iw4x-client/src/Components/Modules/Renderer.cpp
Louve f409b881e2
IW4OF integration (#772)
Co-authored-by: Louvenarde <louve@louve.systems>
Co-authored-by: Roxanne <roxanne@thegamebakers.com>
Co-authored-by: FutureRave <edoardo.sanguineti222@gmail.com>
2023-02-15 11:58:31 +00:00

628 lines
18 KiB
C++

#include <STDInclude.hpp>
namespace Components
{
Utils::Signal<Renderer::BackendCallback> Renderer::BackendFrameSignal;
Utils::Signal<Renderer::BackendCallback> Renderer::SingleBackendFrameSignal;
Utils::Signal<Renderer::Callback> Renderer::EndRecoverDeviceSignal;
Utils::Signal<Renderer::Callback> 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<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<Renderer::Callback> callback)
{
Renderer::EndRecoverDeviceSignal.connect(callback);
}
void Renderer::OnDeviceRecoveryBegin(Utils::Slot<Renderer::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, 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<int>(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<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 ListSamplers()
{
static auto* source = reinterpret_cast<Game::GfxCmdBufSourceState*>(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<int>::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<bool>()) 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<float>(ent->handler), 5.0f) / 5.0f;
auto gv = std::clamp(static_cast<float>(ent->handler - 5), 0.f, 5.0f) / 5.0f;
auto bv = std::clamp(static_cast<float>(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<bool>()) 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<int>();
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<int>();
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<int>();
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<int>();
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<float>(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<float>(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<float>(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<bool>())
{
return;
}
auto* fxSystem = reinterpret_cast<Game::FxSystem*>(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<int*>(0x7C5C90);
auto* sounds = reinterpret_cast<Game::ClientEntSound*>(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<bool>()) return;
Game::clipMap_t* clipMap = *reinterpret_cast<Game::clipMap_t**>(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<int>();
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<int(Game::GfxCamera*, Game::GfxSunShadowMapMetrics*, Game::GfxSunShadow*, Game::GfxSunShadowClip*, float*)>(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();
}
}