o: ./uMod_AddTexture.cpp
$(CXX) -c -o $@ $(MINIMAL_CXXFLAGS) $(CPPDEPS) $<
$(OBJS)\uMod_Language.o: ./uMod_Language.cpp
$(CXX) -c -o $@ $(MINIMAL_CXXFLAGS) $(CPPDEPS) $<
.PHONY: all clean
# Dependencies tracking:
-include $(OBJS)/*.d
-401
View File
@@ -1,401 +0,0 @@
# =========================================================================
# This makefile was generated by
# Bakefile 0.2.8 (http://www.bakefile.org)
# Do not modify, all changes will be overwritten!
# =========================================================================
!include <config.vc>
# -------------------------------------------------------------------------
# Do not modify the rest of this file!
# -------------------------------------------------------------------------
### Variables: ###
WX_RELEASE_NODOT = 29
COMPILER_PREFIX = vc
OBJS = \
obj
OBJS_exe = \
bin
WX_DIR = D:\Programme\wxWidgets-2.9.2
LIBDIRNAME = \
$(WX_DIR)\lib\$(COMPILER_PREFIX)$(DIR_SUFFIX_CPU)_$(LIBTYPE_SUFFIX)$(CFG)
SETUPHDIR = \
$(LIBDIRNAME)\$(PORTNAME)$(WXUNIVNAME)$(WXUNICODEFLAG)$(WXDEBUGFLAG)
MINIMAL_CXXFLAGS = /M$(__RUNTIME_LIBS_10)$(__DEBUGRUNTIME_4) /DWIN32 \
$(__DEBUGINFO_0) /Fd$(OBJS)\uMod_GUI.pdb $(____DEBUGRUNTIME_3_p) \
$(__OPTIMIZEFLAG_6) $(__NO_VC_CRTDBG_p) /D__WXMSW__ $(__WXUNIV_DEFINE_p) \
$(__DEBUG_DEFINE_p) $(__NDEBUG_DEFINE_p) $(__EXCEPTIONS_DEFINE_p) \
$(__RTTI_DEFINE_p) $(__THREAD_DEFINE_p) $(__UNICODE_DEFINE_p) \
$(__MSLU_DEFINE_p) /I$(SETUPHDIR) /I$(WX_DIR)\include \
$(____CAIRO_INCLUDEDIR_FILENAMES_p) /W4 /I. $(__DLLFLAG_p) /D_WINDOWS \
/DNOPCH $(__RTTIFLAG_11) $(__EXCEPTIONSFLAG_12) \
$(CPPFLAGS) $(CXXFLAGS)
MINIMAL_OBJECTS = \
$(OBJS)\unzip.obj \
$(OBJS)\uMod_DirectInjection.obj \
$(OBJS)\uMod_GUI.obj \
$(OBJS)\uMod_GameInfo.obj \
$(OBJS)\uMod_GamePage.obj \
$(OBJS)\uMod_Server.obj \
$(OBJS)\uMod_Client.obj \
$(OBJS)\uMod_File.obj \
$(OBJS)\uMod_Sender.obj \
$(OBJS)\uMod_Settings.obj \
$(OBJS)\uMod_AddTexture.obj \
$(OBJS)\uMod_Language.obj
MINIMAL_RESOURCES = \
$(OBJS)\uMod_GUI.res
### Conditionally set variables: ###
!if "$(USE_GUI)" == "0"
PORTNAME = base
!endif
!if "$(USE_GUI)" == "1"
PORTNAME = msw
!endif
!if "$(BUILD)" == "debug" && "$(DEBUG_RUNTIME_LIBS)" == "default"
WXDEBUGFLAG = d
!endif
!if "$(DEBUG_RUNTIME_LIBS)" == "1"
WXDEBUGFLAG = d
!endif
!if "$(UNICODE)" == "1"
WXUNICODEFLAG = u
!endif
!if "$(WXUNIV)" == "1"
WXUNIVNAME = univ
!endif
!if "$(TARGET_CPU)" == "AMD64"
DIR_SUFFIX_CPU = _amd64
!endif
!if "$(TARGET_CPU)" == "IA64"
DIR_SUFFIX_CPU = _ia64
!endif
!if "$(TARGET_CPU)" == "amd64"
DIR_SUFFIX_CPU = _amd64
!endif
!if "$(TARGET_CPU)" == "ia64"
DIR_SUFFIX_CPU = _ia64
!endif
!if "$(SHARED)" == "1"
WXDLLFLAG = dll
!endif
!if "$(SHARED)" == "0"
LIBTYPE_SUFFIX = lib
!endif
!if "$(SHARED)" == "1"
LIBTYPE_SUFFIX = dll
!endif
!if "$(TARGET_CPU)" == "AMD64"
LINK_TARGET_CPU = /MACHINE:X64
!endif
!if "$(TARGET_CPU)" == "IA64"
LINK_TARGET_CPU = /MACHINE:IA64
!endif
!if "$(TARGET_CPU)" == "amd64"
LINK_TARGET_CPU = /MACHINE:X64
!endif
!if "$(TARGET_CPU)" == "ia64"
LINK_TARGET_CPU = /MACHINE:IA64
!endif
!if "$(MONOLITHIC)" == "0"
EXTRALIBS_FOR_BASE =
!endif
!if "$(MONOLITHIC)" == "1"
EXTRALIBS_FOR_BASE =
!endif
!if "$(BUILD)" == "debug" && "$(DEBUG_INFO)" == "default"
__DEBUGINFO_0 = /Zi
!endif
!if "$(BUILD)" == "release" && "$(DEBUG_INFO)" == "default"
__DEBUGINFO_0 =
!endif
!if "$(DEBUG_INFO)" == "0"
__DEBUGINFO_0 =
!endif
!if "$(DEBUG_INFO)" == "1"
__DEBUGINFO_0 = /Zi
!endif
!if "$(BUILD)" == "debug" && "$(DEBUG_INFO)" == "default"
__DEBUGINFO_1 = /DEBUG
!endif
!if "$(BUILD)" == "release" && "$(DEBUG_INFO)" == "default"
