471 lines
13 KiB
C++
471 lines
13 KiB
C++
#include "STDInclude.hpp"
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namespace Components
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{
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Utils::Signal<Renderer::BackendCallback> Renderer::BackendFrameSignal;
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Utils::Signal<Renderer::BackendCallback> Renderer::SingleBackendFrameSignal;
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Utils::Signal<Scheduler::Callback> Renderer::EndRecoverDeviceSignal;
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Utils::Signal<Scheduler::Callback> Renderer::BeginRecoverDeviceSignal;
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Dvar::Var Renderer::DrawTriggers;
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Dvar::Var Renderer::DrawSceneModelCollisions;
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Dvar::Var Renderer::DrawSceneModelBoundingBoxes;
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Dvar::Var Renderer::DrawModelNames;
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Dvar::Var Renderer::DrawAABBTrees;
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__declspec(naked) void Renderer::FrameStub()
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{
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__asm
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{
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pushad
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call Scheduler::FrameHandler
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popad
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push 5AC950h
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retn
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}
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}
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__declspec(naked) void Renderer::BackendFrameStub()
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{
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__asm
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{
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pushad
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call Renderer::BackendFrameHandler
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popad
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mov eax, ds:66E1BF0h
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push 536A85h
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retn
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}
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}
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void Renderer::BackendFrameHandler()
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{
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IDirect3DDevice9* device = *Game::dx_ptr;
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if (device)
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{
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device->AddRef();
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Renderer::BackendFrameSignal(device);
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Utils::Signal<Renderer::BackendCallback> copy(Renderer::SingleBackendFrameSignal);
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Renderer::SingleBackendFrameSignal.clear();
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copy(device);
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device->Release();
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}
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}
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void Renderer::OnNextBackendFrame(Utils::Slot<Renderer::BackendCallback> callback)
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{
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Renderer::SingleBackendFrameSignal.connect(callback);
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}
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void Renderer::OnBackendFrame(Utils::Slot<Renderer::BackendCallback> callback)
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{
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Renderer::BackendFrameSignal.connect(callback);
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}
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void Renderer::OnDeviceRecoveryEnd(Utils::Slot<Scheduler::Callback> callback)
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{
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Renderer::EndRecoverDeviceSignal.connect(callback);
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}
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void Renderer::OnDeviceRecoveryBegin(Utils::Slot<Scheduler::Callback> callback)
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{
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Renderer::BeginRecoverDeviceSignal.connect(callback);
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}
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int Renderer::Width()
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{
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return reinterpret_cast<LPPOINT>(0x66E1C68)->x;
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}
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int Renderer::Height()
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{
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return reinterpret_cast<LPPOINT>(0x66E1C68)->y;
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}
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void Renderer::PreVidRestart()
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{
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Renderer::BeginRecoverDeviceSignal();
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}
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void Renderer::PostVidRestart()
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{
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Renderer::EndRecoverDeviceSignal();
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}
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__declspec(naked) void Renderer::PostVidRestartStub()
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{
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__asm
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{
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pushad
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call Renderer::PostVidRestart
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popad
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push 4F84C0h
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retn
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}
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}
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void Renderer::R_TextureFromCodeError(const char* sampler, Game::GfxCmdBufState* state)
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{
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Game::Com_Error(0, "Tried to use sampler '%s' when it isn't valid for material '%s' and technique '%s'",
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sampler, state->material->info.name, state->technique->name);
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}
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__declspec(naked) void Renderer::StoreGfxBufContextPtrStub1()
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{
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__asm
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{
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// original code
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mov eax, DWORD PTR[eax * 4 + 0066E600Ch];
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// store GfxCmdBufContext
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/*push edx;
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mov edx, [esp + 24h];
