#include 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_drawRunners; Dvar::Var Renderer::r_drawAABBTrees; Dvar::Var Renderer::r_playerDrawDebugDistance; Dvar::Var Renderer::r_forceTechnique; 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::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, int samplerCode) { Logger::Error(Game::ERR_FATAL, "Tried to use sampler '{}' ({}) at the wrong time! Additional info:\nMaterial: '{}'\nTechnique '{}'\nTechnique slot: {}\nTechnique flags: {}\nPass: {}\nPixel shader: '{}'\n", samplerCode, sampler, state->material->info.name, state->technique->name, static_cast(state->techType), state->technique->flags, state->passIndex, state->pixelShader->name ); } __declspec(naked) void Renderer::StoreGfxBufContextPtrStub1() { __asm { // Game's code mov eax, dword ptr [eax * 4 + 0x66E600C] // Show error pushad push eax push [esp + 0x20 + 0x24] push eax call R_TextureFromCodeError add esp, 0xC popad // Jump back in push 0x54CAC1 ret } } __declspec(naked) void Renderer::StoreGfxBufContextPtrStub2() { __asm { // original code mov edx, dword ptr [eax * 4 + 0x66E600C] // show error pushad push eax push ebx push edx call R_TextureFromCodeError add esp, 0xC popad // go back push 0x54CFA4 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 ListSamplers() { static auto* source = reinterpret_cast(0x6CAF080); Game::Font_s* font = Game::R_RegisterFont("fonts/smallFont", 0); auto height = Game::R_TextHeight(font); auto scale = 1.0f; float color[4] = {0.0f, 1.0f, 0.0f, 1.0f}; for (std::size_t i = 0; i < 27; ++i) { if (source->input.codeImages[i] == nullptr) { color[0] = 1.f; } else { color[0] = 0.f; } std::stringstream str; str << std::format("{}/{:#X} => ", i, i) << (source->input.codeImages[i] == nullptr ? "---" : source->input.codeImages[i]->name) << " " << std::to_string(source->input.codeImageSamplerStates[i]); Game::R_AddCmdDrawText(str.str().data(), std::numeric_limits::max(), font, 15.0f, (height * scale + 1) * (i + 1) + 14.0f, scale, scale, 0.0f, color, Game::ITEM_TEXTSTYLE_NORMAL); } } void Renderer::DebugDrawTriggers() { if (!r_drawTriggers.get()) return; auto entities = Game::g_entities; for (std::size_t i = 0; i < Game::MAX_GENTITIES; ++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; auto clientNum = Game::CG_GetClientNum(); Game::gentity_t* clientEntity = &Game::g_entities[clientNum]; // Ingame only & player only if (!Game::CL_IsCgameInitialized() || clientEntity->client == nullptr) { return; } float playerPosition[3]{ clientEntity->r.currentOrigin[0], clientEntity->r.currentOrigin[1], clientEntity->r.currentOrigin[2] }; auto scene = Game::scene; auto gfxAsset = Game::DB_FindXAssetEntry(Game::XAssetType::ASSET_TYPE_GFXWORLD, Utils::String::VA("maps/mp/%s.d3dbsp", (*Game::sv_mapname)->current.string)); if (gfxAsset == nullptr) { return; } auto world = gfxAsset->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::Maths::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::Maths::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) { Logger::Warning(Game::CON_CHANNEL_DONT_FILTER, "Negative half size for DOBJ {}, 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]; auto* b = &world->dpvs.smodelInsts[i].bounds; if (Utils::Maths::Vec3SqrDistance(playerPosition, staticModel->placement.origin) < sqrDist) { if (staticModel->model) { Game::R_AddDebugBounds(staticModelsColor, b); } } } break; default: break; } } void Renderer::DebugDrawModelNames() { auto val = r_drawModelNames.get(); if (!val) return; auto clientNum = Game::CG_GetClientNum(); Game::gentity_t* clientEntity = &Game::g_entities[clientNum]; // Ingame only & player only if (!Game::CL_IsCgameInitialized() || clientEntity->client == nullptr) { return; } float playerPosition[3]{ clientEntity->r.currentOrigin[0], clientEntity->r.currentOrigin[1], clientEntity->r.currentOrigin[2] }; auto scene = Game::scene; auto gfxAsset = Game::DB_FindXAssetEntry(Game::XAssetType::ASSET_TYPE_GFXWORLD, Utils::String::VA("maps/mp/%s.d3dbsp", (*Game::sv_mapname)->current.string)); if (gfxAsset == nullptr) { return; } auto world = gfxAsset->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::Maths::Vec3SqrDistance(playerPosition, scene->sceneModel[i].placement.base.origin) < static_cast(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::Maths::Vec3SqrDistance(playerPosition, scene->sceneDObj[i].placement.origin) < static_cast(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) { const