__DEBUGINFO_1 =
!endif
!if "$(DEBUG_INFO)" == "0"
__DEBUGINFO_1 =
!endif
!if "$(DEBUG_INFO)" == "1"
__DEBUGINFO_1 = /DEBUG
!endif
!if "$(BUILD)" == "debug" && "$(DEBUG_INFO)" == "default"
__DEBUGINFO_2 = $(__DEBUGRUNTIME_5)
!endif
!if "$(BUILD)" == "release" && "$(DEBUG_INFO)" == "default"
__DEBUGINFO_2 =
!endif
!if "$(DEBUG_INFO)" == "0"
__DEBUGINFO_2 =
!endif
!if "$(DEBUG_INFO)" == "1"
__DEBUGINFO_2 = $(__DEBUGRUNTIME_5)
!endif
!if "$(BUILD)" == "debug" && "$(DEBUG_RUNTIME_LIBS)" == "default"
____DEBUGRUNTIME_3_p = /D_DEBUG
!endif
!if "$(BUILD)" == "release" && "$(DEBUG_RUNTIME_LIBS)" == "default"
____DEBUGRUNTIME_3_p =
!endif
!if "$(DEBUG_RUNTIME_LIBS)" == "0"
____DEBUGRUNTIME_3_p =
!endif
!if "$(DEBUG_RUNTIME_LIBS)" == "1"
____DEBUGRUNTIME_3_p = /D_DEBUG
!endif
!if "$(BUILD)" == "debug" && "$(DEBUG_RUNTIME_LIBS)" == "default"
____DEBUGRUNTIME_3_p_1 = /d _DEBUG
!endif
!if "$(BUILD)" == "release" && "$(DEBUG_RUNTIME_LIBS)" == "default"
____DEBUGRUNTIME_3_p_1 =
!endif
!if "$(DEBUG_RUNTIME_LIBS)" == "0"
____DEBUGRUNTIME_3_p_1 =
!endif
!if "$(DEBUG_RUNTIME_LIBS)" == "1"
____DEBUGRUNTIME_3_p_1 = /d _DEBUG
!endif
!if "$(BUILD)" == "debug" && "$(DEBUG_RUNTIME_LIBS)" == "default"
__DEBUGRUNTIME_4 = d
!endif
!if "$(BUILD)" == "release" && "$(DEBUG_RUNTIME_LIBS)" == "default"
__DEBUGRUNTIME_4 =
!endif
!if "$(DEBUG_RUNTIME_LIBS)" == "0"
__DEBUGRUNTIME_4 =
!endif
!if "$(DEBUG_RUNTIME_LIBS)" == "1"
__DEBUGRUNTIME_4 = d
!endif
!if "$(BUILD)" == "debug" && "$(DEBUG_RUNTIME_LIBS)" == "default"
__DEBUGRUNTIME_5 =
!endif
!if "$(BUILD)" == "release" && "$(DEBUG_RUNTIME_LIBS)" == "default"
__DEBUGRUNTIME_5 = /opt:ref /opt:icf
!endif
!if "$(DEBUG_RUNTIME_LIBS)" == "0"
__DEBUGRUNTIME_5 = /opt:ref /opt:icf
!endif
!if "$(DEBUG_RUNTIME_LIBS)" == "1"
__DEBUGRUNTIME_5 =
!endif
!if "$(BUILD)" == "debug"
__OPTIMIZEFLAG_6 = /Od
!endif
!if "$(BUILD)" == "release"
__OPTIMIZEFLAG_6 = /O2
!endif
!if "$(USE_THREADS)" == "0"
__THREADSFLAG_9 = L
!endif
!if "$(USE_THREADS)" == "1"
__THREADSFLAG_9 = T
!endif
!if "$(RUNTIME_LIBS)" == "dynamic"
__RUNTIME_LIBS_10 = D
!endif
!if "$(RUNTIME_LIBS)" == "static"
__RUNTIME_LIBS_10 = $(__THREADSFLAG_9)
!endif
!if "$(USE_RTTI)" == "0"
__RTTIFLAG_11 =
!endif
!if "$(USE_RTTI)" == "1"
__RTTIFLAG_11 = /GR
!endif
!if "$(USE_EXCEPTIONS)" == "0"
__EXCEPTIONSFLAG_12 =
!endif
!if "$(USE_EXCEPTIONS)" == "1"
__EXCEPTIONSFLAG_12 = /EHsc
!endif
!if "$(BUILD)" == "debug" && "$(DEBUG_RUNTIME_LIBS)" == "0"
__NO_VC_CRTDBG_p = /D__NO_VC_CRTDBG__
!endif
!if "$(BUILD)" == "release" && "$(DEBUG_FLAG)" == "1"
__NO_VC_CRTDBG_p = /D__NO_VC_CRTDBG__
!endif
!if "$(BUILD)" == "debug" && "$(DEBUG_RUNTIME_LIBS)" == "0"
__NO_VC_CRTDBG_p_1 = /d __NO_VC_CRTDBG__
!endif
!if "$(BUILD)" == "release" && "$(DEBUG_FLAG)" == "1"
__NO_VC_CRTDBG_p_1 = /d __NO_VC_CRTDBG__
!endif
!if "$(WXUNIV)" == "1"
__WXUNIV_DEFINE_p = /D__WXUNIVERSAL__
!endif
!if "$(WXUNIV)" == "1"
__WXUNIV_DEFINE_p_1 = /d __WXUNIVERSAL__
!endif
!if "$(DEBUG_FLAG)" == "0"
__DEBUG_DEFINE_p = /DwxDEBUG_LEVEL=0
!endif
!if "$(DEBUG_FLAG)" == "0"
__DEBUG_DEFINE_p_1 = /d wxDEBUG_LEVEL=0
!endif
!if "$(BUILD)" == "release" && "$(DEBUG_RUNTIME_LIBS)" == "default"
__NDEBUG_DEFINE_p = /DNDEBUG
!endif
!if "$(DEBUG_RUNTIME_LIBS)" == "0"
__NDEBUG_DEFINE_p = /DNDEBUG
!endif
!if "$(BUILD)" == "release" && "$(DEBUG_RUNTIME_LIBS)" == "default"
__NDEBUG_DEFINE_p_1 = /d NDEBUG
!endif
!if "$(DEBUG_RUNTIME_LIBS)" == "0"
__NDEBUG_DEFINE_p_1 = /d NDEBUG
!endif
!if "$(USE_EXCEPTIONS)" == "0"
__EXCEPTIONS_DEFINE_p = /DwxNO_EXCEPTIONS
!endif
!if "$(USE_EXCEPTIONS)" == "0"