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mov gfxState, edx;
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pop edx;*/
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// show error
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pushad;
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push [esp + 24h + 20h];
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push eax;
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call R_TextureFromCodeError;
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add esp, 8;
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popad;
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// go back
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push 0x0054CAC1;
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retn;
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}
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}
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__declspec(naked) void Renderer::StoreGfxBufContextPtrStub2()
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{
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__asm
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{
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// original code
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mov edx, DWORD PTR[eax * 4 + 0066E600Ch];
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// show error
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pushad;
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push ebx;
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push edx;
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call R_TextureFromCodeError;
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add esp, 8;
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popad;
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// go back
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push 0x0054CFA4;
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retn;
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}
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}
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int Renderer::DrawTechsetForMaterial(int a1, float a2, float a3, const char* material, Game::vec4_t* color, int a6)
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{
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auto mat = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MATERIAL, Utils::String::VA("wc/%s", material)).material;
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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);
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}
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void Renderer::DebugDrawTriggers()
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{
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if (!DrawTriggers.get<bool>()) return;
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float hurt[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
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float hurtTouch[4] = { 0.75f, 0.0f, 0.0f, 1.0f };
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float damage[4] = { 0.0f, 0.0f, 1.0f, 1.0f };
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float once[4] = { 0.0f, 1.0f, 1.0f, 1.0f };
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float multiple[4] = { 0.0f, 1.0f, 0.0f, 1.0f };
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auto* entities = Game::g_entities;
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for (auto i = 0u; i < 0x800; i++)
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{
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auto* ent = &entities[i];
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if (ent->r.isInUse)
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{
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Game::Bounds b = ent->r.box;
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b.midPoint[0] += ent->r.currentOrigin[0];
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b.midPoint[1] += ent->r.currentOrigin[1];
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b.midPoint[2] += ent->r.currentOrigin[2];
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switch (ent->handler)
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{
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case Game::ENT_HANDLER_TRIGGER_HURT:
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Game::R_AddDebugBounds(hurt, &b);
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break;
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case Game::ENT_HANDLER_TRIGGER_HURT_TOUCH:
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Game::R_AddDebugBounds(hurtTouch, &b);
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break;
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case Game::ENT_HANDLER_TRIGGER_DAMAGE:
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Game::R_AddDebugBounds(damage, &b);
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break;
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case Game::ENT_HANDLER_TRIGGER_MULTIPLE:
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if (ent->spawnflags & 0x40)
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Game::R_AddDebugBounds(once, &b);
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else
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Game::R_AddDebugBounds(multiple, &b);
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break;
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default:
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float rv = std::min((float)ent->handler, (float)5) / 5;
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float gv = std::clamp((float)ent->handler - 5, (float)0, (float)5) / 5;
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float bv = std::clamp((float)ent->handler - 10, (float)0, (float)5) / 5;
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float color[4] = { rv, gv, bv, 1.0f };
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Game::R_AddDebugBounds(color, &b);
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break;
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}
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}
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}
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}
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void Renderer::DebugDrawSceneModelCollisions()
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{
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if (!DrawSceneModelCollisions.get<bool>()) return;
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float green[4] = { 0.0f, 1.0f, 0.0f, 1.0f };
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auto* scene = Game::scene;
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for (auto i = 0; i < scene->sceneModelCount; i++)
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{
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if (!scene->sceneModel[i].model)
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continue;
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for (auto j = 0; j < scene->sceneModel[i].model->numCollSurfs; j++)
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{
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auto b = scene->sceneModel[i].model->collSurfs[j].bounds;
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b.midPoint[0] += scene->sceneModel[i].placement.base.origin[0];
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b.midPoint[1] += scene->sceneModel[i].placement.base.origin[1];
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b.midPoint[2] += scene->sceneModel[i].placement.base.origin[2];
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b.halfSize[0] *= scene->sceneModel[i].placement.scale;
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b.halfSize[1] *= scene->sceneModel[i].placement.scale;
