#include "chams.hpp" #include "interface.hpp" #include "d3d.hpp" #include "context.hpp" #include "hooks.hpp" static auto chams_mat = xors_raw( ( R"("VertexLitGeneric" { "$basetexture" "vgui/white_additive" "$ignorez" "1" "$nofog" "1" "$model" "1" "$nocull" "0" "$selfillum" "1" "$halflambert" "1" "$znearer" "0" "$flat" "1" "$envmap" "env_cubemap" "$envmaptint" "[.3 .3 .3]" "$envmapcontrast" ".4" "$envmapsaturation" "1.0" "$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 = g_csgo.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( ) }; g_csgo.m_render_view( )->SetBlend( clr.a( ) ); g_csgo.m_render_view( )->SetColorModulation( col ); g_csgo.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 = g_csgo.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( ); } }