2022-08-05 06:06:42 +00:00
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/*
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* Copyright (C) Nemirtingas
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* This file is part of the ingame overlay project
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*
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* The ingame overlay project is free software; you can redistribute it
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* and/or modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 3 of the License, or (at your option) any later version.
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*
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* The ingame overlay project is distributed in the hope that it will be
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* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with the ingame overlay project; if not, see
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* <http://www.gnu.org/licenses/>.
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*/
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2019-07-31 20:19:44 +00:00
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#include "OpenGL_Hook.h"
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2019-08-18 14:22:07 +00:00
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#include "Windows_Hook.h"
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2019-07-31 20:19:44 +00:00
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#include <imgui.h>
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2022-08-05 06:06:42 +00:00
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#include <backends/imgui_impl_opengl3.h>
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2019-07-31 20:19:44 +00:00
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2022-08-05 06:06:42 +00:00
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#include <glad/gl.h>
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2019-07-31 20:19:44 +00:00
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2019-08-16 17:10:12 +00:00
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OpenGL_Hook* OpenGL_Hook::_inst = nullptr;
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2019-07-31 20:19:44 +00:00
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2022-08-13 18:32:43 +00:00
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bool OpenGL_Hook::StartHook(std::function<bool(bool)> key_combination_callback, std::set<ingame_overlay::ToggleKey> toggle_keys)
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2019-07-31 20:19:44 +00:00
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{
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2022-08-05 06:06:42 +00:00
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if (!_Hooked)
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2019-07-31 20:19:44 +00:00
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{
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2022-08-05 06:06:42 +00:00
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if (wglSwapBuffers == nullptr)
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{
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SPDLOG_WARN("Failed to hook OpenGL: Rendering functions missing.");
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2019-08-18 15:12:57 +00:00
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return false;
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2022-08-05 06:06:42 +00:00
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}
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2019-07-31 20:19:44 +00:00
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2022-08-13 18:32:43 +00:00
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if (!Windows_Hook::Inst()->StartHook(key_combination_callback, toggle_keys))
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2022-08-05 06:06:42 +00:00
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return false;
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2019-08-02 07:07:53 +00:00
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2022-08-05 06:06:42 +00:00
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_WindowsHooked = true;
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2019-08-18 15:12:57 +00:00
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2022-08-05 06:06:42 +00:00
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SPDLOG_INFO("Hooked OpenGL");
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2019-08-18 15:12:57 +00:00
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2022-08-05 06:06:42 +00:00
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_Hooked = true;
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2019-08-18 14:22:07 +00:00
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2022-08-05 06:06:42 +00:00
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UnhookAll();
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BeginHook();
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HookFuncs(
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std::make_pair<void**, void*>(&(PVOID&)wglSwapBuffers, &OpenGL_Hook::MywglSwapBuffers)
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);
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EndHook();
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2019-07-31 20:19:44 +00:00
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}
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2019-08-16 17:10:12 +00:00
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return true;
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2019-07-31 20:19:44 +00:00
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}
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2022-08-05 06:06:42 +00:00
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bool OpenGL_Hook::IsStarted()
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2019-07-31 20:19:44 +00:00
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{
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2022-08-05 06:06:42 +00:00
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return _Hooked;
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}
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void OpenGL_Hook::_ResetRenderState()
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{
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if (_Initialized)
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2019-07-31 20:19:44 +00:00
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{
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2022-08-05 06:06:42 +00:00
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OverlayHookReady(false);
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2019-07-31 20:19:44 +00:00
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ImGui_ImplOpenGL3_Shutdown();
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2022-08-10 07:22:23 +00:00
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Windows_Hook::Inst()->ResetRenderState();
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2019-07-31 20:19:44 +00:00
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ImGui::DestroyContext();
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2022-08-10 07:22:23 +00:00
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_LastWindow = nullptr;
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2022-08-05 06:06:42 +00:00
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_Initialized = false;
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2019-07-31 20:19:44 +00:00
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}
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}
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2019-08-14 12:55:31 +00:00
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// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
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2022-08-05 06:06:42 +00:00
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void OpenGL_Hook::_PrepareForOverlay(HDC hDC)
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2019-07-31 20:19:44 +00:00
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{
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HWND hWnd = WindowFromDC(hDC);
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2022-08-10 07:22:23 +00:00
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if (hWnd != _LastWindow)
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2022-08-05 06:06:42 +00:00
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_ResetRenderState();
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2019-08-16 08:36:44 +00:00
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2022-08-05 06:06:42 +00:00
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if (!_Initialized)
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2019-07-31 20:19:44 +00:00
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{
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2022-08-21 07:45:11 +00:00
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ImGui::CreateContext((ImFontAtlas *)ImGuiFontAtlas);
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2019-07-31 20:19:44 +00:00
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ImGui_ImplOpenGL3_Init();
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2022-08-10 07:22:23 +00:00
