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

471 lines
13 KiB
C++

#include "STDInclude.hpp"
namespace Components
{
Utils::Signal<Renderer::BackendCallback> Renderer::BackendFrameSignal;
Utils::Signal<Renderer::BackendCallback> Renderer::SingleBackendFrameSignal;
Utils::Signal<Scheduler::Callback> Renderer::EndRecoverDeviceSignal;
Utils::Signal<Scheduler::Callback> Renderer::BeginRecoverDeviceSignal;
Dvar::Var Renderer::DrawTriggers;
Dvar::Var Renderer::DrawSceneModelCollisions;
Dvar::Var Renderer::DrawSceneModelBoundingBoxes;
Dvar::Var Renderer::DrawModelNames;
Dvar::Var Renderer::DrawAABBTrees;
__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<Renderer::BackendCallback> copy(Renderer::SingleBackendFrameSignal);
Renderer::SingleBackendFrameSignal.clear();
copy(device);
device->Release();
}
}
void Renderer::OnNextBackendFrame(Utils::Slot<Renderer::BackendCallback> callback)
{
Renderer::SingleBackendFrameSignal.connect(callback);
}
void Renderer::OnBackendFrame(Utils::Slot<Renderer::BackendCallback> callback)
{
Renderer::BackendFrameSignal.connect(callback);
}
void Renderer::OnDeviceRecoveryEnd(Utils::Slot<Scheduler::Callback> callback)
{
Renderer::EndRecoverDeviceSignal.connect(callback);
}
void Renderer::OnDeviceRecoveryBegin(Utils::Slot<Scheduler::Callback> callback)
{
Renderer::BeginRecoverDeviceSignal.connect(callback);
}
int Renderer::Width()
{
return reinterpret_cast<LPPOINT>(0x66E1C68)->x;
}
int Renderer::Height()
{
return reinterpret_cast<LPPOINT>(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(0, "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<int(int, float, float, const char*, Game::vec4_t*, int)>(0x005033E0)(a1, a2, a3, Utils::String::VA("%s (^3%s^7)", mat->info.name, mat->techniqueSet->name), color, a6);
}
void Renderer::DebugDrawTriggers()
{
if (!DrawTriggers.get<bool>()) return;
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 };
auto* entities = Game::g_entities;
for (auto i = 0u; i < 0x800; 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:
float rv = std::min((float)ent->handler, (float)5) / 5;
float gv = std::clamp((float)ent->handler - 5, (float)0, (float)5) / 5;
float bv = std::clamp((float)ent->handler - 10, (float)0, (float)5) / 5;
float color[4] = { rv, gv, bv, 1.0f };
Game::R_AddDebugBounds(color, &b);
break;
}
}
}
}
void Renderer::DebugDrawSceneModelCollisions()
{
if (!DrawSceneModelCollisions.get<bool>()) return;
float green[4] = { 0.0f, 1.0f, 0.0f, 1.0f };
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::DebugDrawSceneModelBoundingBoxes()
{
if (!DrawSceneModelBoundingBoxes.get<bool>()) return;
float red[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
float blue[4] = { 0.0f, 0.0f, 1.0f, 1.0f };
auto* scene = Game::scene;
for (auto i = 0; i < scene->sceneModelCount; i++)
{
if (!scene->sceneModel[i].model)
continue;
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(red, &b, &scene->sceneModel[i].placement.base.quat);
}
for (auto i = 0; i < scene->sceneDObjCount; i++)
{
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(blue, &scene->sceneDObj[i].cull.bounds);
}
}
void Renderer::DebugDrawModelNames()
{
auto val = DrawModelNames.get<Game::dvar_t*>()->current.integer;
if (!val) return;
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 };
auto mapName = Dvar::Var("mapname").get<const char*>();
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;
if (val == 1)
{
for (auto i = 0; i < scene->sceneModelCount; i++)
{
if (!scene->sceneModel[i].model)
continue;
Game::R_AddDebugString(sceneModelsColor, scene->sceneModel[i].placement.base.origin, 1.0, scene->sceneModel[i].model->name);
}
}
else if (val == 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++)
{
Game::R_AddDebugString(dobjsColor, scene->sceneDObj[i].placement.origin, 1.0, scene->sceneDObj[i].obj->models[j]->name);
}
}
}
}
else if (val == 3)
{
// Static models
for (size_t i = 0; i < world->dpvs.smodelCount; i++)
{
auto staticModel = world->dpvs.smodelDrawInsts[i];
if (staticModel.model)
{
Game::R_AddDebugString(staticModelsColor, staticModel.placement.origin, 1.0, staticModel.model->name);
}
}
}
}
void Renderer::DebugDrawAABBTrees()
{
if (!DrawAABBTrees.get<bool>()) return;
float cyan[4] = { 0.0f, 0.5f, 0.5f, 1.0f };
float red[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
Game::clipMap_t* clipMap = *reinterpret_cast<Game::clipMap_t**>(0x7998E0);
//Game::GfxWorld* gameWorld = *reinterpret_cast<Game::GfxWorld**>(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;
// 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 std::vector < char* > values =
{
const_cast<char*>("Disabled"),
const_cast<char*>("Scene Models"),
const_cast<char*>("Scene Dynamic Objects"),
const_cast<char*>("GfxWorld Static Models"),
nullptr
};
Renderer::DrawSceneModelBoundingBoxes = Game::Dvar_RegisterBool("r_drawSceneModelBoundingBoxes", false, Game::DVAR_FLAG_CHEAT, "Draw scene model bounding boxes");
Renderer::DrawSceneModelCollisions = Game::Dvar_RegisterBool("r_drawSceneModelCollisions", false, Game::DVAR_FLAG_CHEAT, "Draw scene model collisions");
Renderer::DrawTriggers = Game::Dvar_RegisterBool("r_drawTriggers", false, Game::DVAR_FLAG_CHEAT, "Draw triggers");
Renderer::DrawModelNames = Game::Dvar_RegisterEnum("r_drawModelNames", values.data(), 0, Game::DVAR_FLAG_CHEAT, "Draw all model names");
Renderer::DrawAABBTrees = Game::Dvar_RegisterBool("r_drawAabbTrees", false, Game::DVAR_FLAG_CHEAT, "Draw aabb trees");
});
}
Renderer::~Renderer()
{
Renderer::BackendFrameSignal.clear();
Renderer::SingleBackendFrameSignal.clear();
Renderer::EndRecoverDeviceSignal.clear();
Renderer::BeginRecoverDeviceSignal.clear();
}
}