#include #include "loader/component_loader.hpp" #include "materials.hpp" #include "console.hpp" #include "filesystem.hpp" #include "game/game.hpp" #include "game/dvars.hpp" #include #include #include #include #include #include namespace materials { namespace { utils::hook::detour db_material_streaming_fail_hook; utils::hook::detour material_register_handle_hook; utils::hook::detour db_get_material_index_hook; struct material_data_t { std::unordered_map materials; std::unordered_map images; }; char constant_table[0x20] = {}; utils::concurrency::container 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 = material_register_handle_hook.invoke("white"); const auto material = utils::memory::get_allocator()->allocate(); const auto texture_table = utils::memory::get_allocator()->allocate(); const auto image = utils::memory::get_allocator()->allocate(); 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->constantTable = &constant_table; 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; } void free_material(game::Material* material) { material->textureTable->u.image->textures.___u0.map->Release(); material->textureTable->u.image->textures.shaderView->Release(); utils::memory::get_allocator()->free(material->textureTable->u.image); utils::memory::get_allocator()->free(material->textureTable); utils::memory::get_allocator()->free(material->name); utils::memory::get_allocator()->free(material); } game::Material* load_material(const std::string& name) { return material_data.access([&](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() && !filesystem::read_file(utils::string::va("materials/%s.png", name.data()), &data)) { data_.materials[name] = nullptr; return nullptr; } const auto material = create_material(name, data); data_.materials[name] = material; return material; }); } game::Material* try_load_material(const std::string& name) { if (name == "white") { return nullptr; } 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(name); } return result; } int db_material_streaming_fail_stub(game::Material* material) { if (material->constantTable == &constant_table) { return 0; } return db_material_streaming_fail_hook.invoke(material); } unsigned int db_get_material_index_stub(game::Material* material) { if (material->constantTable == &constant_table) { return 0; } return db_get_material_index_hook.invoke(material); } } void add(const std::string& name, const std::string& data) { material_data.access([&](material_data_t& data_) { data_.images[name] = data; }); } bool exists(const std::string& name) { return material_data.access([&](material_data_t& data_) { return data_.images.find(name) != data_.images.end(); }); } void clear() { material_data.access([&](material_data_t& data_) { for (auto& material : data_.materials) { if (material.second == nullptr) { continue; } free_material(material.second); } data_.materials.clear(); }); } 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(0x1FB400_b, 0x3A1600_b), db_material_streaming_fail_stub); db_get_material_index_hook.create(SELECT_VALUE(0x1F1D80_b, 0x396000_b), db_get_material_index_stub); } }; } REGISTER_COMPONENT(materials::component)