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_LastWindow = hWnd;
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Windows_Hook::Inst()->SetInitialWindowSize(hWnd);
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2022-08-05 06:06:42 +00:00
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_Initialized = true;
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OverlayHookReady(true);
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2019-07-31 20:19:44 +00:00
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}
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2021-01-18 03:58:42 +00:00
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2022-08-10 07:22:23 +00:00
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if (ImGui_ImplOpenGL3_NewFrame() && Windows_Hook::Inst()->PrepareForOverlay(hWnd))
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2020-01-10 07:10:33 +00:00
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{
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ImGui::NewFrame();
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2019-07-31 20:19:44 +00:00
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2022-08-05 06:06:42 +00:00
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OverlayProc();
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2019-07-31 20:19:44 +00:00
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2020-01-10 07:10:33 +00:00
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ImGui::Render();
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2019-07-31 20:19:44 +00:00
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2020-01-10 07:10:33 +00:00
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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2019-07-31 20:19:44 +00:00
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}
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BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC)
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{
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2022-08-05 06:06:42 +00:00
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auto inst = OpenGL_Hook::Inst();
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inst->_PrepareForOverlay(hDC);
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return inst->wglSwapBuffers(hDC);
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2019-07-31 20:19:44 +00:00
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}
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OpenGL_Hook::OpenGL_Hook():
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2022-08-05 06:06:42 +00:00
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_Hooked(false),
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_WindowsHooked(false),
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_Initialized(false),
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2022-08-10 07:22:23 +00:00
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_LastWindow(nullptr),
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2019-07-31 20:19:44 +00:00
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wglSwapBuffers(nullptr)
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{
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}
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OpenGL_Hook::~OpenGL_Hook()
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{
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2022-08-05 06:06:42 +00:00
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SPDLOG_INFO("OpenGL Hook removed");
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if (_WindowsHooked)
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delete Windows_Hook::Inst();
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2019-07-31 20:19:44 +00:00
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2022-08-05 06:06:42 +00:00
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if (_Initialized)
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2019-08-27 13:38:07 +00:00
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{
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ImGui_ImplOpenGL3_Shutdown();
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ImGui::DestroyContext();
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}
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2019-08-18 14:19:28 +00:00
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2019-08-16 17:10:12 +00:00
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_inst = nullptr;
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2019-07-31 20:19:44 +00:00
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}
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2019-08-16 17:10:12 +00:00
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OpenGL_Hook* OpenGL_Hook::Inst()
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2019-07-31 20:19:44 +00:00
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{
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2019-08-16 17:10:12 +00:00
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if (_inst == nullptr)
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_inst = new OpenGL_Hook;
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return _inst;
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2019-08-14 12:55:31 +00:00
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}
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2022-08-05 06:06:42 +00:00
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std::string OpenGL_Hook::GetLibraryName() const
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2019-08-26 14:38:01 +00:00
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{
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2022-08-05 06:06:42 +00:00
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return LibraryName;
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2019-08-26 14:38:01 +00:00
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}
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2022-08-05 06:06:42 +00:00
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void OpenGL_Hook::LoadFunctions(wglSwapBuffers_t pfnwglSwapBuffers)
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2019-08-27 13:38:07 +00:00
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{
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wglSwapBuffers = pfnwglSwapBuffers;
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}
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2022-08-05 06:06:42 +00:00
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std::weak_ptr<uint64_t> OpenGL_Hook::CreateImageResource(const void* image_data, uint32_t width, uint32_t height)
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{
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GLuint* texture = new GLuint(0);
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glGenTextures(1, texture);
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if (glGetError() != GL_NO_ERROR)
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{
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delete texture;
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return std::shared_ptr<uint64_t>(nullptr);
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}
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// Save old texture id
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GLint oldTex;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex);
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glBindTexture(GL_TEXTURE_2D, *texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Upload pixels into texture
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
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glBindTexture(GL_TEXTURE_2D, oldTex);
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auto ptr = std::shared_ptr<uint64_t>((uint64_t*)texture, [](uint64_t* handle)
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{
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if (handle != nullptr)
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{
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GLuint* texture = (GLuint*)handle;
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glDeleteTextures(1, texture);
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delete texture;
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}
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});
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_ImageResources.emplace(ptr);
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return ptr;
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}
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void OpenGL_Hook::ReleaseImageResource(std::weak_ptr<uint64_t> resource)
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{
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auto ptr = resource.lock();
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if (ptr)
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{
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auto it = _ImageResources.find(ptr);
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if (it != _ImageResources.end())
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_ImageResources.erase(it);
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}
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}
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