iw4x-client/src/Components/Modules/ModelSurfs.cpp

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#include "STDInclude.hpp"
namespace Components
{
std::map<void*, IUnknown*> ModelSurfs::BufferMap;
std::map<std::string, Game::CModelAllocData*> ModelSurfs::AllocMap;
IUnknown* ModelSurfs::GetBuffer(void* buffer)
{
return ModelSurfs::BufferMap[buffer];
}
void ModelSurfs::SetBuffer(char /*streamHandle*/, void* buffer, IUnknown** bufferOut, int* offsetOut)
{
*offsetOut = 0;
*bufferOut = ModelSurfs::BufferMap[buffer];
}
void ModelSurfs::CreateBuffers(Game::XModelSurfs* surfs)
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{
for (int i = 0; i < surfs->numSurfaces; ++i)
{
Game::XSurface* surface = &surfs->surfaces[i];
if (surface->streamHandle == 0xFF)
{
IDirect3DVertexBuffer9* vertexBuffer;
IDirect3DIndexBuffer9* indexBuffer;
Game::Load_VertexBuffer(surface->vertexBuffer, &vertexBuffer, surface->numVertices * 32);
Game::Load_IndexBuffer(surface->indexBuffer, &indexBuffer, surface->numPrimitives * 3);
ModelSurfs::BufferMap[surface->vertexBuffer] = vertexBuffer;
ModelSurfs::BufferMap[surface->indexBuffer] = indexBuffer;
}
}
}
Game::XModelSurfs* ModelSurfs::LoadXModelSurfaces(std::string name)
{
Utils::Memory::Allocator allocator;
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FileSystem::FileReader model(fmt::sprintf("models/%s", name.data()));
if (!model.Exists())
{
Logger::Error("Loading model %s failed!", name.data());
}
Game::CModelHeader header;
if (!model.Read(&header, sizeof header))
{
Logger::Error("Reading header for model %s failed!", name.data());
}
if (header.version != 1)
{
Logger::Error("Model %s has an invalid version %d (should be 1)!", name.data(), header.version);
}
// Allocate section buffers
header.sectionHeader[Game::SECTION_MAIN].buffer = Utils::Memory::Allocate(header.sectionHeader[Game::SECTION_MAIN].size);
header.sectionHeader[Game::SECTION_INDEX].buffer = Utils::Memory::AllocateAlign(header.sectionHeader[Game::SECTION_INDEX].size, 16);
header.sectionHeader[Game::SECTION_VERTEX].buffer = Utils::Memory::AllocateAlign(header.sectionHeader[Game::SECTION_VERTEX].size, 16);
header.sectionHeader[Game::SECTION_FIXUP].buffer = allocator.AllocateArray<char>(header.sectionHeader[Game::SECTION_FIXUP].size);
// Load section data
for (int i = 0; i < ARRAY_SIZE(header.sectionHeader); ++i)
{
model.Seek(header.sectionHeader[i].offset, FS_SEEK_SET);
if (!model.Read(header.sectionHeader[i].buffer, header.sectionHeader[i].size))
{
Logger::Error("Reading section %d for model %s failed!", i, name.data());
}
}
// Fixup sections
unsigned int* fixups = reinterpret_cast<unsigned int*>(header.sectionHeader[Game::SECTION_FIXUP].buffer);
for (int i = 0; i < 3; ++i)
{
Game::CModelSectionHeader* section = &header.sectionHeader[i];
for (int j = section->fixupStart; j < section->fixupStart + section->fixupCount; ++j)
{
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unsigned int fixup = fixups[j];
*reinterpret_cast<DWORD*>(reinterpret_cast<char*>(section->buffer) + (fixup >> 3)) += reinterpret_cast<DWORD>(header.sectionHeader[fixup & 3].buffer);
}
}
// Store allocation data (not sure if this is correct)
Game::CModelAllocData* allocationData = Utils::Memory::AllocateArray<Game::CModelAllocData>();
allocationData->mainArray = header.sectionHeader[Game::SECTION_MAIN].buffer;
allocationData->indexBuffer = header.sectionHeader[Game::SECTION_INDEX].buffer;
allocationData->vertexBuffer = header.sectionHeader[Game::SECTION_VERTEX].buffer;
Assert_Size(Game::XSurface, 64);
Game::XModelSurfs* modelSurfs = reinterpret_cast<Game::XModelSurfs*>(allocationData->mainArray);
Game::XSurface* tempSurfaces = allocator.AllocateArray<Game::XSurface>(modelSurfs->numSurfaces);
char* surfaceData = reinterpret_cast<char*>(modelSurfs->surfaces);
ModelSurfs::AllocMap[modelSurfs->name] = allocationData;
*reinterpret_cast<void**>(reinterpret_cast<char*>(allocationData->mainArray) + 44) = allocationData;
for (int i = 0; i < modelSurfs->numSurfaces; ++i)
{
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char* source = &surfaceData[i * 84];
memcpy(&tempSurfaces[i], source, 12);
memcpy(&tempSurfaces[i].indexBuffer, source + 16, 20);
memcpy(&tempSurfaces[i].numCT, source + 40, 8);
memcpy(&tempSurfaces[i].something, source + 52, 24);
