Files
gMod/uMod_DX10/uMod_DX10_dll.cpp
T
code@koerner-de.net d99107a919 preliminary result
2012-04-04 19:10:38 +00:00

406 lines
14 KiB
C++

/*
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
*/
#define number_of_byte 5
#include "uMod_DX10_dll.h"
//#include "disasm-lib/cpu.c"
//#include "disasm-lib/disasm.c"
//#include "disasm-lib/disasm_x86.c"
//#include "disasm-lib/misc.c"
//#include "mhook-lib/mhook.cpp"
//#include "mhook-lib/mhook.h"
//#include "uMod_ID3D10Device.h"
//#include "uMod_ID3D10Device1.h"
//#include "uMod_IDXGISwapChain.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_hOriginal_DX10_Dll = NULL;
HINSTANCE gl_hOriginal_DX101_Dll = NULL;
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**);
#ifndef NO_INJECTION
D3D10CreateDeviceAndSwapChain_type D3D10CreateDeviceAndSwapChain_fn = NULL;
D3D10CreateDeviceAndSwapChain1_type D3D10CreateDeviceAndSwapChain1_fn = NULL;
#endif
/*
* global variable which are linked external
*/
void InitDX10(void)
{
LoadOriginal_DX10_Dll();
/*
HRESULT ret = E_OUTOFMEMORY;
//IDXGIAdapter Adap;#
D3D10CreateDeviceAndSwapChain_fn = (D3D10CreateDeviceAndSwapChain_type) GetProcAddress( gl_hOriginal_DX10_Dll, "D3D10CreateDeviceAndSwapChain");
IDXGISwapChain *pIDXGISwapChain_orig = NULL;
ID3D10Device *pID3D10Device_orig = NULL;
if (D3D10CreateDeviceAndSwapChain_fn!=NULL)
{
Message("PRE: create original device\n");
ret = D3D10CreateDeviceAndSwapChain_fn( NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, D3D10_CREATE_DEVICE_SINGLETHREADED,
D3D10_SDK_VERSION, NULL, &pIDXGISwapChain_orig, &pID3D10Device_orig);
if (ret == S_OK )
{
Message("PRE: created\n");
pIDXGISwapChain_orig->Release();
pID3D10Device_orig->Release();
Message("PRE: released\n");
}
else
{
Message("PRE: failed\n");
}
}
else
{
Message("PRE: no function\n");
}
*/
#ifndef NO_INJECTION
// we detour the original D3D10CreateDeviceAndSwapChain to our uMod_D3D10CreateDeviceAndSwapChain
if (gl_hOriginal_DX10_Dll!=NULL)
{
D3D10CreateDeviceAndSwapChain_fn = (D3D10CreateDeviceAndSwapChain_type) GetProcAddress(gl_hOriginal_DX10_Dll, "D3D10CreateDeviceAndSwapChain");
if (D3D10CreateDeviceAndSwapChain_fn!=NULL)
{
Message("Detour: D3D10CreateDeviceAndSwapChain\n");
//D3D10CreateDeviceAndSwapChain_fn = (D3D10CreateDeviceAndSwapChain_type)DetourFunc( (BYTE*)D3D10CreateDeviceAndSwapChain_fn, (BYTE*)uMod_D3D10CreateDeviceAndSwapChain, number_of_byte);
//Mhook_SetHook((PVOID*)&D3D10CreateDeviceAndSwapChain_fn, uMod_D3D10CreateDeviceAndSwapChain);
D3D10CreateDeviceAndSwapChain_fn = (D3D10CreateDeviceAndSwapChain_type) DetourFunction( (BYTE*)D3D10CreateDeviceAndSwapChain_fn, (BYTE*)uMod_D3D10CreateDeviceAndSwapChain);
//DetourTransactionBegin();
//Messagebox_orig = (Messagebox_typ)DetourAttach(&(PVOID&)MessageBoxA, (PVOID)MyMessageBox);
//D3D10CreateDeviceAndSwapChain_fn = (D3D10CreateDeviceAndSwapChain_type) DetourAttach( (BYTE*)D3D10CreateDeviceAndSwapChain_fn, (BYTE*)uMod_D3D10CreateDeviceAndSwapChain);
//DetourTransactionCommit();
}
}
if (gl_hOriginal_DX101_Dll!=NULL)
{
//D3D10CreateDeviceAndSwapChain1_fn = (D3D10CreateDeviceAndSwapChain1_type) GetProcAddress(gl_hOriginal_DX101_Dll, "D3D10CreateDeviceAndSwapChain1");
if (D3D10CreateDeviceAndSwapChain1_fn!=NULL)
{
Message("Detour: D3D10CreateDeviceAndSwapChain1\n");
D3D10CreateDeviceAndSwapChain1_fn = (D3D10CreateDeviceAndSwapChain1_type)DetourFunc( (BYTE*)D3D10CreateDeviceAndSwapChain1_fn, (BYTE*)uMod_D3D10CreateDeviceAndSwapChain1, 5);
}
}
#endif
}
void ExitDX10(void)
{
// 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;
}
}
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);
}
}
#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_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( );
}
*/
#else
/*
