mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-12-27 02:44:16 +08:00
dd530e80b1
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.
160 lines
3.8 KiB
C++
160 lines
3.8 KiB
C++
#include "OpenGL_Hook.h"
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#include "Windows_Hook.h"
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#include "Hook_Manager.h"
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#include "../dll/dll.h"
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#ifndef NO_OVERLAY
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#include <imgui.h>
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#include <impls/imgui_impl_opengl3.h>
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#include <GL/glew.h>
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#include "steam_overlay.h"
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OpenGL_Hook* OpenGL_Hook::_inst = nullptr;
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bool OpenGL_Hook::start_hook()
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{
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bool res = true;
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if (!_hooked)
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{
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if (!Windows_Hook::Inst().start_hook())
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return false;
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GLenum err = glewInit();
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if (err == GLEW_OK)
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{
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PRINT_DEBUG("Hooked OpenGL\n");
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_hooked = true;
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Hook_Manager::Inst().FoundRenderer(this);
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wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(reinterpret_cast<HMODULE>(_library), "wglSwapBuffers");
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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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get_steam_client()->steam_overlay->HookReady();
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}
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else
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{
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PRINT_DEBUG("Failed to hook OpenGL\n");
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/* Problem: glewInit failed, something is seriously wrong. */
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PRINT_DEBUG("Error: %s\n", glewGetErrorString(err));
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res = false;
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}
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}
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return true;
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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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{
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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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initialized = false;
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}
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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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{
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HWND hWnd = WindowFromDC(hDC);
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RECT rect;
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GetClientRect(hWnd, &rect);
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if (hWnd != Windows_Hook::Inst().GetGameHwnd())
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resetRenderState();
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if (!initialized)
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{
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.IniFilename = NULL;
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ImGui_ImplOpenGL3_Init();
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initialized = true;
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}
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ImGui_ImplOpenGL3_NewFrame();
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Windows_Hook::Inst().prepareForOverlay(hWnd);
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ImGui::NewFrame();
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get_steam_client()->steam_overlay->OverlayProc(rect.right, rect.bottom);
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ImGui::EndFrame();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Initialization functions
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//BOOL WINAPI OpenGL_Hook::MywglMakeCurrent(HDC hDC, HGLRC hGLRC)
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//{
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// auto res = hook->wglMakeCurrent(hDC, hGLRC);
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// hook->hook_ogl();
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// return res;
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//}
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/////////////////////////////////////////////////////////////////////////////////////
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BOOL WINAPI OpenGL_Hook::MywglSwapBuffers(HDC hDC)
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{
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OpenGL_Hook::Inst()->prepareForOverlay(hDC);
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return OpenGL_Hook::Inst()->wglSwapBuffers(hDC);
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}
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OpenGL_Hook::OpenGL_Hook():
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initialized(false),
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wglSwapBuffers(nullptr)
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{
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_library = LoadLibrary(DLL_NAME);
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// Hook to wglMakeCurrent so we know when it gets called.
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// If its called, then OpenGL will be used to render the overlay.
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//wglMakeCurrent = (decltype(wglMakeCurrent))GetProcAddress(_dll, "wglMakeCurrent");
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//wglSwapBuffers = (decltype(wglSwapBuffers))GetProcAddress(_dll, "wglSwapBuffers");
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//
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//BeginHook();
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//HookFuncs(
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// std::make_pair<void**, void*>(&(PVOID&)wglMakeCurrent, &OpenGL_Hook::MywglMakeCurrent)
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//);
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//EndHook();
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}
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OpenGL_Hook::~OpenGL_Hook()
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{
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PRINT_DEBUG("OpenGL Hook removed\n");
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resetRenderState();
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FreeLibrary(reinterpret_cast<HMODULE>(_library));
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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)
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_inst = new OpenGL_Hook;
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return _inst;
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}
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const char* OpenGL_Hook::get_lib_name() const
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{
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return DLL_NAME;
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}
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#endif//NO_OVERLAY
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