goldberg_emulator/overlay_experimental/OpenGL_Hook.cpp
Nemirtingas f096a2d8a2 Use LoadLibrary instead of LoadModule
LoadLibrary increase the reference count to the library. So we make sure this library is still loaded when we shut down the hook.
2019-08-18 16:19:28 +02:00

150 lines
3.5 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"
OpenGL_Hook* OpenGL_Hook::_inst = nullptr;
bool 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));
return false;
}
}
return true;
}
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;
ImGui_ImplWin32_Init(hWnd);
ImGui_ImplOpenGL3_Init();
Hook_Manager::Inst().ChangeGameWindow(hWnd);
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)
{
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;
}
#endif//NO_OVERLAY