#include "STDInclude.hpp" namespace Components { Utils::Signal Renderer::BackendFrameSignal; Utils::Signal Renderer::SingleBackendFrameSignal; Utils::Signal Renderer::EndRecoverDeviceSignal; Utils::Signal Renderer::BeginRecoverDeviceSignal; Dvar::Var Renderer::r_drawTriggers; Dvar::Var Renderer::r_drawSceneModelCollisions; Dvar::Var Renderer::r_drawModelBoundingBoxes; Dvar::Var Renderer::r_drawModelNames; Dvar::Var Renderer::r_drawAABBTrees; Dvar::Var Renderer::r_playerDrawDebugDistance; float cyan[4] = { 0.0f, 0.5f, 0.5f, 1.0f }; float red[4] = { 1.0f, 0.0f, 0.0f, 1.0f }; float green[4] = { 0.0f, 1.0f, 0.0f, 1.0f }; // R_draw model names & collisions colors float sceneModelsColor[4] = { 1.0f, 1.0f, 0.0f, 1.0f }; float dobjsColor[4] = { 0.0f, 1.0f, 1.0f, 1.0f }; float staticModelsColor[4] = { 1.0f, 0.0f, 1.0f, 1.0f }; float gentitiesColor[4] = { 1.0f, 0.5f, 0.5f, 1.0f }; // Trigger colors float hurt[4] = { 1.0f, 0.0f, 0.0f, 1.0f }; float hurtTouch[4] = { 0.75f, 0.0f, 0.0f, 1.0f }; float damage[4] = { 0.0f, 0.0f, 1.0f, 1.0f }; float once[4] = { 0.0f, 1.0f, 1.0f, 1.0f }; float multiple[4] = { 0.0f, 1.0f, 0.0f, 1.0f }; __declspec(naked) void Renderer::FrameStub() { __asm { pushad call Scheduler::FrameHandler popad push 5AC950h retn } } __declspec(naked) void Renderer::BackendFrameStub() { __asm { pushad call Renderer::BackendFrameHandler popad mov eax, ds:66E1BF0h push 536A85h retn } } void Renderer::BackendFrameHandler() { IDirect3DDevice9* device = *Game::dx_ptr; if (device) { device->AddRef(); Renderer::BackendFrameSignal(device); Utils::Signal copy(Renderer::SingleBackendFrameSignal); Renderer::SingleBackendFrameSignal.clear(); copy(device); device->Release(); } } void Renderer::OnNextBackendFrame(Utils::Slot callback) { Renderer::SingleBackendFrameSignal.connect(callback); } void Renderer::OnBackendFrame(Utils::Slot callback) { Renderer::BackendFrameSignal.connect(callback); } void Renderer::OnDeviceRecoveryEnd(Utils::Slot callback) { Renderer::EndRecoverDeviceSignal.connect(callback); } void Renderer::OnDeviceRecoveryBegin(Utils::Slot callback) { Renderer::BeginRecoverDeviceSignal.connect(callback); } int Renderer::Width() { return reinterpret_cast(0x66E1C68)->x; } int Renderer::Height() { return reinterpret_cast(0x66E1C68)->y; } void Renderer::PreVidRestart() { Renderer::BeginRecoverDeviceSignal(); } void Renderer::PostVidRestart() { Renderer::EndRecoverDeviceSignal(); } __declspec(naked) void Renderer::PostVidRestartStub() { __asm { pushad call Renderer::PostVidRestart popad push 4F84C0h retn } } void Renderer::R_TextureFromCodeError(const char* sampler, Game::GfxCmdBufState* state) { Game::Com_Error(Game::ERR_FATAL, "Tried to use sampler '%s' when it isn't valid for material '%s' and technique '%s'", sampler, state->material->info.name, state->technique->name); } __declspec(naked) void Renderer::StoreGfxBufContextPtrStub1() { __asm { // original code mov eax, DWORD PTR[eax * 4 + 0066E600Ch]; // store GfxCmdBufContext /*push edx; mov edx, [esp + 24h]; mov gfxState, edx; pop edx;*/ // show error pushad; push[esp + 24h + 20h]; push eax; call R_TextureFromCodeError; add esp, 8; popad; // go back push 0x0054CAC1; retn; } } __declspec(naked) void Renderer::StoreGfxBufContextPtrStub2() { __asm { // original code mov edx, DWORD PTR[eax * 4 + 0066E600Ch]; // show error pushad; push ebx; push edx; call R_TextureFromCodeError; add esp, 8; popad; // go back push 0x0054CFA4; retn; } } int Renderer::DrawTechsetForMaterial(int a1, float a2, float a3, const char* material, Game::vec4_t* color, int a6) { auto mat = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MATERIAL, Utils::String::VA("wc/%s", material)).material; return Utils::Hook::Call(0x005033E0)(a1, a2, a3, Utils::String::VA("%s (^3%s^7)", mat->info.name, mat->techniqueSet->name), color, a6); } void Renderer::DebugDrawTriggers() { if (!r_drawTriggers.get()) return; auto entities = Game::g_entities; for (auto i = 0u; i < 0x800u; i++) { auto* ent = &entities[i]; if (ent->r.isInUse) { Game::Bounds b = ent->r.box; b.midPoint[0] += ent->r.currentOrigin[0]; b.midPoint[1] += ent->r.currentOrigin[1]; b.midPoint[2] += ent->r.currentOrigin[2]; switch (ent->handler) { case Game::ENT_HANDLER_TRIGGER_HURT: Game::R_AddDebugBounds(hurt, &b); break; case Game::ENT_HANDLER_TRIGGER_HURT_TOUCH: Game::R_AddDebugBounds(hurtTouch, &b); break; case Game::ENT_HANDLER_TRIGGER_DAMAGE: Game::R_AddDebugBounds(damage, &b); break; case Game::ENT_HANDLER_TRIGGER_MULTIPLE: if (ent->spawnflags & 0x40) Game::R_AddDebugBounds(once, &b); else Game::R_AddDebugBounds(multiple, &b); break; default: auto rv = std::min(static_cast(ent->handler), 5.0f) / 5.0f; auto gv = std::clamp(static_cast(ent->handler - 5), 0.f, 5.0f) / 5.0f; auto bv = std::clamp(static_cast(ent->handler - 10), 0.f, 5.0f) / 5.0f; float color[4] = { rv, gv, bv, 1.0f }; Game::R_AddDebugBounds(color, &b); break; } } } } void Renderer::DebugDrawSceneModelCollisions() { if (!r_drawSceneModelCollisions.get()) return; auto scene = Game::scene; for (auto i = 0; i < scene->sceneModelCount; i++) { if (!scene->sceneModel[i].model) continue; for (auto j = 0; j < scene->sceneModel[i].model->numCollSurfs; j++) { auto b = scene->sceneModel[i].model->collSurfs[j].bounds; b.midPoint[0] += scene->sceneModel[i].placement.base.origin[0]; b.midPoint[1] += scene->sceneModel[i].placement.base.origin[1]; b.midPoint[2] += scene->sceneModel[i].placement.base.origin[2]; b.halfSize[0] *= scene->sceneModel[i].placement.scale; b.halfSize[1] *= scene->sceneModel[i].placement.scale; b.halfSize[2] *= scene->sceneModel[i].placement.scale; Game::R_AddDebugBounds(green, &b, &scene->sceneModel[i].placement.base.quat); } } } void Renderer::DebugDrawModelBoundingBoxes() { auto val = r_drawModelBoundingBoxes.get(); if (!val) return; // Ingame only int clientNum = Game::CG_GetClientNum(); if (!Game::CL_IsCgameInitialized() || clientNum >= 18 || clientNum < 0 || Game::g_entities[clientNum].client != nullptr) { return; } Game::gentity_t* clientEntity = &Game::g_entities[clientNum]; float playerPosition[3]{ clientEntity->r.currentOrigin[0], clientEntity->r.currentOrigin[1], clientEntity->r.currentOrigin[2] }; auto mapName = Dvar::Var("mapname").get(); auto scene = Game::scene; auto world = Game::DB_FindXAssetEntry(Game::XAssetType::ASSET_TYPE_GFXWORLD, Utils::String::VA("maps/mp/%s.d3dbsp", mapName))->asset.header.gfxWorld; auto drawDistance = r_playerDrawDebugDistance.get(); auto sqrDist = drawDistance * drawDistance; switch (val) { case 1: for (auto i = 0; i < scene->sceneModelCount; i++) { if (!scene->sceneModel[i].model) continue; if (Utils::Vec3SqrDistance(playerPosition, scene->sceneModel[i].placement.base.origin) < sqrDist) { auto b = scene->sceneModel[i].model->bounds; b.midPoint[0] += scene->sceneModel[i].placement.base.origin[0]; b.midPoint[1] += scene->sceneModel[i].placement.base.origin[1]; b.midPoint[2] += scene->sceneModel[i].placement.base.origin[2]; b.halfSize[0] *= scene->sceneModel[i].placement.scale; b.halfSize[1] *= scene->sceneModel[i].placement.scale; b.halfSize[2] *= scene->sceneModel[i].placement.scale; Game::R_AddDebugBounds(sceneModelsColor, &b, &scene->sceneModel[i].placement.base.quat); } } break; case 