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b.halfSize[2] *= scene->sceneModel[i].placement.scale;
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Game::R_AddDebugBounds(green, &b, &scene->sceneModel[i].placement.base.quat);
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}
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}
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}
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void Renderer::DebugDrawSceneModelBoundingBoxes()
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{
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if (!DrawSceneModelBoundingBoxes.get<bool>()) return;
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float red[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
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float blue[4] = { 0.0f, 0.0f, 1.0f, 1.0f };
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auto* scene = Game::scene;
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for (auto i = 0; i < scene->sceneModelCount; i++)
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{
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if (!scene->sceneModel[i].model)
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continue;
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auto b = scene->sceneModel[i].model->bounds;
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b.midPoint[0] += scene->sceneModel[i].placement.base.origin[0];
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b.midPoint[1] += scene->sceneModel[i].placement.base.origin[1];
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b.midPoint[2] += scene->sceneModel[i].placement.base.origin[2];
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b.halfSize[0] *= scene->sceneModel[i].placement.scale;
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b.halfSize[1] *= scene->sceneModel[i].placement.scale;
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b.halfSize[2] *= scene->sceneModel[i].placement.scale;
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Game::R_AddDebugBounds(red, &b, &scene->sceneModel[i].placement.base.quat);
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}
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for (auto i = 0; i < scene->sceneDObjCount; i++)
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{
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scene->sceneDObj[i].cull.bounds.halfSize[0] = std::abs(scene->sceneDObj[i].cull.bounds.halfSize[0]);
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scene->sceneDObj[i].cull.bounds.halfSize[1] = std::abs(scene->sceneDObj[i].cull.bounds.halfSize[1]);
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scene->sceneDObj[i].cull.bounds.halfSize[2] = std::abs(scene->sceneDObj[i].cull.bounds.halfSize[2]);
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if (scene->sceneDObj[i].cull.bounds.halfSize[0] < 0 ||
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scene->sceneDObj[i].cull.bounds.halfSize[1] < 0 ||
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scene->sceneDObj[i].cull.bounds.halfSize[2] < 0)
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{
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Components::Logger::Print("WARNING: Negative half size for DOBJ %s, this will cause culling issues!", scene->sceneDObj[i].obj->models[0]->name);
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}
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Game::R_AddDebugBounds(blue, &scene->sceneDObj[i].cull.bounds);
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}
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}
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void Renderer::DebugDrawModelNames()
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{
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auto val = DrawModelNames.get<Game::dvar_t*>()->current.integer;
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if (!val) return;
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float sceneModelsColor[4] = { 1.0f, 1.0f, 0.0f, 1.0f };
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float dobjsColor[4] = { 0.0f, 1.0f, 1.0f, 1.0f };
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float staticModelsColor[4] = { 1.0f, 0.0f, 1.0f, 1.0f };
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auto mapName = Dvar::Var("mapname").get<const char*>();
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auto* scene = Game::scene;
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auto world = Game::DB_FindXAssetEntry(Game::XAssetType::ASSET_TYPE_GFXWORLD, Utils::String::VA("maps/mp/%s.d3dbsp", mapName))->asset.header.gfxWorld;
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if (val == 1)
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{
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for (auto i = 0; i < scene->sceneModelCount; i++)
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{
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if (!scene->sceneModel[i].model)
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continue;
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Game::R_AddDebugString(sceneModelsColor, scene->sceneModel[i].placement.base.origin, 1.0, scene->sceneModel[i].model->name);
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}
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}
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else if (val == 2)
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{
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for (auto i = 0; i < scene->sceneDObjCount; i++)
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{
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if (scene->sceneDObj[i].obj)
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{
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for (int j = 0; j < scene->sceneDObj[i].obj->numModels; j++)
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{
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Game::R_AddDebugString(dobjsColor, scene->sceneDObj[i].placement.origin, 1.0, scene->sceneDObj[i].obj->models[j]->name);
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}
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}
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}
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}
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else if (val == 3)
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{
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// Static models
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for (size_t i = 0; i < world->dpvs.smodelCount; i++)
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{
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auto staticModel = world->dpvs.smodelDrawInsts[i];
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if (staticModel.model)
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{
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Game::R_AddDebugString(staticModelsColor, staticModel.placement.origin, 1.0, staticModel.model->name);
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}
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}
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}
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}
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void Renderer::DebugDrawAABBTrees()
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{
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if (!DrawAABBTrees.get<bool>()) return;
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float cyan[4] = { 0.0f, 0.5f, 0.5f, 1.0f };
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float red[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
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Game::clipMap_t* clipMap = *reinterpret_cast<Game::clipMap_t**>(0x7998E0);
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//Game::GfxWorld* gameWorld = *reinterpret_cast<Game::GfxWorld**>(0x66DEE94);
