diff options
| author | boris <wzn@moneybot.cc> | 2018-11-28 16:00:02 +1300 |
|---|---|---|
| committer | boris <wzn@moneybot.cc> | 2018-11-28 16:00:02 +1300 |
| commit | 3d412a4b30a9f7c7f51ea6562e694315948bd3da (patch) | |
| tree | 26d67dfd1f3e5fd12903ad13e85d0cb8bcf8f21c /cheat/tf2/chams.cpp | |
| parent | e4729e4393d90271a3814c7a79950a660c48325a (diff) | |
cleaned up
in short, the cheat and loader are now separate solutions. unused stuff was moved into the legacy solution in case anyone wants to compile it or whatever.
i can change this back if you want to. also, i configured the loader to compile in x64, and have separate build types for linux and win64
Diffstat (limited to 'cheat/tf2/chams.cpp')
| -rw-r--r-- | cheat/tf2/chams.cpp | 321 |
1 files changed, 321 insertions, 0 deletions
diff --git a/cheat/tf2/chams.cpp b/cheat/tf2/chams.cpp new file mode 100644 index 0000000..fc5c060 --- /dev/null +++ b/cheat/tf2/chams.cpp @@ -0,0 +1,321 @@ +#include "chams.h"
+#include "interfaces.h"
+#include "d3d.hpp"
+#include "ctx.hpp"
+#include "hooks.h"
+#include "settings.h"
+
+static auto chams_mat = xors_raw( (
+ R"("VertexLitGeneric"
+{
+ "$basetexture" "vgui/white"
+ "$model" "1"
+ "$envmap" "env_cubemap"
+ "$envmaptint" "[.3 .3 .3]"
+ "$envmapcontrast" ".4"
+ "$envmapsaturation" "1.0"
+ "$flat" "0"
+ "$nocull" "1"
+ "$halflambert" "1"
+ "$nofog" "1"
+ "$ignorez" "0"
+ "$znearer" "0"
+ "$wireframe" "0"
+ "$phong" "1"
+ "$phongexponent" "255.0"
+ "$normalmapalphaenvmask" "1"
+ "$phongboost" "6.0"
+ "$phongfresnelranges" "[0 0.5 1]"
+ "$BasemapAlphaPhongMask" "1"
+})"
+) );
+
+static auto chams_mat_shine = xors_raw( (
+ R"("VertexLitGeneric"
+{
+ "$basetexture" "vgui/white"
+ "$envmap" "env_cubemap"
+ "$envmaptint" "[.3 .3 .3]"
+ "$reflectivity" "[1.0 1.0 1.0]"
+ "$envmapcontrast" ".4"
+ "$envmapsaturation" "1.0"
+ "$model" "1"
+ "$flat" "0"
+ "$nocull" "1"
+ "$selfillum" "1"
+ "$halflambert" "1"
+ "$nofog" "1"
+ "$ignorez" "0"
+ "$znearer" "0"
+ "$wireframe" "0"
+})"
+) );
+
+static auto chams_mat_flat = xors_raw( (
+ R"("UnlitGeneric"
+{
+ "$basetexture" "vgui/white"
+ "$model" "1"
+ "$flat" "1"
+ "$nocull" "1"
+ "$selfillum" "1"
+ "$halflambert" "1"
+ "$nofog" "1"
+ "$ignorez" "0"
+ "$znearer" "0"
+ "$wireframe" "0"
+})"
+) );
+
+namespace features
+{
+ void c_materials::make_cham_buffer( char* buf, int len, int type ) {
+ switch( type ) {
+ case 1:
+ sprintf_s( buf, len - 1, chams_mat_flat.decrypt( ) );
+ break;
+ case 2:
+ sprintf_s( buf, len - 1, chams_mat_shine.decrypt( ) );
+ break;
+ default:
+ sprintf_s( buf, len - 1, chams_mat.decrypt( ) );
+ }
+ }
+
+ void c_material::init( const char* name, const char* buf ) {
