/* 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 . */ /* NEVER USE THIS CODE FOR ILLEGAL PURPOSE */ #define number_of_byte 5 #include "uMod_DX10_dll.h" #include "uMod_ID3D10Device.h" #include "uMod_ID3D10Device1.h" #include "uMod_IDXGISwapChain.h" /* * global variable which are not linked external */ #if INJECTION_METHOD==NO_INJECTION HINSTANCE gl_hOriginal_DX10_Dll = NULL; HINSTANCE gl_hOriginal_DX101_Dll = NULL; #endif #if INJECTION_METHOD==DIRECT_INJECTION || INJECTION_METHOD==HOOK_INJECTION typedef HRESULT (APIENTRY *D3D10CreateDeviceAndSwapChain_type)( IDXGIAdapter*, D3D10_DRIVER_TYPE, HMODULE, UINT, UINT, DXGI_SWAP_CHAIN_DESC*, IDXGISwapChain**, ID3D10Device**); typedef HRESULT (APIENTRY *D3D10CreateDeviceAndSwapChain1_type)( IDXGIAdapter*, D3D10_DRIVER_TYPE, HMODULE, UINT, D3D10_FEATURE_LEVEL1, UINT, DXGI_SWAP_CHAIN_DESC*, IDXGISwapChain**, ID3D10Device1**); uMod_Detour_Entry Detour_D3D10CreateDeviceAndSwapChain(5); uMod_Detour_Entry Detour_D3D10CreateDeviceAndSwapChain1(5); #endif /* * global variable which are linked external */ void InitDX10(void) { #if INJECTION_METHOD==NO_INJECTION LoadOriginal_DX10_Dll(); #endif #if INJECTION_METHOD==DIRECT_INJECTION || INJECTION_METHOD==HOOK_INJECTION char buffer[MAX_PATH]; wchar_t buffer_w[MAX_PATH]; GetSystemDirectory(buffer,MAX_PATH); //get the system directory, we need to open the original d3d9.dll swprintf_s( buffer_w, MAX_PATH, L"%s\\d3d10.dll", buffer); strcat_s( buffer, MAX_PATH,"\\d3d10.dll"); Detour_D3D10CreateDeviceAndSwapChain.SetFunctionName( "D3D10CreateDeviceAndSwapChain"); Detour_D3D10CreateDeviceAndSwapChain.SetTargetFunction( uMod_D3D10CreateDeviceAndSwapChain); Detour_D3D10CreateDeviceAndSwapChain.SetLibName( "d3d10.dll"); Detour_D3D10CreateDeviceAndSwapChain.SetFullLibName( buffer); Detour_D3D10CreateDeviceAndSwapChain.SetLibName( L"d3d10.dll"); // set also for wide character Detour_D3D10CreateDeviceAndSwapChain.SetFullLibName( buffer_w); // set also for wide character GetSystemDirectory(buffer,MAX_PATH); //get the system directory, we need to open the original d3d9.dll swprintf_s( buffer_w, MAX_PATH, L"%s\\d3d10_1.dll", buffer); strcat_s( buffer, MAX_PATH,"\\d3d10_1.dll"); Detour_D3D10CreateDeviceAndSwapChain1.SetFunctionName( "D3D10CreateDeviceAndSwapChain1"); Detour_D3D10CreateDeviceAndSwapChain1.SetTargetFunction( uMod_D3D10CreateDeviceAndSwapChain1); Detour_D3D10CreateDeviceAndSwapChain1.SetLibName( "d3d10_1.dll"); Detour_D3D10CreateDeviceAndSwapChain1.SetFullLibName( buffer); Detour_D3D10CreateDeviceAndSwapChain1.SetLibName( L"d3d10_1.dll"); // set also for wide character Detour_D3D10CreateDeviceAndSwapChain1.SetFullLibName( buffer_w); // set also for wide character GlobalDetour.AddEntry(&Detour_D3D10CreateDeviceAndSwapChain); GlobalDetour.AddEntry(&Detour_D3D10CreateDeviceAndSwapChain1); #endif } void ExitDX10(void) { #if INJECTION_METHOD==NO_INJECTION // Release the system's d3d9.dll if (gl_hOriginal_DX10_Dll!