mirror of
https://github.com/gwdevhub/gMod.git
synced 2026-07-18 00:19:32 +00:00
69b06d94a2
* 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
228 lines
6.9 KiB
C++
228 lines
6.9 KiB
C++
#include "dll_main.h"
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#include <array>
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#include <Windows.h>
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#include "Main.h"
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#include <Psapi.h>
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#include "MinHook.h"
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#include <filesystem>
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namespace {
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using Direct3DCreate9_type = IDirect3D9* (APIENTRY*)(UINT);
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using Direct3DCreate9Ex_type = HRESULT(APIENTRY*)(UINT SDKVersion, IDirect3D9Ex** ppD3D);
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// Pointer to original address of Direct3DCreate9
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Direct3DCreate9_type Direct3DCreate9_fn = nullptr;
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Direct3DCreate9_type Direct3DCreate9_ret = nullptr;
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// Pointer to original address of Direct3DCreate9
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Direct3DCreate9Ex_type Direct3DCreate9Ex_fn = nullptr;
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Direct3DCreate9Ex_type Direct3DCreate9Ex_ret = nullptr;
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static FILE* stdout_proxy;
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static FILE* stderr_proxy;
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// If not nullptr, we're responsible for freeing this library on termination
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HMODULE gMod_Loaded_d3d9_Module_Handle = nullptr;
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// If this hModule called d3d9.dll?
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bool IsD3d9Dll(HMODULE hModule)
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{
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TCHAR szModuleName[MAX_PATH];
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ASSERT(GetModuleFileName(hModule, szModuleName, sizeof(szModuleName) / sizeof(*szModuleName)) > 0);
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const auto basename = strrchr(szModuleName, '\\');
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return basename && strcmp(basename + 1, "d3d9.dll") == 0;
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}
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// Does this module contain exported function calls for creating a d3d9 device?
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bool HasD3d9Methods(HMODULE hModule)
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{
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return GetProcAddress(hModule, "Direct3DCreate9")
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&& GetProcAddress(hModule, "Direct3DCreate9Ex");
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}
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HMODULE FindLoadedDll()
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{
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HMODULE hModules[1024];
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HANDLE hProcess;
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DWORD cbNeeded;
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unsigned int i;
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// Get a handle to the current process.
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hProcess = GetCurrentProcess();
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if (!EnumProcessModules(hProcess, hModules, sizeof(hModules), &cbNeeded))
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return nullptr;
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for (i = 0; i < (cbNeeded / sizeof(HMODULE)); i++) {
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if (hModules[i] == gl_hThisInstance)
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continue;
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if (IsD3d9Dll(hModules[i])) {
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return hModules[i];
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}
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}
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return nullptr;
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}
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}
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unsigned int gl_ErrorState = 0;
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HINSTANCE gl_hThisInstance = nullptr;
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IDirect3D9* APIENTRY Direct3DCreate9(UINT SDKVersion)
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{
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Message("uMod_Direct3DCreate9: original %p, uMod %p\n", Direct3DCreate9_fn, Direct3DCreate9);
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ASSERT(Direct3DCreate9_ret);
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IDirect3D9* pIDirect3D9_orig = Direct3DCreate9_ret(SDKVersion); //creating the original IDirect3D9 object
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ASSERT(pIDirect3D9_orig);
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return new uMod_IDirect3D9(pIDirect3D9_orig); //return our object instead of the "real one"
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}
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HRESULT APIENTRY Direct3DCreate9Ex(UINT SDKVersion, IDirect3D9Ex** ppD3D)
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{
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Message("uMod_Direct3DCreate9Ex: original %p, uMod %p\n", Direct3DCreate9Ex_fn, Direct3DCreate9Ex);
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ASSERT(Direct3DCreate9Ex_ret);
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IDirect3D9Ex* pIDirect3D9Ex_orig = nullptr;
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HRESULT ret = Direct3DCreate9Ex_ret(SDKVersion, &pIDirect3D9Ex_orig); //creating the original IDirect3D9 object
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if (ret != S_OK)
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return ret;
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// @Cleanup: should be we freeing pIDirect3D9Ex at the end of our own lifecycle?