+ m_keyvalues = new KeyValues( name );
+ m_keyvalues->LoadFromBuffer( name, buf );
+
+ // CreateMaterial already increments ref counter
+ m_mat = cl.m_mat_system( )->CreateMaterial( name, m_keyvalues );
+ }
+
+ void c_material::destroy( ) {
+ if( m_mat ) {
+ m_mat->DecrementReferenceCount( );
+ m_mat = nullptr;
+ }
+
+ if( m_keyvalues ) {
+ delete m_keyvalues;
+ m_keyvalues = nullptr;
+ }
+ }
+
+ void c_materials::force_material( IMaterial* mat, fclr_t clr ) {
+ if( !mat ) return;
+
+ float col[ ] = { clr.r( ), clr.g( ), clr.b( ) };
+ cl.m_render_view( )->SetBlend( clr.a( ) );
+ cl.m_render_view( )->SetColorModulation( col );
+
+ cl.m_model_render( )->ForcedMaterialOverride( mat );
+ }
+
+ void c_materials::initialize_materials( ) {
+ char buffer[ 1024 ];
+
+ make_cham_buffer( buffer, sizeof( buffer ), 0 );
+ m_chams.init( xors( "chamsmat" ), buffer );
+ memset( buffer, 0, 1024 );
+
+ make_cham_buffer( buffer, sizeof( buffer ), 1 );
+ m_chams_flat.init( xors( "chamsmat_flat" ), buffer );
+ memset( buffer, 0, 1024 );
+ m_initialized = true;
+ }
+
+ void c_materials::destroy_materials( ) {
+ m_initialized = false;
+
+ m_chams.destroy( );
+ m_chams_flat.destroy( );
+ }
+
+ void c_materials::update_materials( ) {
+ if( !m_initialized ) return;
+ if( m_chams.m_mat->m_ref_count <= 0 ) return;
+
+ static float last_reflectivity{ };
+ static float last_shine{ };
+ static KeyValues* reflectivity;
+ static KeyValues* shine;
+
+ if( !reflectivity ) {
+ for( auto it = m_chams.m_keyvalues->m_pSub; !!it; it = it->m_pPeer ) {
+ if( it->m_iDataType != 1 ) continue;
+ if( strstr( it->m_sValue, xors( "[.3 .3 .3]" ) ) ) {
+ reflectivity = it;
+ }
+ }
+ }
+
+ if( !shine ) {
+ for( auto it = m_chams.m_keyvalues->m_pSub; !!it; it = it->m_pPeer ) {
+ if( it->m_flValue == 6.0f )
+ shine = it;
+ }
+ }
+
+ if( reflectivity ) {
+ if( last_reflectivity != g_settings.visuals.chams.reflectivity( ) ) {
+ char buf[ 32 ];
+ sprintf_s< 32 >( buf, xors( "[%1.1f %1.1f %1.1f]" ),
+ g_settings.visuals.chams.reflectivity( ),
+ g_settings.visuals.chams.reflectivity( ),
+ g_settings.visuals.chams.reflectivity( ) );
+
+ strcpy( reflectivity->m_sValue, buf );
+ m_chams.m_mat->Refresh( );
+ }
+ last_reflectivity = g_settings.visuals.chams.reflectivity( );
+ }
+
+ if( shine ) {
+ if( last_shine != g_settings.visuals.chams.shine( ) ) {
+ shine->m_flValue = g_settings.visuals.chams.shine( ) * 100.f;
+ m_chams.m_mat->Refresh( );
+ }
+ last_shine = g_settings.visuals.chams.shine( );
+ }
+ }
+
+ void c_chams::d3d_render_chams( c_base_player* ent, int type, int v_index, uint32_t min_index, uint32_t num_vert, uint32_t start_index, uint32_t prim_count ) {
