[Maps] Add dvar r_forceForwardModels for debugging

This commit is contained in:
momo5502 2017-03-28 14:09:24 +02:00
parent 7b22727bdf
commit 3a0a5b8506
6 changed files with 177 additions and 23 deletions

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@ -569,10 +569,10 @@ namespace Components
AntiCheat::Hash.clear();
#ifdef DEBUG
Command::Add("penis", [] (Command::Params*)
{
AntiCheat::CrashClient();
});
Command::Add("penis", [](Command::Params*)
{
AntiCheat::CrashClient();
});
#else
Utils::Hook(0x507BD5, AntiCheat::PatchWinAPI, HOOK_CALL).install()->quick();

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@ -294,7 +294,6 @@ namespace Assets
if (cell->reflectionProbes)
{
// no align for char
cell->reflectionProbes = reader.readArray<char>(cell->reflectionProbeCount);
}
}
@ -311,7 +310,6 @@ namespace Assets
if (asset->lightGrid.rawRowData)
{
// no align for char
asset->lightGrid.rawRowData = reader.readArray<char>(asset->lightGrid.rawRowDataSize);
}

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@ -468,11 +468,6 @@ namespace Components
{
AssertSize(Game::XAssetEntry, 16);
Command::Add("skipModel", [](Command::Params*)
{
Utils::Hook::Nop(0x541F02, 6);
});
Maps::EntryPool.clear();
if (ZoneBuilder::IsEnabled())
@ -539,6 +534,165 @@ namespace Components
Maps::Maps()
{
// Set AABBTree
//Utils::Hook::Nop(0x54A575, 2);
//Utils::Hook::Nop(0x54A589, 2);
//Utils::Hook::Set<WORD>(0x54A506, 0xE990);
// Reset while drawing
//Utils::Hook::Nop(0x542073, 4);
//Utils::Hook::Nop(0x54209B, 4);
//Utils::Hook::Nop(0x541FAB, 4);
// Reset dpvs
//Utils::Hook::Nop(0x5185A3, 5);
Dvar::OnInit([]()
{
Dvar::Register<bool>("r_forceForwardModels", false, 0, "Force drawing all static models in front of the player");
});
// Hook R_ClearDpvsSceneView to force drawing all models in front of us
Utils::Hook(0x50EF39, []()
{
Utils::Hook::Call<void()>(0x518530)(); // R_ClearDpvsSceneView
Game::GfxWorld*& gameWorld = *reinterpret_cast<Game::GfxWorld**>(0x66DEE94);
if (!Game::CL_IsCgameInitialized() || !gameWorld || !Dvar::Var("r_forceForwardModels").get<bool>()) return;
Game::vec3_t forward;
Game::vec3_t right;
Game::AngleVectors(reinterpret_cast<float*>(0x85F650), forward, right, nullptr);
float* selfOrigin = reinterpret_cast<float*>(0x85B708);
auto normalizeVector = [](float* vector, int dim)
{
float length = 0;
for (int i = 0; i < dim; ++i)
{
length += std::pow(vector[i], 2);
}
length = std::sqrt(length);
for (int i = 0; i < dim; ++i)
{
vector[i] /= length;
}
};
// Move 200 units back
normalizeVector(forward, 2);
forward[0] *= 200.0f;
forward[1] *= 200.0f;
Game::vec3_t selfOriginAdjusted = { selfOrigin[0] - forward[0], selfOrigin[1] - forward[1], selfOrigin[2] };
selfOrigin = selfOriginAdjusted;
for (unsigned int i = 0; i < gameWorld->dpvs.smodelCount; ++i)
{
float* origin = gameWorld->dpvs.smodelDrawInsts[i].placement.origin;
struct Matrix // 2x2
{
Game::vec2_t row1;
Game::vec2_t row2;
// a b
// c d
Matrix(float a, float b, float c, float d)
{
this->row1[0] = a;
this->row1[1] = b;
this->row2[0] = c;
this->row2[1] = d;
}
void solve(float* inOut) // Ax=b -> sovle x for b -> store in b
{
bool swapped = false;
if (this->row1[0] == 0)
{
std::swap(this->row1, this->row2);
std::swap(inOut[0], inOut[1]);
swapped = true;
}
// Normalize pivot a to 1
this->row1[1] /= this->row1[0];
inOut[0] /= this->row1[0];
this->row1[0] = 1;
this->row2[1] -= this->row1[1] * this->row2[0]; // This should be 0
inOut[1] -= inOut[0] * this->row2[0];
this->row2[0] = 0; // This is now zero
if (this->row2[1] == 0)
{
inOut[1] = 0;
}
else
{
// Normalize pivot d to 1
inOut[1] /= this->row2[1];
this->row2[1] = 1;
inOut[0] -= this->row1[1] * inOut[1];
}
if (swapped) std::swap(inOut[0], inOut[1]);
}
};
struct Line
{
Game::vec2_t point;
Game::vec2_t direction;
Line(float* p, float* dir)
{
std::memcpy(this->point, p, sizeof this->point);
std::memcpy(this->direction, dir, sizeof this->direction);
}
void cross(Line &line, float* out)
{
Matrix matrix(direction[0], -(line.direction[0]), direction[1], -(line.direction[1]));
out[0] = line.point[0] - this->point[0];
out[1] = line.point[1] - this->point[1];
matrix.solve(out);
float scale = out[0]; // 0 is direction scale for this, 1 is scale for line
out[0] = this->point[0] + (this->direction[0] * scale);
out[1] = this->point[1] + (this->direction[1] * scale);
}
};
Line border(selfOrigin, right);
Line object(origin, forward);
Game::vec2_t borderPoint;
border.cross(object, borderPoint);
Game::vec2_t direction = { origin[0] - borderPoint[0], origin[1] - borderPoint[1] };
// Direction and forward normalized should be equal, we just skip normalization here and compare signs
if(((direction[0] <= 0 && forward[0] <= 0) || ((direction[0] >= 0 && forward[0] >= 0))) && ((direction[1] <= 0 && forward[1] <= 0) || ((direction[1] >= 0 && forward[1] >= 0))))
{
gameWorld->dpvs.smodelVisData[0][i] = 1;
gameWorld->dpvs.smodelVisData[1][i] = 1;
gameWorld->dpvs.smodelVisData[2][i] = 1;
}
}
}, HOOK_CALL).install()->quick();
Command::Add("skipModel", [](Command::Params*)
{
Utils::Hook::Nop(0x541F02, 6);
});
Dvar::OnInit([] ()
{
Dvar::Register<bool>("isDlcInstalled_All", false, Game::DVAR_FLAG_USERCREATED | Game::DVAR_FLAG_WRITEPROTECTED, "");

