goldberg_emulator/overlay_experimental/OpenGL_Hook.cpp
Nemirtingas 40615d07a7 Reworked how renderers are hooked.
Some games doesn't initialise Steam before initalizing their Renderer (even if the doc says to) . So instead of waiting for the game to initialize it, hook to the rendering functions and deduce which implementation should be used.
2019-08-16 10:36:44 +02:00

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3.6 KiB
C++

#include "../dll/base.h"
#ifndef NO_OVERLAY
#include "OpenGL_Hook.h"
#include "Hook_Manager.h"
#include <imgui.h>
#include <impls/imgui_impl_win32.h>
#include <impls/imgui_impl_opengl3.h>
#include <GL/glew.h>
#include "steam_overlay.h"
// This is created by OpenGL_Hook::Create, and deleted by the Hook_Manager if not used
static OpenGL_Hook* hook;
void OpenGL_Hook::start_hook()
{
if (!_hooked)
{
Hook_Manager::Inst().FoundRenderer(this);
GLenum err = glewInit();
if (err == GLEW_OK)
{
_hooked = true;
PRINT_DEBUG("Hooked OpenGL\n");
UnhookAll();
BeginHook();
HookFuncs(
std::make_pair<void**, void*>(&(PVOID&)wglSwapBuffers, &OpenGL_Hook::MywglSwapBuffers)
);
EndHook();
}
else
{
PRINT_DEBUG("Failed to hook OpenGL\n");
/* Problem: glewInit failed, something is seriously wrong. */
PRINT_DEBUG("Error: %s\n", glewGetErrorString(err));
}
}
}
void OpenGL_Hook::resetRenderState()
{
if (initialized)
{
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplWin32_Shutdown();
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 != Hook_Manager::Inst().GetOverlay()->GetGameHwnd())
resetRenderState();
if (!initialized)
{
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = NULL;
Hook_Manager::Inst().ChangeGameWindow(hWnd);
ImGui_ImplWin32_Init(hWnd);
ImGui_ImplOpenGL3_Init();
initialized = true;
}
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
Hook_Manager::Inst().CallOverlayProc(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)
{
hook->prepareForOverlay(hDC);
return hook->wglSwapBuffers(hDC);
}
OpenGL_Hook::OpenGL_Hook():
initialized(false),
wglSwapBuffers(nullptr)
{
_dll = GetModuleHandle(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");
if (_hooked)
{
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
}
hook = nullptr;
}
void OpenGL_Hook::Create()
{
if (hook == nullptr)
{
hook = new OpenGL_Hook;
hook->start_hook();
// Register the hook to the Hook Manager
Hook_Manager::Inst().AddHook(hook);
}
}
#endif//NO_OVERLAY