mirror of
https://github.com/gwdevhub/gMod.git
synced 2026-07-15 23:19:30 +00:00
0bc7eebede
Implemented a some new features.
324 lines
11 KiB
C++
324 lines
11 KiB
C++
/*
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This file is part of Universal Modding Engine.
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Universal Modding Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Universal Modding Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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NEVER USE THIS CODE FOR ILLEGAL PURPOSE
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*/
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#include "uMod_DX9_dll.h"
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#include "uMod_IDirect3D9.h"
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#include "uMod_IDirect3D9Ex.h"
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/*
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* global variable which are not linked external
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*/
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HINSTANCE gl_hOriginal_DX9_Dll = NULL;
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typedef IDirect3D9 *(APIENTRY *Direct3DCreate9_type)(UINT);
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typedef HRESULT (APIENTRY *Direct3DCreate9Ex_type)(UINT SDKVersion, IDirect3D9Ex **ppD3D);
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#if INJECTION_METHOD==DIRECT_INJECTION || INJECTION_METHOD==HOOK_INJECTION
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Direct3DCreate9_type Direct3DCreate9_fn = NULL; // we need to store the pointer to the original Direct3DCreate9 function after we have done a detour
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Direct3DCreate9Ex_type Direct3DCreate9Ex_fn = NULL; // we need to store the pointer to the original Direct3DCreate9 function after we have done a detour
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#endif
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/*
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* global variable which are linked external
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*/
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void InitDX9(void)
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{
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LoadOriginal_DX9_Dll();
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#if INJECTION_METHOD==DIRECT_INJECTION || INJECTION_METHOD==HOOK_INJECTION
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// we detour the original Direct3DCreate9 to our MyDirect3DCreate9
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if (gl_hOriginal_DX9_Dll!=NULL)
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{
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Direct3DCreate9_fn = (Direct3DCreate9_type) GetProcAddress(gl_hOriginal_DX9_Dll, "Direct3DCreate9");
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if (Direct3DCreate9_fn!=NULL)
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{
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Message("Detour: Direct3DCreate9\n");
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Direct3DCreate9_fn = (Direct3DCreate9_type)DetourFunc( (BYTE*)Direct3DCreate9_fn, (BYTE*)uMod_Direct3DCreate9, 5);
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}
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Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type) GetProcAddress(gl_hOriginal_DX9_Dll, "Direct3DCreate9Ex");
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if (Direct3DCreate9Ex_fn!=NULL)
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{
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Message("Detour: Direct3DCreate9Ex\n");
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Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type)DetourFunc( (BYTE*)Direct3DCreate9Ex_fn, (BYTE*)uMod_Direct3DCreate9Ex, 7);
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}
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}
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#endif
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}
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void ExitDX9(void)
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{
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// Release the system's d3d9.dll
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if (gl_hOriginal_DX9_Dll!=NULL)
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{
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FreeLibrary(gl_hOriginal_DX9_Dll);
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gl_hOriginal_DX9_Dll = NULL;
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}
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}
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void LoadOriginal_DX9_Dll(void)
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{
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char buffer[MAX_PATH];
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if (gl_hOriginal_DX9_Dll==NULL)
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{
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GetSystemDirectory(buffer,MAX_PATH); //get the system directory, we need to open the original d3d9.dll
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// Append dll name
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strcat_s( buffer, MAX_PATH,"\\d3d9.dll");
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// try to load the system's d3d9.dll
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gl_hOriginal_DX9_Dll = LoadLibrary(buffer);
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}
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}
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#if INJECTION_METHOD==NO_INJECTION
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/*
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* We do not inject, the game loads this dll by itself thus we must include the Direct3DCreate9 function
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*/
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IDirect3D9* WINAPI Direct3DCreate9(UINT SDKVersion)
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{
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Message("WINAPI Direct3DCreate9\n");
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if (gl_hOriginal_DX9_Dll==NULL) LoadOriginal_DX9_Dll(); // looking for the "original d3d9.dll"
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if (gl_hOriginal_DX9_Dll==NULL) return (NULL);
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// find original function in original d3d9.dll
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Direct3DCreate9_type D3DCreate9_fn = (Direct3DCreate9_type) GetProcAddress( gl_hOriginal_DX9_Dll, "Direct3DCreate9");
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if (!D3DCreate9_fn)
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{
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Message("Direct3DCreate9: original function not found in dll\n");
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return (NULL);
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}
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//Create originale IDirect3D9 object
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IDirect3D9 *pIDirect3D9_orig = D3DCreate9_fn(SDKVersion);