__EXCEPTIONS_DEFINE_p_1 = /d wxNO_EXCEPTIONS
!endif
!if "$(USE_RTTI)" == "0"
__RTTI_DEFINE_p = /DwxNO_RTTI
!endif
!if "$(USE_RTTI)" == "0"
__RTTI_DEFINE_p_1 = /d wxNO_RTTI
!endif
!if "$(USE_THREADS)" == "0"
__THREAD_DEFINE_p = /DwxNO_THREADS
!endif
!if "$(USE_THREADS)" == "0"
__THREAD_DEFINE_p_1 = /d wxNO_THREADS
!endif
!if "$(UNICODE)" == "0"
__UNICODE_DEFINE_p = /DwxUSE_UNICODE=0
!endif
!if "$(UNICODE)" == "1"
__UNICODE_DEFINE_p = /D_UNICODE
!endif
!if "$(UNICODE)" == "0"
__UNICODE_DEFINE_p_1 = /d wxUSE_UNICODE=0
!endif
!if "$(UNICODE)" == "1"
__UNICODE_DEFINE_p_1 = /d _UNICODE
!endif
!if "$(MSLU)" == "1"
__MSLU_DEFINE_p = /DwxUSE_UNICODE_MSLU=1
!endif
!if "$(MSLU)" == "1"
__MSLU_DEFINE_p_1 = /d wxUSE_UNICODE_MSLU=1
!endif
!if "$(USE_CAIRO)" == "1"
____CAIRO_INCLUDEDIR_FILENAMES_p = /I$(CAIRO_ROOT)\include\cairo
!endif
!if "$(USE_CAIRO)" == "1"
____CAIRO_INCLUDEDIR_FILENAMES_1_p = /i $(CAIRO_ROOT)\include\cairo
!endif
!if "$(SHARED)" == "1"
__DLLFLAG_p = /DWXUSINGDLL
!endif
!if "$(SHARED)" == "1"
__DLLFLAG_p_1 = /d WXUSINGDLL
!endif
!if "$(MONOLITHIC)" == "0"
__WXLIB_CORE_p = \
wx$(PORTNAME)$(WXUNIVNAME)$(WX_RELEASE_NODOT)$(WXUNICODEFLAG)$(WXDEBUGFLAG)$(WX_LIB_FLAVOUR)_core.lib
!endif
!if "$(MONOLITHIC)" == "0"
__WXLIB_BASE_p = \
wxbase$(WX_RELEASE_NODOT)$(WXUNICODEFLAG)$(WXDEBUGFLAG)$(WX_LIB_FLAVOUR).lib
!endif
!if "$(MONOLITHIC)" == "1"
__WXLIB_MONO_p = \
wx$(PORTNAME)$(WXUNIVNAME)$(WX_RELEASE_NODOT)$(WXUNICODEFLAG)$(WXDEBUGFLAG)$(WX_LIB_FLAVOUR).lib
!endif
!if "$(USE_GUI)" == "1"
__LIB_TIFF_p = wxtiff$(WXDEBUGFLAG).lib
!endif
!if "$(USE_GUI)" == "1"
__LIB_JPEG_p = wxjpeg$(WXDEBUGFLAG).lib
!endif
!if "$(USE_GUI)" == "1"
__LIB_PNG_p = wxpng$(WXDEBUGFLAG).lib
!endif
!if "$(MSLU)" == "1"
__UNICOWS_LIB_p = unicows.lib
!endif
!if "$(USE_CAIRO)" == "1"
__CAIRO_LIB_p = cairo.lib
!endif
!if "$(USE_CAIRO)" == "1"
____CAIRO_LIBDIR_FILENAMES_p = /LIBPATH:$(CAIRO_ROOT)\lib
!endif
all: $(OBJS)
$(OBJS):
-if not exist $(OBJS) mkdir $(OBJS)
### Targets: ###
all: $(OBJS_exe)\uMod.exe
clean:
-if exist $(OBJS)\*.obj del $(OBJS)\*.obj
-if exist $(OBJS)\*.res del $(OBJS)\*.res
-if exist $(OBJS)\*.pch del $(OBJS)\*.pch
-if exist $(OBJS_exe)\uMod_GUI.exe del $(OBJS_exe)\uMod.exe
-if exist $(OBJS_exe)\uMod_GUI.ilk del $(OBJS_exe)\uMod_GUI.ilk
-if exist $(OBJS_exe)\uMod_GUI.pdb del $(OBJS_exe)\uMod_GUI.pdb
$(OBJS_exe)\uMod.exe: $(MINIMAL_OBJECTS) $(OBJS)\uMod_GUI.res
link /NOLOGO /OUT:$@ $(__DEBUGINFO_1) /pdb:"$(OBJS)\uMod_GUI.pdb" $(__DEBUGINFO_2) $(LINK_TARGET_CPU) /LIBPATH:$(LIBDIRNAME) /SUBSYSTEM:WINDOWS $(____CAIRO_LIBDIR_FILENAMES_p) $(LDFLAGS) @<<
$(MINIMAL_OBJECTS) $(MINIMAL_RESOURCES) $(__WXLIB_CORE_p) $(__WXLIB_BASE_p) $(__WXLIB_MONO_p) $(__LIB_TIFF_p) $(__LIB_JPEG_p) $(__LIB_PNG_p) wxzlib$(WXDEBUGFLAG).lib wxregex$(WXUNICODEFLAG)$(WXDEBUGFLAG).lib wxexpat$(WXDEBUGFLAG).lib $(EXTRALIBS_FOR_BASE) $(__UNICOWS_LIB_p) $(__CAIRO_LIB_p) kernel32.lib user32.lib gdi32.lib comdlg32.lib winspool.lib winmm.lib shell32.lib comctl32.lib ole32.lib oleaut32.lib uuid.lib rpcrt4.lib advapi32.lib wsock32.lib wininet.lib
<<
$(OBJS)\uMod_GUI.res: uMod.rc
rc /fo$@ /d WIN32 $(____DEBUGRUNTIME_3_p_1) $(__NO_VC_CRTDBG_p_1) /d __WXMSW__ $(__WXUNIV_DEFINE_p_1) $(__DEBUG_DEFINE_p_1) $(__NDEBUG_DEFINE_p_1) $(__EXCEPTIONS_DEFINE_p_1) $(__RTTI_DEFINE_p_1) $(__THREAD_DEFINE_p_1) $(__UNICODE_DEFINE_p_1) $(__MSLU_DEFINE_p_1) /i $(SETUPHDIR) /i . $(__DLLFLAG_p_1) /d _WINDOWS /d NOPCH uMod.rc
#$(OBJS)\display_display.obj: .\display.cpp
# $(CXX) /c /nologo /TP /Fo$@ $(DISPLAY_CXXFLAGS) .\display.cpp
$(OBJS)\unzip.obj: .\unzip.cpp