tempSurfaces[i].streamHandle = 0xFF; // Fake handle for buffer interception
}
memcpy(surfaceData, tempSurfaces, 64 * modelSurfs->numSurfaces);
ModelSurfs::CreateBuffers(modelSurfs);
return modelSurfs;
}
bool ModelSurfs::LoadSurfaces(Game::XModel* model)
{
if (!model) return false;
bool changed = false;
short surfCount = 0;
for (char i = 0; i < model->numLods; ++i)
{
Game::XModelSurfs* surfs = model->lods[i].surfaces;
if (!surfs->surfaces)
{
Game::XModelSurfs* newSurfs = ModelSurfs::LoadXModelSurfaces(surfs->name);
surfs->surfaces = newSurfs->surfaces;
surfs->numSurfaces = newSurfs->numSurfaces;
model->lods[i].surfs = newSurfs->surfaces;
memcpy(model->lods[i].pad3, newSurfs->pad, 24);
short numSurfs = static_cast<short>(newSurfs->numSurfaces);
model->lods[i].numSurfs = numSurfs;
model->lods[i].maxSurfs = surfCount;
surfCount += numSurfs;
changed = true;
}
}
return changed;
}
void ModelSurfs::ReleaseModelSurf(Game::XAssetHeader header)
{
bool hasCustomSurface = false;
for (int i = 0; i < header.surfaces->numSurfaces && header.surfaces->surfaces; ++i)
{
Game::XSurface* surface = &header.surfaces->surfaces[i];
if (surface->streamHandle == 0xFF)
{
hasCustomSurface = true;
auto buffer = ModelSurfs::BufferMap.find(surface->indexBuffer);
if (buffer != ModelSurfs::BufferMap.end())
{
buffer->second->Release();
ModelSurfs::BufferMap.erase(buffer);
}
buffer = ModelSurfs::BufferMap.find(surface->vertexBuffer);
if (buffer != ModelSurfs::BufferMap.end())
{
buffer->second->Release();
ModelSurfs::BufferMap.erase(buffer);
}
}
}
if (hasCustomSurface)
{
auto allocData = ModelSurfs::AllocMap.find(header.surfaces->name);
if (allocData != ModelSurfs::AllocMap.end())
{
Utils::Memory::FreeAlign(allocData->second->indexBuffer);
Utils::Memory::FreeAlign(allocData->second->vertexBuffer);
Utils::Memory::Free(allocData->second->mainArray);
Utils::Memory::Free(allocData->second);
ModelSurfs::AllocMap.erase(allocData);
}
}
}
void ModelSurfs::BeginRecover()
{
for (auto& buffer : ModelSurfs::BufferMap)
{
buffer.second->Release();
}
ModelSurfs::BufferMap.clear();
}
void ModelSurfs::EndRecover()
{
Game::DB_EnumXAssets_Internal(Game::XAssetType::ASSET_TYPE_XMODELSURFS, [] (Game::XAssetHeader header, void* /*userdata*/)
{
ModelSurfs::CreateBuffers(header.surfaces);
}, nullptr, false);
}
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void ModelSurfs::XModelSurfsFixup(Game::XModel* model)
{
if (!ModelSurfs::LoadSurfaces(model))
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{
Game::DB_XModelSurfsFixup(model);
}
}
__declspec(naked) void ModelSurfs::GetIndexBufferStub()
{
__asm
{
mov eax, [esp + 4h]
cmp al, 0FFh
jne returnSafe
jmp ModelSurfs::SetBuffer
returnSafe:
movzx eax, [esp + 4h]
mov edx, 4B4DE5h
jmp edx
}
}
__declspec(naked) void ModelSurfs::GetIndexBufferStub2()
{
__asm
{
mov eax, [esp + 4h]
cmp al, 0FFh
jne returnSafe
mov eax, [edi + 0Ch]
push eax
call ModelSurfs::GetBuffer
add esp, 4h
retn
returnSafe:
mov eax, 4FDC20h
jmp eax
}
}
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__declspec(naked) void ModelSurfs::GetIndexBaseStub()
{
__asm
{
mov eax, [esp + 4h]
cmp al, 0FFh
jne returnSafe
xor eax, eax
retn
returnSafe:
mov eax, 48C5F0h
jmp eax
}
}
__declspec(naked) void ModelSurfs::GetVertexBufferStub()
{
__asm
{
mov eax, [esp + 4h]
cmp al, 0FFh
jne returnSafe
jmp ModelSurfs::SetBuffer
returnSafe:
movzx eax, [esp + 4h]
mov edx, 5BC055h
jmp edx
}
}
ModelSurfs::ModelSurfs()
{
ModelSurfs::BufferMap.clear();
// Install release handler
Game::DB_ReleaseXAssetHandlers[Game::XAssetType::ASSET_TYPE_XMODELSURFS] = ModelSurfs::ReleaseModelSurf;
// Install device recovery handlers
Renderer::OnDeviceRecoveryBegin(ModelSurfs::BeginRecover);
Renderer::OnDeviceRecoveryEnd(ModelSurfs::EndRecover);
// Install hooks
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Utils::Hook(0x47A6BD, ModelSurfs::XModelSurfsFixup, HOOK_CALL).Install()->Quick();
Utils::Hook(0x558F12, ModelSurfs::GetIndexBaseStub, HOOK_CALL).Install()->Quick();
Utils::Hook(0x4B4DE0, ModelSurfs::GetIndexBufferStub, HOOK_JUMP).Install()->Quick();
Utils::Hook(0x558E70, ModelSurfs::GetIndexBufferStub2, HOOK_CALL).Install()->Quick();
Utils::Hook(0x5BC050, ModelSurfs::GetVertexBufferStub, HOOK_JUMP).Install()->Quick();
}
ModelSurfs::~ModelSurfs()
{
assert(ModelSurfs::BufferMap.empty());
assert(ModelSurfs::AllocMap.empty());
}
}