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@ -644,27 +644,24 @@ namespace Components
}
});
static Game::GfxWorld* storedWorld = nullptr;
AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader asset, std::string name, bool* /*restrict*/)
{
if (type == Game::XAssetType::ASSET_TYPE_GFXWORLD)
{
Game::GfxWorld* world = asset.gfxWorld;
Utils::Stream buffer(0x1000);
for (unsigned int i = 0; i < world->dpvs.staticSurfaceCount; ++i)
{
buffer.saveString(Utils::String::VA("%s\n", world->dpvs.surfaces[world->dpvs.sortedSurfIndex[i]].material->name));
}
Utils::IO::WriteFile("userraw/logs/matlog.txt", buffer.toBuffer());
std::string buffer;
storedWorld = asset.gfxWorld;
for (unsigned int i = 0; i < asset.gfxWorld->dpvs.staticSurfaceCount; ++i)
{
buffer.append(Utils::String::VA("%s\n", asset.gfxWorld->dpvs.surfaces[asset.gfxWorld->dpvs.sortedSurfIndex[i]].material->name));
}
Utils::IO::WriteFile("userraw/logs/matlog.txt", buffer);
}
});
Dvar::OnInit([]()
Dvar::OnInit([]
{
Dvar::Register<bool>("r_drawAabbTrees", false, Game::DVAR_FLAG_USERCREATED, "draw aabb trees");
Dvar::Register<bool>("r_drawAabbTrees", false, Game::DVAR_FLAG_USERCREATED, "Draw aabb trees");
});
Renderer::OnFrame([]()

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@ -2,6 +2,8 @@
namespace Game
{
AngleVectors_t AngleVectors = AngleVectors_t(0x4691A0);
BG_GetNumWeapons_t BG_GetNumWeapons = BG_GetNumWeapons_t(0x4F5CC0);
BG_GetWeaponName_t BG_GetWeaponName = BG_GetWeaponName_t(0x4E6EC0);
BG_LoadWeaponDef_LoadObj_t BG_LoadWeaponDef_LoadObj = BG_LoadWeaponDef_LoadObj_t(0x57B5F0);

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@ -2,6 +2,9 @@
namespace Game
{
typedef void(__cdecl * AngleVectors_t)(float *angles, float *forward, float *right, float *up);
extern AngleVectors_t AngleVectors;
typedef unsigned int(__cdecl * BG_GetNumWeapons_t)();
extern BG_GetNumWeapons_t BG_GetNumWeapons;