$(CXX) /c /nologo /TP /Fo$@ $(MINIMAL_CXXFLAGS) .\unzip.cpp
$(OBJS)\uMod_DirectInjection.obj: .\uMod_DirectInjection.cpp
$(CXX) /c /nologo /TP /Fo$@ $(MINIMAL_CXXFLAGS) .\uMod_DirectInjection.cpp
$(OBJS)\uMod_GUI.obj: .\uMod_GUI.cpp
$(CXX) /c /nologo /TP /Fo$@ $(MINIMAL_CXXFLAGS) .\uMod_GUI.cpp
$(OBJS)\uMod_GameInfo.obj: .\uMod_GameInfo.cpp
$(CXX) /c /nologo /TP /Fo$@ $(MINIMAL_CXXFLAGS) .\uMod_GameInfo.cpp
$(OBJS)\uMod_GamePage.obj: .\uMod_GamePage.cpp
$(CXX) /c /nologo /TP /Fo$@ $(MINIMAL_CXXFLAGS) .\uMod_GamePage.cpp
$(OBJS)\uMod_Server.obj: .\uMod_Server.cpp
$(CXX) /c /nologo /TP /Fo$@ $(MINIMAL_CXXFLAGS) .\uMod_Server.cpp
$(OBJS)\uMod_Client.obj: .\uMod_Client.cpp
$(CXX) /c /nologo /TP /Fo$@ $(MINIMAL_CXXFLAGS) .\uMod_Client.cpp
$(OBJS)\uMod_File.obj: .\uMod_File.cpp
$(CXX) /c /nologo /TP /Fo$@ $(MINIMAL_CXXFLAGS) .\uMod_File.cpp
$(OBJS)\uMod_Sender.obj: .\uMod_Sender.cpp
$(CXX) /c /nologo /TP /Fo$@ $(MINIMAL_CXXFLAGS) .\uMod_Sender.cpp
$(OBJS)\uMod_Settings.obj: .\uMod_Settings.cpp
$(CXX) /c /nologo /TP /Fo$@ $(MINIMAL_CXXFLAGS) .\uMod_Settings.cpp
$(OBJS)\uMod_AddTexture.obj: .\uMod_AddTexture.cpp
$(CXX) /c /nologo /TP /Fo$@ $(MINIMAL_CXXFLAGS) .\uMod_AddTexture.cpp
$(OBJS)\uMod_Language.obj: .\uMod_Language.cpp
$(CXX) /c /nologo /TP /Fo$@ $(MINIMAL_CXXFLAGS) .\uMod_Language.cpp
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MAINICON ICON "uMod.ico"
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/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#include "uMod_Main.h"
AddTextureClass::AddTextureClass(void)
{
Num = 0;
Textures = NULL;
Size = NULL;
Hash = NULL;
WasAdded = NULL;
Len=0;
Add = false;
Force = false;
Loaded = false;
OwnMemory = false;
}
AddTextureClass::~AddTextureClass(void)
{
ReleaseMemory();
}
int AddTextureClass::ReleaseMemory(void)
{
if (OwnMemory)
{
if (Size!=NULL) delete [] Size;
if (Hash!=NULL) delete [] Hash;
if (WasAdded!=NULL) delete [] WasAdded;
if (Textures!=NULL)
{
for (unsigned int i=0; i<Num && i<Len; i++) if (Textures[i]!=NULL) delete [] Textures[i];
delete [] Textures;
}
}
return 0;
}
int AddTextureClass::SetSize(int num)
{
Num = 0;
if (GetMemory( Size, num, 0u)) return -1;
if (GetMemory( Hash, num)) return -1;
if (GetMemory( WasAdded, num, false)) return -1;
if (GetMemory( Textures, num, (char*)0)) return -1;
OwnMemory = true;
Len = num;
return 0;
}
int AddTextureClass::InheriteMemory(AddTextureClass &tex)
{
if (!tex.OwnMemory)
{
if (SetSize(tex.Len)) return -1;
for (unsigned int i=0u; i<tex.Len; i++) Hash[i] = tex.Hash[i];
for (unsigned int i=0u; i<tex.Len; i++) WasAdded[i] = tex.WasAdded[i];
for (unsigned int i=0u; i<tex.Len; i++) Size[i] = tex.Size[i];
for (unsigned int i=0u; i<tex.Num; i++) if (tex.Textures[i]!=NULL && tex.Size[i]>0)
{
if (GetMemory( Textures[i], tex.Size[i])) return -1;
for (unsigned int j=0u; j<tex.Size[i]; j++) Textures[i][j] = tex.Textures[i][j];
Size[i] = tex.Size[i];
}
Len = tex.Len;
Num = tex.Num;
}
else
{
ReleaseMemory();
Hash = tex.Hash;
WasAdded = tex.WasAdded;
Size = tex.Size;
Textures = tex.Textures;
Len = tex.Len;
Num = tex.Num;
OwnMemory = true;
tex.OwnMemory = false;
}
Add = tex.Add;
Force = tex.Force;
Loaded = tex.Loaded;
File = tex.File;
Comment = tex.Comment;
return 0;
}
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/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef uMod_ADDTEXTURE_H_
#define uMod_ADDTEXTURE_H_
#include "uMod_Main.h"
class AddTextureClass
{
public:
AddTextureClass(void);
~AddTextureClass(void);
int ReleaseMemory(void);
int SetSize(int num);
int InheriteMemory(AddTextureClass &tex);