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uMod_IDirect3D9Ex* pIDirect3D9Ex = new uMod_IDirect3D9Ex(pIDirect3D9Ex_orig);
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ppD3D = (IDirect3D9Ex**)&pIDirect3D9Ex;
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return ret;
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}
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/*
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* dll entry routine, here we initialize or clean up
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*/
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BOOL WINAPI DllMain(HINSTANCE hModule, DWORD ul_reason_for_call, LPVOID lpReserved)
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{
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UNREFERENCED_PARAMETER(lpReserved);
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switch (ul_reason_for_call) {
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case DLL_PROCESS_ATTACH: {
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#ifdef _DEBUG
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AllocConsole();
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SetConsoleTitleA("gMod Console");
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freopen_s(&stdout_proxy, "CONOUT$", "w", stdout);
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freopen_s(&stderr_proxy, "CONOUT$", "w", stderr);
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#endif
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InitInstance(hModule);
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break;
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}
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case DLL_PROCESS_DETACH: {
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ExitInstance();
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break;
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}
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default: break;
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}
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return true;
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}
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void InitInstance(HINSTANCE hModule)
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{
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Message("InitInstance: %p\n", hModule);
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DisableThreadLibraryCalls(hModule); //reduce overhead
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// Store the handle to this module
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gl_hThisInstance = hModule;
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const auto d3d9_dll = LoadOriginalDll();
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ASSERT(d3d9_dll);
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MH_Initialize();
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// Hook our loaded Dll's dx9 calls though to uMod's functions
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Direct3DCreate9_fn = reinterpret_cast<Direct3DCreate9_type>(GetProcAddress(d3d9_dll, "Direct3DCreate9"));
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ASSERT(Direct3DCreate9_fn);
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if (Direct3DCreate9_fn) {
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MH_CreateHook(Direct3DCreate9_fn, Direct3DCreate9, (void**)&Direct3DCreate9_ret);
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MH_EnableHook(Direct3DCreate9_fn);
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}
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Direct3DCreate9Ex_fn = reinterpret_cast<Direct3DCreate9Ex_type>(GetProcAddress(d3d9_dll, "Direct3DCreate9Ex"));
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ASSERT(Direct3DCreate9Ex_fn);
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if (Direct3DCreate9Ex_fn) {
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MH_CreateHook(Direct3DCreate9Ex_fn, Direct3DCreate9Ex, (void**)&Direct3DCreate9Ex_ret);
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MH_EnableHook(Direct3DCreate9Ex_fn);
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}
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}
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void ExitInstance()
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{
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if (Direct3DCreate9_fn)
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MH_DisableHook(Direct3DCreate9_fn);
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if (Direct3DCreate9Ex_fn)
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MH_DisableHook(Direct3DCreate9Ex_fn);
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MH_Uninitialize();
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// Release the system's d3d9.dll
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if (gMod_Loaded_d3d9_Module_Handle != nullptr) {
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ASSERT(FreeLibrary(gMod_Loaded_d3d9_Module_Handle));
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gMod_Loaded_d3d9_Module_Handle = nullptr;
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}
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#ifdef _DEBUG
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if (stdout_proxy)
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fclose(stdout_proxy);
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if (stderr_proxy)
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fclose(stderr_proxy);
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__try {
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FreeConsole();
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}
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__except (EXCEPTION_CONTINUE_EXECUTION) { }
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#endif
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}
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HMODULE LoadOriginalDll()
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{
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HMODULE found = FindLoadedDll();
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if (found)
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return found;
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char executable_path[MAX_PATH]{};
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ASSERT(GetModuleFileName(GetModuleHandle(nullptr), executable_path, _countof(executable_path)) > 0);
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char gMod_path[MAX_PATH]{};
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ASSERT(GetModuleFileName(gl_hThisInstance, gMod_path, _countof(gMod_path)) > 0);
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const auto exe_fs_path = std::filesystem::path(executable_path);
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const auto gMod_fs_path = std::filesystem::path(gMod_path);
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if (exe_fs_path.parent_path() != gMod_fs_path.parent_path()
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|| gMod_fs_path.filename() != "d3d9.dll") {
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// Call basic LoadLibrary function; we're not in the same directory as the exe.
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gMod_Loaded_d3d9_Module_Handle = LoadLibrary("d3d9.dll");
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}
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else {
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// We're in the same directory as the exe, and we're called 'd3d9.dll'. Calling vanilla "LoadLibrary" will be recursive!
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char buffer[MAX_PATH];
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ASSERT(GetSystemDirectory(buffer, _countof(buffer) > 0)); //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, _countof(buffer), "\\d3d9.dll");
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gMod_Loaded_d3d9_Module_Handle = LoadLibrary(buffer);
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}
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ASSERT(gMod_Loaded_d3d9_Module_Handle);
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found = FindLoadedDll();
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ASSERT(found && found == gMod_Loaded_d3d9_Module_Handle);
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return found;
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}
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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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