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if (!clipMap) return;
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for (unsigned short i = 0; i < clipMap->smodelNodeCount; ++i)
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{
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Game::R_AddDebugBounds(cyan, &clipMap->smodelNodes[i].bounds);
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}
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for (unsigned int i = 0; i < clipMap->numStaticModels; i += 2)
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{
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Game::R_AddDebugBounds(red, &clipMap->staticModelList[i].absBounds);
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}
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}
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Renderer::Renderer()
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{
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if (Dedicated::IsEnabled()) return;
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// Renderer::OnBackendFrame([] (IDirect3DDevice9* device)
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// {
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// if (Game::Sys_Milliseconds() % 2)
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// {
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// device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, 0, 0, 0);
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// }
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//
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// return;
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//
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// IDirect3DSurface9* buffer = nullptr;
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//
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// device->CreateOffscreenPlainSurface(Renderer::Width(), Renderer::Height(), D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &buffer, nullptr);
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// device->GetFrontBufferData(0, buffer);
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//
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// if (buffer)
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// {
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// D3DSURFACE_DESC desc;
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// D3DLOCKED_RECT lockedRect;
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//
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// buffer->GetDesc(&desc);
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//
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// HRESULT res = buffer->LockRect(&lockedRect, NULL, D3DLOCK_READONLY);
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//
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//
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// buffer->UnlockRect();
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// }
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// });
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// Log broken materials
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Utils::Hook(0x0054CAAA, Renderer::StoreGfxBufContextPtrStub1, HOOK_JUMP).install()->quick();
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Utils::Hook(0x0054CF8D, Renderer::StoreGfxBufContextPtrStub2, HOOK_JUMP).install()->quick();
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// Enhance cg_drawMaterial
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Utils::Hook::Set(0x005086DA, "^3solid^7");
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Utils::Hook(0x00580F53, Renderer::DrawTechsetForMaterial, HOOK_CALL).install()->quick();
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// Frame hook
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Utils::Hook(0x5ACB99, Renderer::FrameStub, HOOK_CALL).install()->quick();
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Utils::Hook(0x536A80, Renderer::BackendFrameStub, HOOK_JUMP).install()->quick();
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// Begin device recovery (not D3D9Ex)
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Utils::Hook(0x508298, []()
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{
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Game::DB_BeginRecoverLostDevice();
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Renderer::BeginRecoverDeviceSignal();
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}, HOOK_CALL).install()->quick();
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// End device recovery (not D3D9Ex)
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Utils::Hook(0x508355, []()
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{
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Renderer::EndRecoverDeviceSignal();
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Game::DB_EndRecoverLostDevice();
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}, HOOK_CALL).install()->quick();
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// Begin vid_restart
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Utils::Hook(0x4CA2FD, Renderer::PreVidRestart, HOOK_CALL).install()->quick();
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// End vid_restart
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Utils::Hook(0x4CA3A7, Renderer::PostVidRestartStub, HOOK_CALL).install()->quick();
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Dvar::OnInit([]
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{
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static std::vector < char* > values =
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{
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const_cast<char*>("Disabled"),
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const_cast<char*>("Scene Models"),
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const_cast<char*>("Scene Dynamic Objects"),
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const_cast<char*>("GfxWorld Static Models"),
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nullptr
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};
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Renderer::DrawSceneModelBoundingBoxes = Game::Dvar_RegisterBool("r_drawSceneModelBoundingBoxes", false, Game::DVAR_FLAG_CHEAT, "Draw scene model bounding boxes");
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Renderer::DrawSceneModelCollisions = Game::Dvar_RegisterBool("r_drawSceneModelCollisions", false, Game::DVAR_FLAG_CHEAT, "Draw scene model collisions");
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Renderer::DrawTriggers = Game::Dvar_RegisterBool("r_drawTriggers", false, Game::DVAR_FLAG_CHEAT, "Draw triggers");
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Renderer::DrawModelNames = Game::Dvar_RegisterEnum("r_drawModelNames", values.data(), 0, Game::DVAR_FLAG_CHEAT, "Draw all model names");
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Renderer::DrawAABBTrees = Game::Dvar_RegisterBool("r_drawAabbTrees", false, Game::DVAR_FLAG_CHEAT, "Draw aabb trees");
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});
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}
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Renderer::~Renderer()
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{
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Renderer::BackendFrameSignal.clear();
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Renderer::SingleBackendFrameSignal.clear();
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Renderer::EndRecoverDeviceSignal.clear();
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Renderer::BeginRecoverDeviceSignal.clear();
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}
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}
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