unsigned int Num;
char **Textures;
unsigned int *Size;
unsigned long *Hash;
bool *WasAdded;
unsigned int Len;
bool Add;
bool Force;
bool Loaded;
bool OwnMemory;
wxString File;
wxString Comment;
};
#endif /* uMod_ADDTEXTURE_H_ */
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/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#include "uMod_Main.h"
uMod_Client::uMod_Client( PipeStruct &pipe, uMod_Frame *frame) : wxThread(wxTHREAD_JOINABLE)
{
Pipe.In = pipe.In;
Pipe.Out = pipe.Out;
MainFrame = frame;
}
uMod_Client::~uMod_Client(void)
{
if (Pipe.Out != INVALID_HANDLE_VALUE)
{
DisconnectNamedPipe(Pipe.Out);
CloseHandle(Pipe.Out);
Pipe.Out = INVALID_HANDLE_VALUE;
}
if (Pipe.In != INVALID_HANDLE_VALUE)
{
DisconnectNamedPipe(Pipe.In);
CloseHandle(Pipe.In);
Pipe.In = INVALID_HANDLE_VALUE;
}
}
void* uMod_Client::Entry(void)
{
char buffer[SMALL_BUFSIZE];
while (1)
{
unsigned long size;
bool ret = ReadFile(
Pipe.In, // handle to pipe
buffer, // buffer to receive data
SMALL_BUFSIZE, // size of buffer
&size, // number of bytes read
NULL); // not overlapped I/O
if (ret || GetLastError()==ERROR_MORE_DATA)
{
unsigned int pos=0;
MsgStruct *commands;
bool update_textures = false;
while (pos<size-sizeof(MsgStruct))
{
commands = (MsgStruct*) &buffer[pos];
//unsigned int add_length = 0;
/*
switch (commands->Control)
{
}
*/
pos+=sizeof(MsgStruct);// + add_length;
}
}
else
{
break;
}
}
CloseHandle(Pipe.In);
Pipe.In = INVALID_HANDLE_VALUE;
CloseHandle(Pipe.Out);
Pipe.Out = INVALID_HANDLE_VALUE;
uMod_Event event( uMod_EVENT_TYPE, ID_Delete_Game);
event.SetClient(this);
wxPostEvent( MainFrame, event);
return NULL;
}
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/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef uMod_CLIENT_H_
#define uMod_CLIENT_H_
#include "uMod_Main.h"
// an object of this class is created for each running game
// it reads out of the incoming pipe (it must run as thread)
// if the pipe is closed (Game is canceled) it send a messeage to the main thread
// it should read the error state from the dll, but this is not yet implemented
class uMod_Client : public wxThread
{
public:
uMod_Client( PipeStruct &pipe, uMod_Frame *frame);
virtual ~uMod_Client(void);
void* Entry(void);
PipeStruct Pipe;
private:
uMod_Frame *MainFrame;
};
#endif /* uMod_CLIENT_H_ */
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/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
/*
*
* Drew_Benton
* http://www.codeproject.com/KB/threads/completeinject.aspx
*
*/
#include "uMod_Main.h"
/***************************************************************************************************/
// Function:
// Inject
//
// Parameters:
// HANDLE hProcess - The handle to the process to inject the DLL into.
//
// const char* dllname - The name of the DLL to inject into the process.
//
// const char* funcname - The name of the function to call once the DLL has been injected.
//
// Description:
// This function will inject a DLL into a process and execute an exported function
// from the DLL to "initialize" it. The function should be in the format shown below,
// not parameters and no return type. Do not forget to prefix extern "C" if you are in C++
//
// __declspec(dllexport) void FunctionName(void)
//
// The function that is called in the injected DLL
// -MUST- return, the loader waits for the thread to terminate before removing the
// allocated space and returning control to the Loader. This method of DLL injection
// also adds error handling, so the end user knows if something went wrong.
