gbe_fork/overlay_experimental/OpenGL_Hook.cpp
Nemirtingas dd530e80b1 Now passing to hooks device object.
Added Base_Hook::get_lib_name to track what renderer is hooked for overlay.
Objects used to detect renderer type are now also used to hook the rendering functions. So we don't have to build another device.
Updated VTables for DX12.
2019-08-26 16:38:01 +02:00

160 lines
3.8 KiB
C++

#include "OpenGL_Hook.h"
#include "Windows_Hook.h"
#include "Hook_Manager.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;
Hook_Manager::Inst().FoundRenderer(this);
wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(reinterpret_cast<HMODULE>(_library), "wglSwapBuffers");
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());
}
/////////////////////////////////////////////////////////////////////////////////////
// OpenGL Initialization functions
//BOOL WINAPI OpenGL_Hook::MywglMakeCurrent(HDC hDC, HGLRC hGLRC)
//{
// auto res = hook->wglMakeCurrent(hDC, hGLRC);
// hook->hook_ogl();
// return res;
//}
/////////////////////////////////////////////////////////////////////////////////////
BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC)
{
OpenGL_Hook::Inst()->prepareForOverlay(hDC);
return OpenGL_Hook::Inst()->wglSwapBuffers(hDC);
}
OpenGL_Hook::OpenGL_Hook():
initialized(false),
wglSwapBuffers(nullptr)
{
_library = LoadLibrary(DLL_NAME);
// Hook to wglMakeCurrent so we know when it gets called.
// If its called, then OpenGL will be used to render the overlay.
//wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(_dll, "wglMakeCurrent");
//wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(_dll, "wglSwapBuffers");
//
//BeginHook();
//HookFuncs(
// std::make_pair<void**, void*>(&(PVOID&)wglMakeCurrent, &OpenGL_Hook::MywglMakeCurrent)
//);
//EndHook();
}
OpenGL_Hook::~OpenGL_Hook()
{
PRINT_DEBUG("OpenGL Hook removed\n");
resetRenderState();
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;
}
#endif//NO_OVERLAY