Custom material stupport

This commit is contained in:
Federico Cecchetto 2022-03-16 00:27:49 +01:00
parent 87bec471dc
commit 60a0062dfd
4 changed files with 257 additions and 2 deletions

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@ -0,0 +1,167 @@
#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "materials.hpp"
#include "console.hpp"
#include "game/game.hpp"
#include "game/dvars.hpp"
#include <utils/hook.hpp>
#include <utils/memory.hpp>
#include <utils/io.hpp>
#include <utils/string.hpp>
#include <utils/image.hpp>
#include <utils/concurrency.hpp>
namespace materials
{
namespace
{
utils::hook::detour db_material_streaming_fail_hook;
utils::hook::detour material_register_handle_hook;
struct material_data_t
{
std::unordered_map<std::string, game::Material*> materials;
std::unordered_map<std::string, std::string> images;
};
utils::concurrency::container<material_data_t> material_data;
game::GfxImage* setup_image(game::GfxImage* image, const utils::image& raw_image)
{
image->imageFormat = 0x1000003;
image->resourceSize = -1;
D3D11_SUBRESOURCE_DATA data{};
data.SysMemPitch = raw_image.get_width() * 4;
data.SysMemSlicePitch = data.SysMemPitch * raw_image.get_height();
data.pSysMem = raw_image.get_buffer();
game::Image_Setup(image, raw_image.get_width(), raw_image.get_height(), image->depth, image->numElements,
image->imageFormat, DXGI_FORMAT_R8G8B8A8_UNORM, image->name, &data);
return image;
}
game::Material* create_material(const std::string& name, const std::string& data)
{
const auto white = *reinterpret_cast<game::Material**>(SELECT_VALUE(0x141F3D860, 0x14282C330));
const auto material = utils::memory::get_allocator()->allocate<game::Material>();
const auto texture_table = utils::memory::get_allocator()->allocate<game::MaterialTextureDef>();
const auto image = utils::memory::get_allocator()->allocate<game::GfxImage>();
std::memcpy(material, white, sizeof(game::Material));
std::memcpy(texture_table, white->textureTable, sizeof(game::MaterialTextureDef));
std::memcpy(image, white->textureTable->u.image, sizeof(game::GfxImage));
material->name = utils::memory::get_allocator()->duplicate_string(name);
image->name = material->name;
material->textureTable = texture_table;
material->textureTable->u.image = setup_image(image, data);
return material;
}
game::Material* load_material(const std::string& name)
{
return material_data.access<game::Material*>([&](material_data_t& data_) -> game::Material*
{
if (const auto i = data_.materials.find(name); i != data_.materials.end())
{
return i->second;
}
std::string data{};
if (const auto i = data_.images.find(name); i != data_.images.end())
{
data = i->second;
}
if (data.empty()
&& !utils::io::read_file(utils::string::va("h1-mod/materials/%s.png", name.data()), &data)
&& !utils::io::read_file(utils::string::va("data/materials/%s.png", name.data()), &data))
{
return nullptr;
}
const auto material = create_material(name, data);
data_.materials[name] = material;
return material;
});
}
game::Material* try_load_material(const std::string& name)
{
try
{
return load_material(name);
}
catch (const std::exception& e)
{
console::error("Failed to load material %s: %s\n", name.data(), e.what());
}
return nullptr;
}
game::Material* material_register_handle_stub(const char* name)
{
auto result = try_load_material(name);
if (result == nullptr)
{
result = material_register_handle_hook.invoke<game::Material*>(name);
}
return result;
}
bool db_material_streaming_fail_stub(game::Material* material)
{
const auto found = material_data.access<bool>([material](material_data_t& data_)
{
if (data_.materials.find(material->name) != data_.materials.end())
{
return true;
}
return false;
});
if (found)
{
return false;
}
return db_material_streaming_fail_hook.invoke<bool>(material);
}
}
void add(const std::string& name, const std::string& data)
{
material_data.access([&](material_data_t& data_)
{
data_.images[name] = data;
});
}
class component final : public component_interface
{
public:
void post_unpack() override
{
if (game::environment::is_dedi())
{
return;
}
material_register_handle_hook.create(game::Material_RegisterHandle, material_register_handle_stub);
db_material_streaming_fail_hook.create(SELECT_VALUE(0x1401D3180, 0x1402C6260), db_material_streaming_fail_stub);
}
};
}
REGISTER_COMPONENT(materials::component)

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@ -0,0 +1,6 @@
#pragma once
namespace materials
{
void add(const std::string& name, const std::string& data);
}

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@ -1101,11 +1101,91 @@ namespace game
int forceTechType;
};
struct GfxImage;
union MaterialTextureDefInfo
{
GfxImage* image;
void* water;
};
struct MaterialTextureDef
{
unsigned int nameHash;
char nameStart;
char nameEnd;
char samplerState;
char semantic;
MaterialTextureDefInfo u;
char pad[1000];
};
struct MaterialPass
{
void* vertexShader;
void* vertexDecl;
void* hullShader;
void* domainShader;
void* pixelShader;
char pixelOutputMask;
char perPrimArgCount;
char perObjArgCount;
char stableArgCount;
unsigned __int16 perPrimArgSize;
unsigned __int16 perObjArgSize;
unsigned __int16 stableArgSize;
char zone;
char perPrimConstantBuffer;
char perObjConstantBuffer;
char stableConstantBuffer;
unsigned int customBufferFlags;
char customSamplerFlags;
char precompiledIndex;
char stageConfig;
void* args;
};
struct MaterialTechnique
{
const char* name;
unsigned __int16 flags;
unsigned __int16 passCount;
MaterialPass passArray[1];
};
struct MaterialTechniqueSet
{
const char* name;
unsigned __int16 flags;
char worldVertFormat;
char preDisplacementOnlyCount;
MaterialTechnique* techniques[309];
};
struct GfxStateBits
{
unsigned int loadBits[3];
char zone;
char depthStencilState[11];
char blendState;
char rasterizerState;
};
struct Material
{
const char* name;
char __pad0[0x118];
char textureCount;
char __pad1[7];
MaterialTechniqueSet* techniqueSet;
MaterialTextureDef* textureTable;
void* constantTable;
GfxStateBits* stateBitsTable;
char __pad2[0x108];
};
static_assert(sizeof(Material) == 0x250);
struct Glyph
{
unsigned short letter;
@ -1252,7 +1332,6 @@ namespace game
GfxImageLoadDef* loadDef;
};
struct GfxTexture
{
$3FA29451CE6F1FA138A5ABAB84BE9676 ___u0;

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@ -121,6 +121,9 @@ namespace game
#define R_AddCmdDrawTextWithCursor(TXT, MC, F, UNK, X, Y, XS, YS, R, C, S, CP, CC) \
H1_AddBaseDrawTextCmd(TXT, MC, F, game::R_GetFontHeight(F), X, Y, XS, YS, R, C, S, CP, CC, game::R_DrawSomething(S))
WEAK symbol<char* (GfxImage* image, uint32_t width, uint32_t height, uint32_t depth, uint32_t mipCount,
uint32_t imageFlags, DXGI_FORMAT imageFormat, const char* name, const D3D11_SUBRESOURCE_DATA* initData)> Image_Setup{0x1404D7D50, 0x1405DCF90};
WEAK symbol<unsigned int(unsigned int localId, const char* pos,
unsigned int paramcount)> VM_Execute{0x140376360, 0x140444350};