/***************************************************************************************************/
void Inject(HANDLE hProcess, const wchar_t* dllname, const char* funcname)
{
//------------------------------------------//
// Function variables. //
//------------------------------------------//
// Main DLL we will need to load
HMODULE kernel32 = NULL;
// Main functions we will need to import
FARPROC loadlibrary = NULL;
FARPROC getprocaddress = NULL;
FARPROC exitprocess = NULL;
FARPROC exitthread = NULL;
FARPROC freelibraryandexitthread = NULL;
// The workspace we will build the codecave on locally
LPBYTE workspace = NULL;
DWORD workspaceIndex = 0;
// The memory in the process we write to
LPVOID codecaveAddress = NULL;
DWORD dwCodecaveAddress = 0;
// Strings we have to write into the process
char injectDllName[MAX_PATH + 1] = {0};
char injectFuncName[MAX_PATH + 1] = {0};
char injectError0[MAX_PATH + 1] = {0};
char injectError1[MAX_PATH + 1] = {0};
char injectError2[MAX_PATH + 1] = {0};
char user32Name[MAX_PATH + 1] = {0};
char msgboxName[MAX_PATH + 1] = {0};
// Placeholder addresses to use the strings
DWORD user32NameAddr = 0;
DWORD user32Addr = 0;
DWORD msgboxNameAddr = 0;
DWORD msgboxAddr = 0;
DWORD dllAddr = 0;
DWORD dllNameAddr = 0;
DWORD funcNameAddr = 0;
DWORD error0Addr = 0;
DWORD error1Addr = 0;
DWORD error2Addr = 0;
// Where the codecave execution should begin at
DWORD codecaveExecAddr = 0;
// Handle to the thread we create in the process
HANDLE hThread = NULL;
// Temp variables
DWORD dwTmpSize = 0;
// Old protection on page we are writing to in the process and the bytes written
DWORD oldProtect = 0;
DWORD bytesRet = 0;
//------------------------------------------//
// Variable initialization. //
//------------------------------------------//
// Get the address of the main DLL
kernel32 = LoadLibraryW(L"kernel32.dll");
// Get our functions
loadlibrary = GetProcAddress(kernel32, "LoadLibraryA");
getprocaddress = GetProcAddress(kernel32, "GetProcAddress");
exitprocess = GetProcAddress(kernel32, "ExitProcess");
exitthread = GetProcAddress(kernel32, "ExitThread");
freelibraryandexitthread = GetProcAddress(kernel32, "FreeLibraryAndExitThread");
// This section will cause compiler warnings on VS8,
// you can upgrade the functions or ignore them
// Build names
_snprintf(injectDllName, MAX_PATH, "%ls", dllname);
_snprintf(injectFuncName, MAX_PATH, "%s", funcname);
_snprintf(user32Name, MAX_PATH, "user32.dll");
_snprintf(msgboxName, MAX_PATH, "MessageBoxA");
// Build error messages
_snprintf(injectError0, MAX_PATH, "Error");
_snprintf(injectError1, MAX_PATH, "Could not load the dll: %s", injectDllName);
_snprintf(injectError2, MAX_PATH, "Could not load the function: %s", injectFuncName);
// Create the workspace
workspace = (LPBYTE)HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 1024);
// Allocate space for the codecave in the process
codecaveAddress = VirtualAllocEx(hProcess, 0, 1024, MEM_COMMIT | MEM_RESERVE, PAGE_EXECUTE_READWRITE);
dwCodecaveAddress = PtrToUlong(codecaveAddress);
// Note there is no error checking done above for any functions that return a pointer/handle.
// I could have added them, but it'd just add more messiness to the code and not provide any real
// benefit. It's up to you though in your final code if you want it there or not.
//------------------------------------------//
// Data and string writing. //
//------------------------------------------//
// Write out the address for the user32 dll address
user32Addr = workspaceIndex + dwCodecaveAddress;
dwTmpSize = 0;
memcpy(workspace + workspaceIndex, &dwTmpSize, 4);
workspaceIndex += 4;
// Write out the address for the MessageBoxA address
msgboxAddr = workspaceIndex + dwCodecaveAddress;
dwTmpSize = 0;
memcpy(workspace + workspaceIndex, &dwTmpSize, 4);
workspaceIndex += 4;
// Write out the address for the injected DLL's module
dllAddr = workspaceIndex + dwCodecaveAddress;
dwTmpSize = 0;
memcpy(workspace + workspaceIndex, &dwTmpSize, 4);
workspaceIndex += 4;
// User32 Dll Name
user32NameAddr = workspaceIndex + dwCodecaveAddress;
dwTmpSize = (DWORD)strlen(user32Name) + 1;
memcpy(workspace + workspaceIndex, user32Name, dwTmpSize);
workspaceIndex += dwTmpSize;
// MessageBoxA name
msgboxNameAddr = workspaceIndex + dwCodecaveAddress;
dwTmpSize = (DWORD)strlen(msgboxName) + 1;
memcpy(workspace + workspaceIndex, msgboxName, dwTmpSize);
workspaceIndex += dwTmpSize;
// Dll Name
dllNameAddr = workspaceIndex + dwCodecaveAddress;
dwTmpSize = (DWORD)strlen(injectDllName) + 1;
memcpy(workspace + workspaceIndex, injectDllName, dwTmpSize);
workspaceIndex += dwTmpSize;
// Function Name
funcNameAddr = workspaceIndex + dwCodecaveAddress;
dwTmpSize = (DWORD)strlen(injectFuncName) + 1;
memcpy(workspace + workspaceIndex, injectFuncName, dwTmpSize);
workspaceIndex += dwTmpSize;
// Error Message 1
error0Addr = workspaceIndex + dwCodecaveAddress;
dwTmpSize = (DWORD)strlen(injectError0) + 1;
memcpy(workspace + workspaceIndex, injectError0, dwTmpSize);
workspaceIndex += dwTmpSize;
// Error Message 2
error1Addr = workspaceIndex + dwCodecaveAddress;
dwTmpSize = (DWORD)strlen(injectError1) + 1;
