2c28ca9d2a
- some sp stuff - important symbols - 🐤 to 🎮 - listassetpool & give should work now - binding, materials, scripting, logfile but they need some revision
213 lines
5.5 KiB
C++
213 lines
5.5 KiB
C++
#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "materials.hpp"
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#include "console.hpp"
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#include "filesystem.hpp"
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#include "game/game.hpp"
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#include "game/dvars.hpp"
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#include <utils/hook.hpp>
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#include <utils/memory.hpp>
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#include <utils/io.hpp>
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#include <utils/string.hpp>
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#include <utils/image.hpp>
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#include <utils/concurrency.hpp>
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namespace materials
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{
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namespace
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{
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utils::hook::detour db_material_streaming_fail_hook;
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utils::hook::detour material_register_handle_hook;
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utils::hook::detour db_get_material_index_hook;
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struct material_data_t
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{
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std::unordered_map<std::string, game::Material*> materials;
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std::unordered_map<std::string, std::string> images;
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};
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char constant_table[0x20] = {};
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utils::concurrency::container<material_data_t> material_data;
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game::GfxImage* setup_image(game::GfxImage* image, const utils::image& raw_image)
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{
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image->imageFormat = 0x1000003;
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image->resourceSize = -1;
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D3D11_SUBRESOURCE_DATA data{};
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data.SysMemPitch = raw_image.get_width() * 4;
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data.SysMemSlicePitch = data.SysMemPitch * raw_image.get_height();
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data.pSysMem = raw_image.get_buffer();
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game::Image_Setup(image, raw_image.get_width(), raw_image.get_height(), image->depth, image->numElements,
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image->imageFormat, DXGI_FORMAT_R8G8B8A8_UNORM, image->name, &data);
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return image;
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}
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game::Material* create_material(const std::string& name, const std::string& data)
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{
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const auto white = material_register_handle_hook.invoke<game::Material*>("white");
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const auto material = utils::memory::get_allocator()->allocate<game::Material>();
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const auto texture_table = utils::memory::get_allocator()->allocate<game::MaterialTextureDef>();
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const auto image = utils::memory::get_allocator()->allocate<game::GfxImage>();
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std::memcpy(material, white, sizeof(game::Material));
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std::memcpy(texture_table, white->textureTable, sizeof(game::MaterialTextureDef));
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std::memcpy(image, white->textureTable->u.image, sizeof(game::GfxImage));
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material->constantTable = &constant_table;
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material->name = utils::memory::get_allocator()->duplicate_string(name);
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image->name = material->name;
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material->textureTable = texture_table;
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material->textureTable->u.image = setup_image(image, data);
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return material;
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}
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void free_material(game::Material* material)
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{
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material->textureTable->u.image->textures.___u0.map->Release();
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material->textureTable->u.image->textures.shaderView->Release();
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utils::memory::get_allocator()->free(material->textureTable->u.image);
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utils::memory::get_allocator()->free(material->textureTable);
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utils::memory::get_allocator()->free(material->name);
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utils::memory::get_allocator()->free(material);
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}
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game::Material* load_material(const std::string& name)
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{
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return material_data.access<game::Material*>([&](material_data_t& data_) -> game::Material*
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{
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if (const auto i = data_.materials.find(name); i != data_.materials.end())
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{
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return i->second;
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}
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std::string data{};
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if (const auto i = data_.images.find(name); i != data_.images.end())
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{
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data = i->second;
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}
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if (data.empty() && !filesystem::read_file(utils::string::va("materials/%s.png", name.data()), &data))
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{
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data_.materials[name] = nullptr;
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return nullptr;
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}
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const auto material = create_material(name, data);
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data_.materials[name] = material;
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return material;
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});
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}
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game::Material* try_load_material(const std::string& name)
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{
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if (name == "white")
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{
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return nullptr;
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}
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try
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{
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return load_material(name);
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}
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catch (const std::exception& e)
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{
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console::error("Failed to load material %s: %s\n", name.data(), e.what());
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}
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return nullptr;
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}
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game::Material* material_register_handle_stub(const char* name)
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{
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auto result = try_load_material(name);
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if (result == nullptr)
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{
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result = material_register_handle_hook.invoke<game::Material*>(name);
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}
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return result;
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}
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int db_material_streaming_fail_stub(game::Material* material)
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{
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if (material->constantTable == &constant_table)
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{
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return 0;
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}
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return db_material_streaming_fail_hook.invoke<int>(material);
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}
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unsigned int db_get_material_index_stub(game::Material* material)
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{
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if (material->constantTable == &constant_table)
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{
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return 0;
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}
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return db_get_material_index_hook.invoke<unsigned int>(material);
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}
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}
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void add(const std::string& name, const std::string& data)
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{
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material_data.access([&](material_data_t& data_)
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{
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data_.images[name] = data;
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});
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}
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bool exists(const std::string& name)
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{
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return material_data.access<bool>([&](material_data_t& data_)
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{
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return data_.images.find(name) != data_.images.end();
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});
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}
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void clear()
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{
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material_data.access([&](material_data_t& data_)
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{
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for (auto& material : data_.materials)
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{
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if (material.second == nullptr)
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{
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continue;
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}
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free_material(material.second);
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}
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data_.materials.clear();
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});
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}
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class component final : public component_interface
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{
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public:
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void post_unpack() override
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{
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if (game::environment::is_dedi())
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{
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return;
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}
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material_register_handle_hook.create(game::Material_RegisterHandle, material_register_handle_stub);
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db_material_streaming_fail_hook.create(SELECT_VALUE(0x1FB400_b, 0x3A1600_b), db_material_streaming_fail_stub);
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db_get_material_index_hook.create(SELECT_VALUE(0x1F1D80_b, 0x396000_b), db_get_material_index_stub);
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}
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};
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}
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//REGISTER_COMPONENT(materials::component)
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