* We inject the dll into the game, thus we retour the original Direct3DCreate9 function to our MyDirect3DCreate9 function
*/
HRESULT uMod_D3D10CreateDeviceAndSwapChain(
IDXGIAdapter *pAdapter,
D3D10_DRIVER_TYPE DriverType,
HMODULE Software,
UINT Flags,
UINT SDKVersion,
DXGI_SWAP_CHAIN_DESC *pSwapChainDesc,
IDXGISwapChain **ppSwapChain,
ID3D10Device **ppDevice
)
{
Message("uMod_D3D10CreateDeviceAndSwapChain: bla original %lu, uMod %lu\n", D3D10CreateDeviceAndSwapChain_fn, uMod_D3D10CreateDeviceAndSwapChain);
// 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
//LoadOriginal_DX10_Dll();
//RetourFunc((BYTE*) GetProcAddress( gl_hOriginal_DX9_Dll, "Direct3DCreate9"), (BYTE*)Direct3DCreate9_fn, 5);
//Direct3DCreate9_fn = (Direct3DCreate9_type) GetProcAddress( gl_hOriginal_DX9_Dll, "Direct3DCreate9");
RetourFunc((BYTE*) GetProcAddress( gl_hOriginal_DX10_Dll, "D3D10CreateDeviceAndSwapChain"), (BYTE*)D3D10CreateDeviceAndSwapChain_fn, number_of_byte);
D3D10CreateDeviceAndSwapChain_fn = (D3D10CreateDeviceAndSwapChain_type) GetProcAddress( gl_hOriginal_DX10_Dll, "D3D10CreateDeviceAndSwapChain");
// END
//DetourRemove( (BYTE*) GetProcAddress( gl_hOriginal_DX10_Dll, "D3D10CreateDeviceAndSwapChain"), (BYTE*)D3D10CreateDeviceAndSwapChain_fn);
//D3D10CreateDeviceAndSwapChain_fn = (D3D10CreateDeviceAndSwapChain_type) GetProcAddress( gl_hOriginal_DX10_Dll, "D3D10CreateDeviceAndSwapChain");
HRESULT ret = E_OUTOFMEMORY;
IDXGISwapChain *pIDXGISwapChain_orig = NULL;
ID3D10Device *pID3D10Device_orig = NULL;
if (D3D10CreateDeviceAndSwapChain_fn)
{
Message("create original device\n");
ret = D3D10CreateDeviceAndSwapChain_fn(pAdapter,DriverType,Software,Flags,SDKVersion,pSwapChainDesc, &pIDXGISwapChain_orig, &pID3D10Device_orig);
}
/*
uMod_IDirect3D9 *pIDirect3D9;
if (pIDirect3D9_orig)
{
pIDirect3D9 = new uMod_IDirect3D9( pIDirect3D9_orig, gl_TextureServer); //creating our uMod_IDirect3D9 object
}
*/
// we detour again
Message("detour again\n");
//D3D10CreateDeviceAndSwapChain_fn = (D3D10CreateDeviceAndSwapChain_type)DetourFunc( (BYTE*)D3D10CreateDeviceAndSwapChain_fn, (BYTE*)uMod_D3D10CreateDeviceAndSwapChain, number_of_byte);
//*ppSwapChain = pIDXGISwapChain_orig;
//*ppDevice = pID3D10Device_orig;
Message("Fine\n");
return (ret);
}
HRESULT 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
)
{
Message("uMod_D3D10CreateDeviceAndSwapChain1: original %lu, uMod %lu\n", D3D10CreateDeviceAndSwapChain1_fn, uMod_D3D10CreateDeviceAndSwapChain1);
// 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
//LoadOriginal_DX10_Dll();
RetourFunc((BYTE*) GetProcAddress( gl_hOriginal_DX101_Dll, "D3D10CreateDeviceAndSwapChain1"), (BYTE*)D3D10CreateDeviceAndSwapChain1_fn, 5);
D3D10CreateDeviceAndSwapChain1_fn = (D3D10CreateDeviceAndSwapChain1_type) GetProcAddress( gl_hOriginal_DX101_Dll, "D3D10CreateDeviceAndSwapChain1");
// END
HRESULT ret = E_OUTOFMEMORY;
IDXGISwapChain *pIDXGISwapChain_orig = NULL;
ID3D10Device1 *pID3D10Device1_orig = NULL;
if (D3D10CreateDeviceAndSwapChain1_fn)
{
ret = D3D10CreateDeviceAndSwapChain1_fn(pAdapter,DriverType,Software,Flags,HardwareLevel,SDKVersion,pSwapChainDesc, &pIDXGISwapChain_orig, &pID3D10Device1_orig);
}
/*
uMod_IDirect3D9 *pIDirect3D9;
if (pIDirect3D9_orig)
{
pIDirect3D9 = new uMod_IDirect3D9( pIDirect3D9_orig, gl_TextureServer); //creating our uMod_IDirect3D9 object
}
*/
// we detour again
D3D10CreateDeviceAndSwapChain1_fn = (D3D10CreateDeviceAndSwapChain1_type)DetourFunc( (BYTE*)D3D10CreateDeviceAndSwapChain1_fn, (BYTE*)uMod_D3D10CreateDeviceAndSwapChain1, 5);
//D3D10CreateDeviceAndSwapChain1_fn = (D3D10CreateDeviceAndSwapChain1_type)DetourFunc( (BYTE*)D3D10CreateDeviceAndSwapChain1_fn, (BYTE*)uMod_D3D10CreateDeviceAndSwapChain1, 5);
*ppSwapChain = pIDXGISwapChain_orig;
*ppDevice = pID3D10Device1_orig;
return (ret);
}
#endif