=NULL) { FreeLibrary(gl_hOriginal_DX10_Dll); gl_hOriginal_DX10_Dll = NULL; } if (gl_hOriginal_DX101_Dll!=NULL) { FreeLibrary(gl_hOriginal_DX101_Dll); gl_hOriginal_DX101_Dll = NULL; } #endif #if INJECTION_METHOD==DIRECT_INJECTION || INJECTION_METHOD==HOOK_INJECTION #endif } #if INJECTION_METHOD==NO_INJECTION void LoadOriginal_DX10_Dll(void) { char buffer[MAX_PATH]; if (gl_hOriginal_DX10_Dll==NULL) { GetSystemDirectory(buffer,MAX_PATH); //get the system directory, we need to open the original d3d10.dll // Append dll name strcat_s( buffer, MAX_PATH,"\\d3d10.dll"); // try to load the system's d3d10.dll gl_hOriginal_DX10_Dll = LoadLibrary(buffer); } if (gl_hOriginal_DX101_Dll==NULL) { GetSystemDirectory(buffer,MAX_PATH); strcat_s( buffer, MAX_PATH,"\\d3d10_1.dll"); gl_hOriginal_DX101_Dll = LoadLibrary(buffer); } } /* * 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_hOriginal_DX9_Dll) LoadOriginal_DX9_Dll(); // looking for the "right d3d9.dll" // find original function in original d3d9.dll Direct3DCreate9_type D3DCreate9_fn = (Direct3DCreate9_type) GetProcAddress( gl_hOriginal_DX9_Dll, "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_hOriginal_DX9_Dll) LoadOriginal_DX9_Dll(); // looking for the "right d3d9.dll" // find original function in original d3d9.dll Direct3DCreate9Ex_type D3DCreate9Ex_fn = (Direct3DCreate9Ex_type) GetProcAddress( gl_hOriginal_DX9_Dll, "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); } typedef IDirect3D9 *(APIENTRY *Direct3DCreate9_type)(UINT); typedef HRESULT (APIENTRY *Direct3DCreate9Ex_type)(UINT SDKVersion, IDirect3D9Ex **ppD3D); typedef int (WINAPI *D3DPERF_BeginEvent_type)( D3DCOLOR , LPCWSTR ); int WINAPI D3DPERF_BeginEvent( D3DCOLOR col, LPCWSTR wszName ) { D3DPERF_BeginEvent_type fn = (D3DPERF_BeginEvent_type) GetProcAddress( gl_hOriginal_DX9_Dll, "D3DPERF_BeginEvent"); return fn( col, wszName); } typedef int (WINAPI *D3DPERF_EndEvent_type)( void ); int WINAPI D3DPERF_EndEvent( void ) { D3DPERF_EndEvent_type fn = (D3DPERF_EndEvent_type) GetProcAddress( gl_hOriginal_DX9_Dll, "D3DPERF_EndEvent"); return fn(); } typedef void (WINAPI *D3DPERF_SetMarker_type)( D3DCOLOR , LPCWSTR ); void WINAPI D3DPERF_SetMarker( D3DCOLOR col, LPCWSTR wszName ) { D3DPERF_SetMarker_type fn = (D3DPERF_SetMarker_type) GetProcAddress( gl_hOriginal_DX9_Dll, "D3DPERF_SetMarker"); return fn( col, wszName); } typedef void (WINAPI *D3DPERF_SetRegion_type)( D3DCOLOR, LPCWSTR ); void WINAPI D3DPERF_SetRegion( D3DCOLOR col, LPCWSTR wszName ) { D3DPERF_SetRegion_type fn = (D3DPERF_SetRegion_type) GetProcAddress( gl_hOriginal_DX9_Dll, "D3DPERF_SetRegion"); return fn( col, wszName); } typedef BOOL (WINAPI *D3DPERF_QueryRepeatFrame_type)( void ); BOOL WINAPI D3DPERF_QueryRepeatFrame( void ) { D3DPERF_QueryRepeatFrame_type fn = (D3DPERF_QueryRepeatFrame_type) GetProcAddress( gl_hOriginal_DX9_Dll, "D3DPERF_QueryRepeatFrame"); return fn( ); } typedef void (WINAPI *D3DPERF_SetOptions_type)( DWORD ); void WINAPI D3DPERF_SetOptions( DWORD dwOptions ) { D3DPERF_SetOptions_type fn = (D3DPERF_SetOptions_type) GetProcAddress( gl_hOriginal_DX9_Dll, "D3DPERF_SetOptions"); return fn( dwOptions); } typedef DWORD (WINAPI *D3DPERF_GetStatus_type)( void ); DWORD WINAPI D3DPERF_GetStatus( void ) { D3DPERF_GetStatus_type fn = (D3DPERF_GetStatus_type) GetProcAddress( gl_hOriginal_DX9_Dll, "D3DPERF_GetStatus"); return fn( ); } */ #endif #if INJECTION_METHOD==DIRECT_INJECTION || INJECTION_METHOD==HOOK_INJECTION /* * We inject the dll into the game, thus we retour the original Direct3DCreate9 function to our MyDirect3DCreate9 function */ HRESULT APIENTRY uMod_D3D10CreateDeviceAndSwapChain( IDXGIAdapter *pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, UINT SDKVersion, DXGI_SWAP_CHAIN_DESC *pSwapChainDesc, IDXGISwapChain **ppSwapChain, ID3D10Device **ppDevice ) { Detour_D3D10CreateDeviceAndSwapChain.Retour(); HRESULT ret = Detour_D3D10CreateDeviceAndSwapChain.Function()(pAdapter,DriverType,Software,Flags,SDKVersion,pSwapChainDesc, ppSwapChain, ppDevice); if (ret==S_OK) { uMod_ID3D10Device *dev = new uMod_ID3D10Device( *ppDevice, gl_TextureServer); *ppDevice = (ID3D10Device*) dev; if (ppSwapChain!=NULL) { uMod_IDXGISwapChain *swap = new uMod_IDXGISwapChain( *ppSwapChain, dev); *ppSwapChain = swap; } } else Message("D3D10CreateDeviceAndSwapChain: Failed\n"); Detour_D3D10CreateDeviceAndSwapChain.Detour(); return ret; } HRESULT APIENTRY uMod_D3D10CreateDeviceAndSwapChain1( IDXGIAdapter *pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software, UINT Flags, D3D10_FEATURE_LEVEL1 HardwareLevel, UINT SDKVersion, DXGI_SWAP_CHAIN_DESC *pSwapChainDesc, IDXGISwapChain **ppSwapChain, ID3D10Device1 **ppDevice ) { Detour_D3D10CreateDeviceAndSwapChain1.Retour(); HRESULT ret = Detour_D3D10CreateDeviceAndSwapChain1.Function()(pAdapter,DriverType,Software,Flags,HardwareLevel,SDKVersion,pSwapChainDesc, ppSwapChain, ppDevice); if (ret==S_OK) { uMod_ID3D10Device1 *dev = new uMod_ID3D10Device1( *ppDevice, gl_TextureServer); *ppDevice = (ID3D10Device1*) dev; if (ppSwapChain!=NULL) { uMod_IDXGISwapChain *swap = new uMod_IDXGISwapChain( *ppSwapChain, (uMod_ID3D10Device*)dev); *ppSwapChain = swap; } } else Message("D3D10CreateDeviceAndSwapChain1: Failed\n"); Detour_D3D10CreateDeviceAndSwapChain1.Detour(); return (ret); } #endif