memcpy(workspace + workspaceIndex, injectError1, dwTmpSize);
workspaceIndex += dwTmpSize;
// Error Message 3
error2Addr = workspaceIndex + dwCodecaveAddress;
dwTmpSize = (DWORD)strlen(injectError2) + 1;
memcpy(workspace + workspaceIndex, injectError2, dwTmpSize);
workspaceIndex += dwTmpSize;
// Pad a few INT3s after string data is written for seperation
workspace[workspaceIndex++] = 0xCC;
workspace[workspaceIndex++] = 0xCC;
workspace[workspaceIndex++] = 0xCC;
// Store where the codecave execution should begin
codecaveExecAddr = workspaceIndex + dwCodecaveAddress;
// For debugging - infinite loop, attach onto process and step over
//workspace[workspaceIndex++] = 0xEB;
//workspace[workspaceIndex++] = 0xFE;
//------------------------------------------//
// User32.dll loading. //
//------------------------------------------//
// User32 DLL Loading
// PUSH 0x00000000 - Push the address of the DLL name to use in LoadLibraryA
workspace[workspaceIndex++] = 0x68;
memcpy(workspace + workspaceIndex, &user32NameAddr, 4);
workspaceIndex += 4;
// MOV EAX, ADDRESS - Move the address of LoadLibraryA into EAX
workspace[workspaceIndex++] = 0xB8;
memcpy(workspace + workspaceIndex, &loadlibrary, 4);
workspaceIndex += 4;
// CALL EAX - Call LoadLibraryA
workspace[workspaceIndex++] = 0xFF;
workspace[workspaceIndex++] = 0xD0;
// MessageBoxA Loading
// PUSH 0x000000 - Push the address of the function name to load
workspace[workspaceIndex++] = 0x68;
memcpy(workspace + workspaceIndex, &msgboxNameAddr, 4);
workspaceIndex += 4;
// Push EAX, module to use in GetProcAddress
workspace[workspaceIndex++] = 0x50;
// MOV EAX, ADDRESS - Move the address of GetProcAddress into EAX
workspace[workspaceIndex++] = 0xB8;
memcpy(workspace + workspaceIndex, &getprocaddress, 4);
workspaceIndex += 4;
// CALL EAX - Call GetProcAddress
workspace[workspaceIndex++] = 0xFF;
workspace[workspaceIndex++] = 0xD0;
// MOV [ADDRESS], EAX - Save the address to our variable
workspace[workspaceIndex++] = 0xA3;
memcpy(workspace + workspaceIndex, &msgboxAddr, 4);
workspaceIndex += 4;
//------------------------------------------//
// Injected dll loading. //
//------------------------------------------//
/*
// This is the way the following assembly code would look like in C/C++
// Load the injected DLL into this process
HMODULE h = LoadLibrary("mydll.dll");
if(!h)
{
MessageBox(0, "Could not load the dll: mydll.dll", "Error", MB_ICONERROR);
ExitProcess(0);
}
// Get the address of the export function
FARPROC p = GetProcAddress(h, "Initialize");
if(!p)
{
MessageBox(0, "Could not load the function: Initialize", "Error", MB_ICONERROR);
ExitProcess(0);
}
// So we do not need a function pointer interface
__asm call p
// Exit the thread so the loader continues
ExitThread(0);
*/
// DLL Loading
// PUSH 0x00000000 - Push the address of the DLL name to use in LoadLibraryA
workspace[workspaceIndex++] = 0x68;
memcpy(workspace + workspaceIndex, &dllNameAddr, 4);
workspaceIndex += 4;
// MOV EAX, ADDRESS - Move the address of LoadLibraryA into EAX
workspace[workspaceIndex++] = 0xB8;
memcpy(workspace + workspaceIndex, &loadlibrary, 4);
workspaceIndex += 4;
// CALL EAX - Call LoadLibraryA
workspace[workspaceIndex++] = 0xFF;
workspace[workspaceIndex++] = 0xD0;
// Error Checking
// CMP EAX, 0
workspace[workspaceIndex++] = 0x83;
workspace[workspaceIndex++] = 0xF8;
workspace[workspaceIndex++] = 0x00;
// JNZ EIP + 0x1E to skip over eror code
workspace[workspaceIndex++] = 0x75;
workspace[workspaceIndex++] = 0x1E;
// Error Code 1
// MessageBox
// PUSH 0x10 (MB_ICONHAND)
workspace[workspaceIndex++] = 0x6A;
workspace[workspaceIndex++] = 0x10;
// PUSH 0x000000 - Push the address of the MessageBox title
workspace[workspaceIndex++] = 0x68;
memcpy(workspace + workspaceIndex, &error0Addr, 4);
workspaceIndex += 4;
// PUSH 0x000000 - Push the address of the MessageBox message
workspace[workspaceIndex++] = 0x68;
memcpy(workspace + workspaceIndex, &error1Addr, 4);
workspaceIndex += 4;
// Push 0
workspace[workspaceIndex++] = 0x6A;
workspace[workspaceIndex++] = 0x00;
// MOV EAX, [ADDRESS] - Move the address of MessageBoxA into EAX
workspace[workspaceIndex++] = 0xA1;
memcpy(workspace + workspaceIndex, &msgboxAddr, 4);
workspaceIndex += 4;
// CALL EAX - Call MessageBoxA
workspace[workspaceIndex++] = 0xFF;
workspace[workspaceIndex++] = 0xD0;
// ExitProcess
// Push 0
workspace[workspaceIndex++] = 0x6A;
workspace[workspaceIndex++] = 0x00;
// MOV EAX, ADDRESS - Move the address of ExitProcess into EAX
workspace[workspaceIndex++] = 0xB8;
memcpy(workspace + workspaceIndex, &exitprocess, 4);
workspaceIndex += 4;
// CALL EAX - Call MessageBoxA
workspace[workspaceIndex++] = 0xFF;
workspace[workspaceIndex++] = 0xD0;
// Now we have the address of the injected DLL, so save the handle
// MOV [ADDRESS], EAX - Save the address to our variable
workspace[workspaceIndex++] = 0xA3;
memcpy(workspace + workspaceIndex, &dllAddr, 4);
workspaceIndex += 4;
// Load the initilize function from it
// PUSH 0x000000 - Push the address of the function name to load
workspace[workspaceIndex++] = 0x68;
memcpy(workspace + workspaceIndex, &funcNameAddr, 4);
workspaceIndex += 4;