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//create our uMod_IDirect3D9 object
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uMod_IDirect3D9 *pIDirect3D9 = new uMod_IDirect3D9( pIDirect3D9_orig, gl_TextureServer);
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// Return pointer to our object instead of "real one"
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return (pIDirect3D9);
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}
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HRESULT WINAPI Direct3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex **ppD3D)
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{
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Message("WINAPI Direct3DCreate9Ex\n");
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if (gl_hOriginal_DX9_Dll==NULL) LoadOriginal_DX9_Dll(); // looking for the "original d3d9.dll"
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if (gl_hOriginal_DX9_Dll==NULL) return (NULL);
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// find original function in original d3d9.dll
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Direct3DCreate9Ex_type D3DCreate9Ex_fn = (Direct3DCreate9Ex_type) GetProcAddress( gl_hOriginal_DX9_Dll, "Direct3DCreate9Ex");
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if (!D3DCreate9Ex_fn)
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{
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Message("Direct3DCreate9Ex: original function not found in dll\n");
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return (D3DERR_NOTAVAILABLE);
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}
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//Create originale IDirect3D9 object
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IDirect3D9Ex *pIDirect3D9Ex_orig;
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HRESULT ret = D3DCreate9Ex_fn( SDKVersion, &pIDirect3D9Ex_orig);
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if (ret!=S_OK) return (ret);
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//create our uMod_IDirect3D9 object
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uMod_IDirect3D9Ex *pIDirect3D9Ex = new uMod_IDirect3D9Ex( pIDirect3D9Ex_orig, gl_TextureServer);
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ppD3D = &pIDirect3D9Ex_orig; // Return pointer to our object instead of "real one"
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return (ret);
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}
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typedef IDirect3D9 *(APIENTRY *Direct3DCreate9_type)(UINT);
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typedef HRESULT (APIENTRY *Direct3DCreate9Ex_type)(UINT SDKVersion, IDirect3D9Ex **ppD3D);
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typedef int (WINAPI *D3DPERF_BeginEvent_type)( D3DCOLOR , LPCWSTR );
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int WINAPI D3DPERF_BeginEvent( D3DCOLOR col, LPCWSTR wszName )
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{
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D3DPERF_BeginEvent_type fn = (D3DPERF_BeginEvent_type) GetProcAddress( gl_hOriginal_DX9_Dll, "D3DPERF_BeginEvent");
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return fn( col, wszName);
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}
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typedef int (WINAPI *D3DPERF_EndEvent_type)( void );
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int WINAPI D3DPERF_EndEvent( void )
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{
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D3DPERF_EndEvent_type fn = (D3DPERF_EndEvent_type) GetProcAddress( gl_hOriginal_DX9_Dll, "D3DPERF_EndEvent");
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return fn();
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}
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typedef void (WINAPI *D3DPERF_SetMarker_type)( D3DCOLOR , LPCWSTR );
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void WINAPI D3DPERF_SetMarker( D3DCOLOR col, LPCWSTR wszName )
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{
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D3DPERF_SetMarker_type fn = (D3DPERF_SetMarker_type) GetProcAddress( gl_hOriginal_DX9_Dll, "D3DPERF_SetMarker");
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return fn( col, wszName);
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}
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typedef void (WINAPI *D3DPERF_SetRegion_type)( D3DCOLOR, LPCWSTR );
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void WINAPI D3DPERF_SetRegion( D3DCOLOR col, LPCWSTR wszName )
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{
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D3DPERF_SetRegion_type fn = (D3DPERF_SetRegion_type) GetProcAddress( gl_hOriginal_DX9_Dll, "D3DPERF_SetRegion");
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return fn( col, wszName);
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}
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typedef BOOL (WINAPI *D3DPERF_QueryRepeatFrame_type)( void );
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BOOL WINAPI D3DPERF_QueryRepeatFrame( void )
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{
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D3DPERF_QueryRepeatFrame_type fn = (D3DPERF_QueryRepeatFrame_type) GetProcAddress( gl_hOriginal_DX9_Dll, "D3DPERF_QueryRepeatFrame");
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return fn( );
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}
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typedef void (WINAPI *D3DPERF_SetOptions_type)( DWORD );
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void WINAPI D3DPERF_SetOptions( DWORD dwOptions )
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{
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D3DPERF_SetOptions_type fn = (D3DPERF_SetOptions_type) GetProcAddress( gl_hOriginal_DX9_Dll, "D3DPERF_SetOptions");
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return fn( dwOptions);
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}
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typedef DWORD (WINAPI *D3DPERF_GetStatus_type)( void );
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DWORD WINAPI D3DPERF_GetStatus( void )
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{
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D3DPERF_GetStatus_type fn = (D3DPERF_GetStatus_type) GetProcAddress( gl_hOriginal_DX9_Dll, "D3DPERF_GetStatus");
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return fn( );
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}
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#endif
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#if INJECTION_METHOD==DIRECT_INJECTION || INJECTION_METHOD==HOOK_INJECTION
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/*
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* We inject the dll into the game, thus we retour the original Direct3DCreate9 function to our MyDirect3DCreate9 function
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*/
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IDirect3D9 *APIENTRY uMod_Direct3DCreate9(UINT SDKVersion)
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{