+ static auto d3d_draw = cl.m_d3d->get_old_function< decltype( &hooks::d3d::draw ) >( 82 );
+
+ int team = ent->m_iTeamNum( );
+ clr_t visible_col = team == g_ctx.m_local->m_iTeamNum( ) ? g_settings.visuals.chams.color_visible_friendly( ) : g_settings.visuals.chams.color_visible_enemy( );
+ clr_t hidden_col = team == g_ctx.m_local->m_iTeamNum( ) ? g_settings.visuals.chams.color_hidden_friendly( ) : g_settings.visuals.chams.color_hidden_enemy( );
+
+ if( team == g_ctx.m_local->m_iTeamNum( ) && !g_settings.visuals.chams.friendlies )
+ return;
+
+ fclr_t fcol_vis = visible_col.to_fclr( );
+ float value_vis[ 4 ] = { fcol_vis.r( ), fcol_vis.g( ), fcol_vis.b( ), fcol_vis.a( ) };
+
+ fclr_t fcol_hid = hidden_col.to_fclr( );
+ float value_hid[ 4 ] = { fcol_hid.r( ), fcol_hid.g( ), fcol_hid.b( ), fcol_hid.a( ) };
+
+ float def[ 4 ] = { 1.f, 1.f, 1.f, 1.f };
+
+ IDirect3DBaseTexture9* prev_texture;
+ IDirect3DSurface9* prev_surface;
+ ulong_t z_enable;
+
+ g_d3d.get_device( )->GetTexture( 0, &prev_texture );
+ g_d3d.get_device( )->GetRenderTarget( 0, &prev_surface );
+ g_d3d.get_device( )->GetRenderState( D3DRS_ZENABLE, &z_enable );
+
+ auto hr = g_d3d.get_device( )->SetRenderTarget( 0, g_d3d.m_surface );
+
+ //printf( "hr: %08x\n", hr );
+
+ if( g_settings.visuals.chams.ignore_z ) {
+ g_d3d.get_device( )->SetRenderState( D3DRS_ZENABLE, false );
+ g_d3d.get_device( )->SetPixelShaderConstantF( 0, value_hid, 1 );
+ g_d3d.get_device( )->SetPixelShaderConstantF( 1, value_hid, 1 );
+ //g_d3d.get_device( )->SetTexture( 0, nullptr );
+ d3d_draw( g_d3d.get_device( ), ( D3DPRIMITIVETYPE )type, v_index, min_index, num_vert, start_index, prim_count );
+ }
+
+ g_d3d.get_device( )->SetRenderState( D3DRS_ZENABLE, z_enable );
+ g_d3d.get_device( )->SetPixelShaderConstantF( 0, value_hid, 1 );
+ g_d3d.get_device( )->SetPixelShaderConstantF( 1, value_vis, 1 );
+ //g_d3d.get_device( )->SetTexture( 0, nullptr );
+
+ d3d_draw( g_d3d.get_device( ), ( D3DPRIMITIVETYPE )type, v_index, min_index, num_vert, start_index, prim_count );
+
+ g_d3d.get_device( )->SetPixelShaderConstantF( 0, def, 1 );
+ g_d3d.get_device( )->SetPixelShaderConstantF( 1, def, 1 );
+ g_d3d.get_device( )->SetRenderTarget( 0, prev_surface );
+ g_d3d.get_device( )->SetRenderState( D3DRS_ZENABLE, z_enable );
+
+ g_d3d.get_device( )->SetTexture( 0, prev_texture );
+
+ if( prev_texture )
+ prev_texture->Release( );
+
+ if( prev_surface )
+ prev_surface->Release( );
+ }
+
+ void c_chams::d3d_render_textures( ) {
+ if( !g_d3d.m_sil_txt )
+ return;
+
+ IDirect3DSurface9* backbuffer;
+ D3DSURFACE_DESC desc;
+
+ g_d3d.get_device( )->GetRenderTarget( 0, &backbuffer );