// Push EAX, module to use in GetProcAddress
workspace[workspaceIndex++] = 0x50;
// MOV EAX, ADDRESS - Move the address of GetProcAddress into EAX
workspace[workspaceIndex++] = 0xB8;
memcpy(workspace + workspaceIndex, &getprocaddress, 4);
workspaceIndex += 4;
// CALL EAX - Call GetProcAddress
workspace[workspaceIndex++] = 0xFF;
workspace[workspaceIndex++] = 0xD0;
// Error Checking
// CMP EAX, 0
workspace[workspaceIndex++] = 0x83;
workspace[workspaceIndex++] = 0xF8;
workspace[workspaceIndex++] = 0x00;
// JNZ EIP + 0x1C to skip eror code
workspace[workspaceIndex++] = 0x75;
workspace[workspaceIndex++] = 0x1C;
// Error Code 2
// MessageBox
// PUSH 0x10 (MB_ICONHAND)
workspace[workspaceIndex++] = 0x6A;
workspace[workspaceIndex++] = 0x10;
// PUSH 0x000000 - Push the address of the MessageBox title
workspace[workspaceIndex++] = 0x68;
memcpy(workspace + workspaceIndex, &error0Addr, 4);
workspaceIndex += 4;
// PUSH 0x000000 - Push the address of the MessageBox message
workspace[workspaceIndex++] = 0x68;
memcpy(workspace + workspaceIndex, &error2Addr, 4);
workspaceIndex += 4;
// Push 0
workspace[workspaceIndex++] = 0x6A;
workspace[workspaceIndex++] = 0x00;
// MOV EAX, ADDRESS - Move the address of MessageBoxA into EAX
workspace[workspaceIndex++] = 0xA1;
memcpy(workspace + workspaceIndex, &msgboxAddr, 4);
workspaceIndex += 4;
// CALL EAX - Call MessageBoxA
workspace[workspaceIndex++] = 0xFF;
workspace[workspaceIndex++] = 0xD0;
// ExitProcess
// Push 0
workspace[workspaceIndex++] = 0x6A;
workspace[workspaceIndex++] = 0x00;
// MOV EAX, ADDRESS - Move the address of ExitProcess into EAX
workspace[workspaceIndex++] = 0xB8;
memcpy(workspace + workspaceIndex, &exitprocess, 4);
workspaceIndex += 4;
// Now that we have the address of the function, we cam call it,
// if there was an error, the messagebox would be called as well.
// CALL EAX - Call ExitProcess -or- the Initialize function
workspace[workspaceIndex++] = 0xFF;
workspace[workspaceIndex++] = 0xD0;
// If we get here, the Initialize function has been called,
// so it's time to close this thread and optionally unload the DLL.
//------------------------------------------//
// Exiting from the injected dll. //
//------------------------------------------//
// Call ExitThread to leave the DLL loaded
#if 1
// Push 0 (exit code)
workspace[workspaceIndex++] = 0x6A;
workspace[workspaceIndex++] = 0x00;
// MOV EAX, ADDRESS - Move the address of ExitThread into EAX
workspace[workspaceIndex++] = 0xB8;
memcpy(workspace + workspaceIndex, &exitthread, 4);
workspaceIndex += 4;
// CALL EAX - Call ExitThread
workspace[workspaceIndex++] = 0xFF;
workspace[workspaceIndex++] = 0xD0;
#endif
// Call FreeLibraryAndExitThread to unload DLL
#if 0
// Push 0 (exit code)
workspace[workspaceIndex++] = 0x6A;
workspace[workspaceIndex++] = 0x00;
// PUSH [0x000000] - Push the address of the DLL module to unload
workspace[workspaceIndex++] = 0xFF;
workspace[workspaceIndex++] = 0x35;
memcpy(workspace + workspaceIndex, &dllAddr, 4);
workspaceIndex += 4;
// MOV EAX, ADDRESS - Move the address of FreeLibraryAndExitThread into EAX
workspace[workspaceIndex++] = 0xB8;
memcpy(workspace + workspaceIndex, &freelibraryandexitthread, 4);
workspaceIndex += 4;
// CALL EAX - Call FreeLibraryAndExitThread
workspace[workspaceIndex++] = 0xFF;
workspace[workspaceIndex++] = 0xD0;
#endif
//------------------------------------------//
// Code injection and cleanup. //
//------------------------------------------//
// Change page protection so we can write executable code
VirtualProtectEx(hProcess, codecaveAddress, workspaceIndex, PAGE_EXECUTE_READWRITE, &oldProtect);
// Write out the patch
WriteProcessMemory(hProcess, codecaveAddress, workspace, workspaceIndex, &bytesRet);
// Restore page protection
VirtualProtectEx(hProcess, codecaveAddress, workspaceIndex, oldProtect, &oldProtect);
// Make sure our changes are written right away
FlushInstructionCache(hProcess, codecaveAddress, workspaceIndex);
// Free the workspace memory
HeapFree(GetProcessHeap(), 0, workspace);
// Execute the thread now and wait for it to exit, note we execute where the code starts, and not the codecave start
// (since we wrote strings at the start of the codecave) -- NOTE: void* used for VC6 compatibility instead of UlongToPtr
hThread = CreateRemoteThread(hProcess, NULL, 0, (LPTHREAD_START_ROUTINE)((void*)codecaveExecAddr), 0, 0, NULL);
WaitForSingleObject(hThread, INFINITE);
// Free the memory in the process that we allocated
VirtualFreeEx(hProcess, codecaveAddress, 0, MEM_RELEASE);
}
-27
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@@ -1,27 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef uMod_INJECTDIRECTLY_H_
#define uMod_INJECTDIRECTLY_H_
void Inject(HANDLE hProcess, const wchar_t* dllname, const char* funcname);
#endif /* uMod_INJECTDIRECTLY_H_ */
-23
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@@ -1,23 +0,0 @@
/*
This file is part of Universal Modding Engine.
Universal Modding Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Universal Modding Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#include "uMod_Main.h"

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