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Message("uMod_Direct3DCreate9: original %lu, uMod %lu\n", Direct3DCreate9_fn, uMod_Direct3DCreate9);
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// in the Internet are many tutorials for detouring functions and all of them will work without the following 5 marked lines
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// but somehow, for me it only works, if I retour the function and calling afterward the original function
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// BEGIN
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LoadOriginal_DX9_Dll();
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RetourFunc((BYTE*) GetProcAddress( gl_hOriginal_DX9_Dll, "Direct3DCreate9"), (BYTE*)Direct3DCreate9_fn, 5);
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Direct3DCreate9_fn = (Direct3DCreate9_type) GetProcAddress( gl_hOriginal_DX9_Dll, "Direct3DCreate9");
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/*
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if (Direct3DCreate9Ex_fn!=NULL)
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{
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RetourFunc((BYTE*) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9Ex"), (BYTE*)Direct3DCreate9Ex_fn, 7);
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Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9Ex");
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}
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*/
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// END
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IDirect3D9 *pIDirect3D9_orig = NULL;
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if (Direct3DCreate9_fn)
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{
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pIDirect3D9_orig = Direct3DCreate9_fn(SDKVersion); //creating the original IDirect3D9 object
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}
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else return (NULL);
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uMod_IDirect3D9 *pIDirect3D9;
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if (pIDirect3D9_orig)
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{
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pIDirect3D9 = new uMod_IDirect3D9( pIDirect3D9_orig, gl_TextureServer); //creating our uMod_IDirect3D9 object
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}
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// we detour again
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Direct3DCreate9_fn = (Direct3DCreate9_type)DetourFunc( (BYTE*) Direct3DCreate9_fn, (BYTE*)uMod_Direct3DCreate9,5);
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/*
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if (Direct3DCreate9Ex_fn!=NULL)
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{
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Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type)DetourFunc( (BYTE*) Direct3DCreate9Ex_fn, (BYTE*)uMod_Direct3DCreate9Ex,7);
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}
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*/
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return (pIDirect3D9); //return our object instead of the "real one"
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}
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HRESULT APIENTRY uMod_Direct3DCreate9Ex( UINT SDKVersion, IDirect3D9Ex **ppD3D)
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{
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Message( "uMod_Direct3DCreate9Ex: original %lu, uMod %lu\n", Direct3DCreate9Ex_fn, uMod_Direct3DCreate9Ex);
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// in the Internet are many tutorials for detouring functions and all of them will work without the following 5 marked lines
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// but somehow, for me it only works, if I retour the function and calling afterward the original function
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// BEGIN
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LoadOriginal_DX9_Dll();
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/*
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if (Direct3DCreate9_fn!=NULL)
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{
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RetourFunc((BYTE*) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9"), (BYTE*)Direct3DCreate9_fn, 5);
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Direct3DCreate9_fn = (Direct3DCreate9_type) GetProcAddress( gl_hOriginalDll, "Direct3DCreate9");
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}
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*/
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RetourFunc((BYTE*) GetProcAddress( gl_hOriginal_DX9_Dll, "Direct3DCreate9Ex"), (BYTE*)Direct3DCreate9Ex_fn, 7);
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Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type) GetProcAddress( gl_hOriginal_DX9_Dll, "Direct3DCreate9Ex");
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// END
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IDirect3D9Ex *pIDirect3D9Ex_orig = NULL;
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HRESULT ret;
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if (Direct3DCreate9Ex_fn)
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{
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ret = Direct3DCreate9Ex_fn(SDKVersion, &pIDirect3D9Ex_orig); //creating the original IDirect3D9 object
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}
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else return (D3DERR_NOTAVAILABLE);
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if (ret!=S_OK) return (ret);
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uMod_IDirect3D9Ex *pIDirect3D9Ex;
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if (pIDirect3D9Ex_orig)
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{
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pIDirect3D9Ex = new uMod_IDirect3D9Ex( pIDirect3D9Ex_orig, gl_TextureServer); //creating our uMod_IDirect3D9 object
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}
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// we detour again
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/*
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if (Direct3DCreate9_fn!=NULL)
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{
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Direct3DCreate9_fn = (Direct3DCreate9_type)DetourFunc( (BYTE*) Direct3DCreate9_fn, (BYTE*)uMod_Direct3DCreate9,5);
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}
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*/
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Direct3DCreate9Ex_fn = (Direct3DCreate9Ex_type)DetourFunc( (BYTE*) Direct3DCreate9Ex_fn, (BYTE*)uMod_Direct3DCreate9Ex,7);
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ppD3D = (IDirect3D9Ex**) &pIDirect3D9Ex; //return our object instead of the "real one"
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return (ret);
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}
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#endif
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