gbe_fork/overlay_experimental/windows/OpenGL_Hook.cpp

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/*
* Copyright (C) Nemirtingas
* This file is part of the ingame overlay project
*
* The ingame overlay project is free software; you can redistribute it
* and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 3 of the License, or (at your option) any later version.
*
* The ingame overlay project is distributed in the hope that it will be
* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with the ingame overlay project; if not, see
* <http://www.gnu.org/licenses/>.
*/
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#include "OpenGL_Hook.h"
#include "Windows_Hook.h"
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#include <imgui.h>
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#include <backends/imgui_impl_opengl3.h>
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#include <glad/gl.h>
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OpenGL_Hook* OpenGL_Hook::_inst = nullptr;
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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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{
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if (!_Hooked)
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{
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if (wglSwapBuffers == nullptr)
{
SPDLOG_WARN("Failed to hook OpenGL: Rendering functions missing.");
return false;
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}
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if (!Windows_Hook::Inst()->StartHook(key_combination_callback, toggle_keys))
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return false;
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_WindowsHooked = true;
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SPDLOG_INFO("Hooked OpenGL");
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_Hooked = true;
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UnhookAll();
BeginHook();
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)wglSwapBuffers, &OpenGL_Hook::MywglSwapBuffers)
);
EndHook();
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}
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return true;
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}
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bool OpenGL_Hook::IsStarted()
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{
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return _Hooked;
}
void OpenGL_Hook::_ResetRenderState()
{
if (_Initialized)
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{
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OverlayHookReady(false);
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ImGui_ImplOpenGL3_Shutdown();
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Windows_Hook::Inst()->ResetRenderState();
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ImGui::DestroyContext();
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_LastWindow = nullptr;
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_Initialized = false;
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}
}
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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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void OpenGL_Hook::_PrepareForOverlay(HDC hDC)
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{
HWND hWnd = WindowFromDC(hDC);
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if (hWnd != _LastWindow)
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_ResetRenderState();
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if (!_Initialized)
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{
ImGui::CreateContext();
ImGui_ImplOpenGL3_Init();
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_LastWindow = hWnd;
Windows_Hook::Inst()->SetInitialWindowSize(hWnd);
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_Initialized = true;
OverlayHookReady(true);
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}
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if (ImGui_ImplOpenGL3_NewFrame() && Windows_Hook::Inst()->PrepareForOverlay(hWnd))
{
ImGui::NewFrame();
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OverlayProc();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
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}
BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC)
{
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auto inst = OpenGL_Hook::Inst();
inst->_PrepareForOverlay(hDC);
return inst->wglSwapBuffers(hDC);
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}
OpenGL_Hook::OpenGL_Hook():
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_Hooked(false),
_WindowsHooked(false),
_Initialized(false),
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_LastWindow(nullptr),
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wglSwapBuffers(nullptr)
{
}
OpenGL_Hook::~OpenGL_Hook()
{
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SPDLOG_INFO("OpenGL Hook removed");
if (_WindowsHooked)
delete Windows_Hook::Inst();
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if (_Initialized)
{
ImGui_ImplOpenGL3_Shutdown();
ImGui::DestroyContext();
}
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_inst = nullptr;
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}
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OpenGL_Hook* OpenGL_Hook::Inst()
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{
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if (_inst == nullptr)
_inst = new OpenGL_Hook;
return _inst;
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}
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std::string OpenGL_Hook::GetLibraryName() const
{
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return LibraryName;
}
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void OpenGL_Hook::LoadFunctions(wglSwapBuffers_t pfnwglSwapBuffers)
{
wglSwapBuffers = pfnwglSwapBuffers;
}
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std::weak_ptr<uint64_t> OpenGL_Hook::CreateImageResource(const void* image_data, uint32_t width, uint32_t height)
{
GLuint* texture = new GLuint(0);
glGenTextures(1, texture);
if (glGetError() != GL_NO_ERROR)
{
delete texture;
return std::shared_ptr<uint64_t>(nullptr);
}
// Save old texture id
GLint oldTex;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Upload pixels into texture
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
glBindTexture(GL_TEXTURE_2D, oldTex);
auto ptr = std::shared_ptr<uint64_t>((uint64_t*)texture, [](uint64_t* handle)
{
if (handle != nullptr)
{
GLuint* texture = (GLuint*)handle;
glDeleteTextures(1, texture);
delete texture;
}
});
_ImageResources.emplace(ptr);
return ptr;
}
void OpenGL_Hook::ReleaseImageResource(std::weak_ptr<uint64_t> resource)
{
auto ptr = resource.lock();
if (ptr)
{
auto it = _ImageResources.find(ptr);
if (it != _ImageResources.end())
_ImageResources.erase(it);
}
}