+ backbuffer->GetDesc( &desc );
+ //backbuffer->Release( );
+
+ struct tex_vertex {
+ float x, y, z, r, h, w;
+ };
+
+ tex_vertex v[ ] = {
+ { 0.f, 0.f, 0.f, 1.0f, 0.f, 0.f },
+ { ( float )desc.Width, 0.f, 0.f, 1.0f, 1.0f, 0.f },
+ { 0.f, ( float )desc.Height, 0.f, 1.0f, 0.0f, 1.0f },
+ { ( float )desc.Width, ( float )desc.Height, 0.f, 1.0f, 1.0f, 1.0f }
+ };
+
+ void* p;
+
+ g_d3d.m_buffer->Lock( 0, 0, &p, 0 );
+ memcpy( p, v, sizeof( v ) );
+ g_d3d.m_buffer->Unlock( );
+
+ void* pixel_shader;
+ void* texture;
+ void* stream_src;
+ uint32_t stride;
+ uint32_t offset;
+ ulong_t fvf;
+ ulong_t dest_blend;
+ ulong_t alpha_blend;
+
+ g_d3d.get_device( )->GetPixelShader( ( IDirect3DPixelShader9** )&pixel_shader );
+ g_d3d.get_device( )->GetTexture( 0, ( IDirect3DBaseTexture9** )&texture );
+ g_d3d.get_device( )->GetStreamSource( 0, ( IDirect3DVertexBuffer9** )&stream_src, &offset, &stride );
+ g_d3d.get_device( )->GetFVF( &fvf );
+ g_d3d.get_device( )->GetRenderState( D3DRS_DESTBLEND, &dest_blend );
+ g_d3d.get_device( )->GetRenderState( D3DRS_ALPHABLENDENABLE, &alpha_blend );
+
+ g_d3d.get_device( )->SetRenderTarget( 0, g_d3d.m_surface );
+ g_d3d.get_device( )->SetFVF( D3DFVF_XYZRHW | D3DFVF_TEX1 );
+ g_d3d.get_device( )->SetPixelShader( nullptr );
+ g_d3d.get_device( )->SetTexture( 0, g_d3d.m_sil_txt );
+ g_d3d.get_device( )->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
+ g_d3d.get_device( )->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
+
+ g_d3d.get_device( )->SetStreamSource( 0, g_d3d.m_buffer, 0, sizeof( tex_vertex ) );
+ g_d3d.get_device( )->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
+
+ //D3DXSaveSurfaceToFileA( "backbuffer_1.bmp", D3DXIFF_BMP, backbuffer, 0, 0 );
+ //D3DXSaveSurfaceToFileA( "backbuffer_2.bmp", D3DXIFF_BMP, g_d3d.m_surface, 0, 0 );
+
+
+ D3DRECT bar_rect{ };
+ D3DCOLOR col{ };
+
+ bar_rect.x1 = 0;
+ bar_rect.y1 = 0;
+ bar_rect.x2 = desc.Width;
+ bar_rect.y2 = desc.Height;
+
+ g_d3d.get_device( )->SetPixelShader( ( IDirect3DPixelShader9* )pixel_shader );
+ g_d3d.get_device( )->SetTexture( 0, ( IDirect3DTexture9* )texture );
+ g_d3d.get_device( )->SetRenderState( D3DRS_DESTBLEND, dest_blend );
+ g_d3d.get_device( )->SetRenderState( D3DRS_ALPHABLENDENABLE, alpha_blend );
+ g_d3d.get_device( )->SetStreamSource( 0, ( IDirect3DVertexBuffer9* )stream_src, offset, stride );
+ g_d3d.get_device( )->SetFVF( fvf );
+
+ //g_d3d.get_device( )->Clear( 1, &bar_rect, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, col, 0, 0 );
+ g_d3d.get_device( )->SetRenderTarget( 0, backbuffer );
+ backbuffer->Release( );
+
+
+ }
+}
\ No newline at end of file |