2: for (auto i = 0; i < scene->sceneDObjCount; i++) { if (Utils::Vec3SqrDistance(playerPosition, scene->sceneDObj[i].cull.bounds.midPoint) < sqrDist) { scene->sceneDObj[i].cull.bounds.halfSize[0] = std::abs(scene->sceneDObj[i].cull.bounds.halfSize[0]); scene->sceneDObj[i].cull.bounds.halfSize[1] = std::abs(scene->sceneDObj[i].cull.bounds.halfSize[1]); scene->sceneDObj[i].cull.bounds.halfSize[2] = std::abs(scene->sceneDObj[i].cull.bounds.halfSize[2]); if (scene->sceneDObj[i].cull.bounds.halfSize[0] < 0 || scene->sceneDObj[i].cull.bounds.halfSize[1] < 0 || scene->sceneDObj[i].cull.bounds.halfSize[2] < 0) { Components::Logger::Print("WARNING: Negative half size for DOBJ %s, this will cause culling issues!", scene->sceneDObj[i].obj->models[0]->name); } Game::R_AddDebugBounds(dobjsColor, &scene->sceneDObj[i].cull.bounds); } } break; case 3: // Static models for (size_t i = 0; i < world->dpvs.smodelCount; i++) { auto staticModel = world->dpvs.smodelDrawInsts[i]; if (Utils::Vec3SqrDistance(playerPosition, staticModel.placement.origin) < sqrDist) { if (staticModel.model) { Game::Bounds b = staticModel.model->bounds; b.midPoint[0] += staticModel.placement.origin[0]; b.midPoint[1] += staticModel.placement.origin[1]; b.midPoint[2] += staticModel.placement.origin[2]; b.halfSize[0] *= staticModel.placement.scale; b.halfSize[1] *= staticModel.placement.scale; b.halfSize[2] *= staticModel.placement.scale; Game::R_AddDebugBounds(staticModelsColor, &b); } } } break; } } void Renderer::DebugDrawModelNames() { auto val = r_drawModelNames.get(); if (!val) return; // Ingame only int clientNum = Game::CG_GetClientNum(); if (!Game::CL_IsCgameInitialized() || clientNum >= 18 || clientNum < 0 || Game::g_entities[clientNum].client != nullptr) { return; } Game::gentity_t* clientEntity = &Game::g_entities[clientNum]; float playerPosition[3]{ clientEntity->r.currentOrigin[0], clientEntity->r.currentOrigin[1], clientEntity->r.currentOrigin[2] }; auto mapName = Dvar::Var("mapname").get(); auto scene = Game::scene; auto world = Game::DB_FindXAssetEntry(Game::XAssetType::ASSET_TYPE_GFXWORLD, Utils::String::VA("maps/mp/%s.d3dbsp", mapName))->asset.header.gfxWorld; auto drawDistance = r_playerDrawDebugDistance.get(); auto sqrDist = drawDistance * drawDistance; switch (val) { case 1: for (auto i = 0; i < scene->sceneModelCount; i++) { if (!scene->sceneModel[i].model) continue; if (Utils::Vec3SqrDistance(playerPosition, scene->sceneModel[i].placement.base.origin) < sqrDist) { Game::R_AddDebugString(sceneModelsColor, scene->sceneModel[i].placement.base.origin, 1.0, scene->sceneModel[i].model->name); } } break; case 2: for (auto i = 0; i < scene->sceneDObjCount; i++) { if (scene->sceneDObj[i].obj) { for (int j = 0; j < scene->sceneDObj[i].obj->numModels; j++) { if (Utils::Vec3SqrDistance(playerPosition, scene->sceneDObj[i].placement.origin) < sqrDist) { Game::R_AddDebugString(dobjsColor, scene->sceneDObj[i].placement.origin, 1.0, scene->sceneDObj[i].obj->models[j]->name); } } } } break; case 3: // Static models for (size_t i = 0; i < world->dpvs.smodelCount; i++) { auto staticModel = world->dpvs.smodelDrawInsts[i]; if (staticModel.model) { auto dist = Utils::Vec3SqrDistance(playerPosition, staticModel.placement.origin); if (dist < sqrDist) { Game::R_AddDebugString(staticModelsColor, staticModel.placement.origin, 1.0, staticModel.model->name); } } } break; } } void Renderer::DebugDrawAABBTrees() { if (!r_drawAABBTrees.get()) return; Game::clipMap_t* clipMap = *reinterpret_cast(0x7998E0); //Game::GfxWorld* gameWorld = *reinterpret_cast(0x66DEE94); if (!clipMap) return; for (unsigned short i = 0; i < clipMap->smodelNodeCount; ++i) { Game::R_AddDebugBounds(cyan, &clipMap->smodelNodes[i].bounds); } for (unsigned int i = 0; i < clipMap->numStaticModels; i += 2) { Game::R_AddDebugBounds(red, &clipMap->staticModelList[i].absBounds); } } Renderer::Renderer() { if (Dedicated::IsEnabled()) return; Scheduler::OnFrame([]() { if (Game::CL_IsCgameInitialized()) { DebugDrawAABBTrees(); DebugDrawModelNames(); DebugDrawModelBoundingBoxes(); DebugDrawSceneModelCollisions(); DebugDrawTriggers(); } }); // Renderer::OnBackendFrame([] (IDirect3DDevice9* device) // { // if (Game::Sys_Milliseconds() % 2) // { // device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, 0, 0, 0); // } // // return; // // IDirect3DSurface9* buffer = nullptr; // // device->CreateOffscreenPlainSurface(Renderer::Width(), Renderer::Height(), D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &buffer, nullptr); // device->GetFrontBufferData(0, buffer); // // if (buffer) // { // D3DSURFACE_DESC desc; // D3DLOCKED_RECT lockedRect; // // buffer->GetDesc(&desc); // // HRESULT res = buffer->LockRect(&lockedRect, NULL, D3DLOCK_READONLY); // // // buffer->UnlockRect(); // } // }); // Log broken materials Utils::Hook(0x0054CAAA, Renderer::StoreGfxBufContextPtrStub1, HOOK_JUMP).install()->quick(); Utils::Hook(0x0054CF8D, Renderer::StoreGfxBufContextPtrStub2, HOOK_JUMP).install()->quick(); // Enhance cg_drawMaterial Utils::Hook::Set(0x005086DA, "^3solid^7"); Utils::Hook(0x00580F53, Renderer::DrawTechsetForMaterial, HOOK_CALL).install()->quick(); // Frame hook Utils::Hook(0x5ACB99, Renderer::FrameStub, HOOK_CALL).install()->quick(); Utils::Hook(0x536A80, Renderer::BackendFrameStub, HOOK_JUMP).install()->quick(); // Begin device recovery (not D3D9Ex) Utils::Hook(0x508298, []() { Game::DB_BeginRecoverLostDevice(); Renderer::BeginRecoverDeviceSignal(); }, HOOK_CALL).install()->quick(); // End device recovery (not D3D9Ex) Utils::Hook(0x508355, []() { Renderer::EndRecoverDeviceSignal(); Game::DB_EndRecoverLostDevice(); }, HOOK_CALL).install()->quick(); // Begin vid_restart Utils::Hook(0x4CA2FD, Renderer::PreVidRestart, HOOK_CALL).install()->quick(); // End vid_restart Utils::Hook(0x4CA3A7, Renderer::PostVidRestartStub, HOOK_CALL).install()->quick(); Dvar::OnInit([] { static const char* values[5] = { "Disabled", "Scene Models", "Scene Dynamic Objects", "GfxWorld Static Models", nullptr }; Renderer::r_drawModelBoundingBoxes = Game::Dvar_RegisterEnum("r_drawModelBoundingBoxes", values, 0, Game::DVAR_FLAG_CHEAT, "Draw scene model bounding boxes"); Renderer::r_drawSceneModelCollisions = Game::Dvar_RegisterEnum("r_drawSceneModelCollisions", values, 0, Game::DVAR_FLAG_CHEAT, "Draw scene model collisions"); Renderer::r_drawTriggers = Game::Dvar_RegisterBool("r_drawTriggers", false, Game::DVAR_FLAG_CHEAT, "Draw triggers"); Renderer::r_drawModelNames = Game::Dvar_RegisterEnum("r_drawModelNames", values, 0, Game::DVAR_FLAG_CHEAT, "Draw all model names"); Renderer::r_drawAABBTrees = Game::Dvar_RegisterBool("r_drawAabbTrees", false, Game::DVAR_FLAG_CHEAT, "Draw aabb trees"); Renderer::r_playerDrawDebugDistance = Game::Dvar_RegisterInt("r_drawDebugProximity", 1000, 0, 50000, Game::DVAR_FLAG_SAVED, "r_draw debug functions draw distance, relative to the player"); }); } Renderer::~Renderer() { Renderer::BackendFrameSignal.clear(); Renderer::SingleBackendFrameSignal.clear(); Renderer::EndRecoverDeviceSignal.clear(); Renderer::BeginRecoverDeviceSignal.clear(); } }