gbe_fork/overlay_experimental/windows/OpenGL_Hook.cpp
2019-09-01 20:53:16 +02:00

148 lines
3.0 KiB
C++

#include "OpenGL_Hook.h"
#include "Windows_Hook.h"
#include "../Renderer_Detector.h"
#include "../../dll/dll.h"
#ifndef NO_OVERLAY
#include <imgui.h>
#include <impls/imgui_impl_opengl3.h>
#include <GL/glew.h>
#include "../steam_overlay.h"
OpenGL_Hook* OpenGL_Hook::_inst = nullptr;
bool OpenGL_Hook::start_hook()
{
bool res = true;
if (!hooked)
{
if (!Windows_Hook::Inst()->start_hook())
return false;
GLenum err = glewInit();
if (err == GLEW_OK)
{
PRINT_DEBUG("Hooked OpenGL\n");
hooked = true;
Renderer_Detector::Inst().renderer_found(this);
UnhookAll();
BeginHook();
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)wglSwapBuffers, &OpenGL_Hook::MywglSwapBuffers)
);
EndHook();
get_steam_client()->steam_overlay->HookReady();
}
else
{
PRINT_DEBUG("Failed to hook OpenGL\n");
/* Problem: glewInit failed, something is seriously wrong. */
PRINT_DEBUG("Error: %s\n", glewGetErrorString(err));
res = false;
}
}
return true;
}
void OpenGL_Hook::resetRenderState()
{
if (initialized)
{
ImGui_ImplOpenGL3_Shutdown();
Windows_Hook::Inst()->resetRenderState();
ImGui::DestroyContext();
initialized = false;
}
}
// Try to make this function and overlay's proc as short as possible or it might affect game's fps.
void OpenGL_Hook::prepareForOverlay(HDC hDC)
{
HWND hWnd = WindowFromDC(hDC);
RECT rect;
GetClientRect(hWnd, &rect);
if (hWnd != Windows_Hook::Inst()->GetGameHwnd())
resetRenderState();
if (!initialized)
{
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = NULL;
ImGui_ImplOpenGL3_Init();
initialized = true;
}
ImGui_ImplOpenGL3_NewFrame();
Windows_Hook::Inst()->prepareForOverlay(hWnd);
ImGui::NewFrame();
get_steam_client()->steam_overlay->OverlayProc(rect.right, rect.bottom);
ImGui::EndFrame();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC)
{
OpenGL_Hook::Inst()->prepareForOverlay(hDC);
return OpenGL_Hook::Inst()->wglSwapBuffers(hDC);
}
OpenGL_Hook::OpenGL_Hook():
initialized(false),
hooked(false),
wglSwapBuffers(nullptr)
{
_library = LoadLibrary(DLL_NAME);
}
OpenGL_Hook::~OpenGL_Hook()
{
PRINT_DEBUG("OpenGL Hook removed\n");
if (initialized)
{
ImGui_ImplOpenGL3_Shutdown();
ImGui::DestroyContext();
}
FreeLibrary(reinterpret_cast<HMODULE>(_library));
_inst = nullptr;
}
OpenGL_Hook* OpenGL_Hook::Inst()
{
if (_inst == nullptr)
_inst = new OpenGL_Hook;
return _inst;
}
const char* OpenGL_Hook::get_lib_name() const
{
return DLL_NAME;
}
void OpenGL_Hook::loadFunctions(wglSwapBuffers_t pfnwglSwapBuffers)
{
wglSwapBuffers = pfnwglSwapBuffers;
}
#endif//NO_OVERLAY