auto dist = Utils::Maths::Vec3SqrDistance(playerPosition, staticModel.placement.origin); if (dist < static_cast(sqrDist)) { float rgb01Color[] = { staticModel.groundLighting.array[0] / 255.f, staticModel.groundLighting.array[1] / 255.f, staticModel.groundLighting.array[2] / 255.f, 1.f, }; Game::R_AddDebugString(staticModel.flags & 0x20 ? rgb01Color : staticModelsColor, staticModel.placement.origin, 1.0f, staticModel.model->name); } } } break; default: break; } } void Renderer::DebugDrawRunners() { if (!Game::CL_IsCgameInitialized()) { return; } if (!r_drawRunners.get()) { return; } auto* fxSystem = reinterpret_cast(0x173F200); if (fxSystem) { for (auto i = 0; i < fxSystem->activeElemCount; i++) { auto* elem = &fxSystem->effects[i]; if (elem->def) { Game::R_AddDebugString(sceneModelsColor, elem->frameNow.origin, 1.0f, elem->def->name); } } } auto soundCount = *reinterpret_cast(0x7C5C90); auto* sounds = reinterpret_cast(0x7C5CA0); for (auto i = 0; i < soundCount; i++) { if (sounds[i].aliasList) { Game::R_AddDebugString(staticModelsColor, sounds[i].origin, 1.0f, sounds[i].aliasList->aliasName); } } } void Renderer::DebugDrawAABBTrees() { if (!r_drawAABBTrees.get()) return; Game::clipMap_t* clipMap = *reinterpret_cast(0x7998E0); 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); } } void Renderer::ForceTechnique() { auto forceTechnique = r_forceTechnique.get(); if (forceTechnique > 0) { Utils::Hook::Set(0x6FABDF4, forceTechnique); } } int Renderer::FixSunShadowPartitionSize(Game::GfxCamera* camera, Game::GfxSunShadowMapMetrics* mapMetrics, Game::GfxSunShadow* sunShadow, Game::GfxSunShadowClip* clip, float* partitionFraction) { auto result = Utils::Hook::Call(0x5463B0)(camera, mapMetrics, sunShadow, clip, partitionFraction); if (Maps::IsCustomMap()) { // Fixes shadowmap viewport which fixes pixel adjustment shadowmap bug - partly, because the real problem lies within the way CoD4 shaders are programmed sunShadow->partition[Game::SunShadowPartition::R_SUNSHADOW_FAR].viewportParms.viewport = sunShadow->partition[Game::SunShadowPartition::R_SUNSHADOW_NEAR].viewportParms.viewport; } return result; } Renderer::Renderer() { if (Dedicated::IsEnabled()) return; Scheduler::Loop([] { if (Game::CL_IsCgameInitialized()) { DebugDrawRunners(); DebugDrawAABBTrees(); DebugDrawModelNames(); DebugDrawModelBoundingBoxes(); DebugDrawSceneModelCollisions(); DebugDrawTriggers(); ForceTechnique(); } }, Scheduler::Pipeline::RENDERER); // COD4 Map Fixes // The day map porting is perfect we should be able to remove these Utils::Hook(0x546A09, FixSunShadowPartitionSize, HOOK_CALL).install()->quick(); // 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(); 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(); Events::OnDvarInit([] { static const char* values[] = { "Disabled", "Scene Models", "Scene Dynamic Objects", "GfxWorld Static Models", nullptr }; Renderer::r_drawModelBoundingBoxes = Game::Dvar_RegisterEnum("r_drawModelBoundingBoxes", values, 0, Game::DVAR_CHEAT, "Draw scene model bounding boxes"); Renderer::r_drawSceneModelCollisions = Game::Dvar_RegisterBool("r_drawSceneModelCollisions", false, Game::DVAR_CHEAT, "Draw scene model collisions"); Renderer::r_drawTriggers = Game::Dvar_RegisterBool("r_drawTriggers", false, Game::DVAR_CHEAT, "Draw triggers"); Renderer::r_drawModelNames = Game::Dvar_RegisterEnum("r_drawModelNames", values, 0, Game::DVAR_CHEAT, "Draw all model names"); Renderer::r_drawRunners = Game::Dvar_RegisterBool("r_drawRunners", false, Game::DVAR_NONE, "Draw active sound & fx runners"); Renderer::r_drawAABBTrees = Game::Dvar_RegisterBool("r_drawAabbTrees", false, Game::DVAR_CHEAT, "Draw aabb trees"); Renderer::r_playerDrawDebugDistance = Game::Dvar_RegisterInt("r_drawDebugDistance", 1000, 0, 50000, Game::DVAR_ARCHIVE, "r_draw debug functions draw distance relative to the player"); Renderer::r_forceTechnique = Game::Dvar_RegisterInt("r_forceTechnique", 0, 0, 14, Game::DVAR_NONE, "Force a base technique on the renderer"); }); } Renderer::~Renderer() { Renderer::BackendFrameSignal.clear(); Renderer::SingleBackendFrameSignal.clear(); Renderer::EndRecoverDeviceSignal.clear(); Renderer::BeginRecoverDeviceSignal.clear(); } }