add Novidia (non-Nvidia chara skinning)
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#pragma once
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#include <windows.h>
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#include <iostream>
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#include <detours.h>
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// should probably just use GL.h, but I'm avoiding it to let me call hooked stuff as normal
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typedef uint32_t GLenum, GLuint, GLsizei, GLbitfield;
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typedef int32_t GLint;
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typedef uint64_t GLsizeiptr;
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typedef int64_t GLintptr, GLint64;
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typedef bool GLboolean;
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typedef char GLchar;
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#define GL_FALSE 0
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#define GL_NO_ERROR 0
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#define GL_TEXTURE_1D 0x0de0
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#define GL_FLOAT 0x1406
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#define GL_RGBA 0x1908
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#define GL_NEAREST 0x2600
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#define GL_TEXTURE_MAG_FILTER 0x2800
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#define GL_TEXTURE_MIN_FILTER 0x2801
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#define GL_TEXTURE_WRAP_S 0x2802
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#define GL_CLAMP_TO_BORDER 0x812d
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#define GL_CLAMP_TO_EDGE 0x812f
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#define GL_TEXTURE0 0x84c0
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#define GL_TEXTURE8 0x84c8
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#define GL_BUFFER_SIZE 0x8764
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#define GL_RGBA32F 0x8814
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#define GL_ARRAY_BUFFER 0x8892
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#define GL_ARRAY_BUFFER_BINDING 0x8894
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#define GL_READ_ONLY 0x88b8
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#define GL_STREAM_DRAW 0x88e0
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#define GL_STREAM_COPY 0x88e2
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#define GL_COMPILE_STATUS 0x8b81
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#define GL_LINK_STATUS 0x8b82
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#define GL_CURRENT_PROGRAM 0x8b8d
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#define GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV 0x8da2
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#define GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV 0x8da4
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#define GL_SHADER_STORAGE_BUFFER 0x90d2
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#define GL_COMPUTE_SHADER 0x91b9
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#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001
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#define GL_SHADER_STORAGE_BARRIER_BIT 0x00002000
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//void(__cdecl** p_glActiveTexture)(GLenum texture) = (void(__cdecl**)(GLenum texture))0x1411a3db8;
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//void(__cdecl* glGenTextures)(GLsizei n, GLuint* textures) = *(void(__cdecl**)(GLsizei n, GLuint * textures))0x140965ad8;
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//void(__cdecl* glBindTexture)(GLenum target, GLuint texture) = *(void(__cdecl**)(GLenum target, GLuint texture))0x140965bf8;
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//void(__cdecl* glDrawElements)(GLenum mode, GLsizei count, GLenum type, const void* indices) = *(void(__cdecl**)(GLenum mode, GLsizei count, GLenum type, const void* indices))0x140965a48;
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// these are all dynamic imports and can't be initialised until after the OpenGL context is created
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void(__cdecl* glActiveTexture)(GLenum texture);
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void(__cdecl* glGenTextures)(GLsizei n, GLuint* textures);
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void(__cdecl* glBindTexture)(GLenum target, GLuint texture);
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void(__cdecl* glTexStorage1D)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
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//void(__cdecl* glTexImage1D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void* pixels);
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void(__cdecl* glTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void* pixels);
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void(__cdecl* glTexParameteri)(GLenum target, GLenum pname, GLint param);
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//void(__cdecl* glDrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void* indices);
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void(__cdecl* glBindBuffer)(GLenum target, GLuint buffer);
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void(__cdecl* glBindBufferARB)(GLenum target, GLuint buffer);
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void(__cdecl* glBufferData)(GLenum target, GLsizeiptr size, const void* data, GLenum usage);
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void(__cdecl* glBufferDataARB)(GLenum target, GLsizeiptr size, const void* data, GLenum usage);
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void(__cdecl* glFinish)();
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// just used for a nicer time getting addresses and hooking
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struct {
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void* ptr;
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const char* name;
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bool dynamic;
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} glFuncs[] = {
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//{&glDrawElements, "glDrawElements", false},
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{&glActiveTexture, "glActiveTexture", true},
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{&glGenTextures, "glGenTextures", true},
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{&glBindTexture, "glBindTexture", true},
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{&glTexStorage1D, "glTexStorage1D", true},
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//{&glTexImage1D, "glTexImage1D", true},
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{&glTexSubImage1D, "glTexSubImage1D", true},
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{&glTexParameteri, "glTexParameteri", true},
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//{&glDrawRangeElements, "glDrawRangeElements", true},
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{&glBindBuffer, "glBindBuffer", true},
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{&glBindBufferARB, "glBindBufferARB", true},
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{&glBufferData, "glBufferData", true},
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{&glBufferDataARB, "glBufferDataARB", true},
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{&glFinish, "glFinish", true},
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};
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bool loadGlAddresses()
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{
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bool ret = true;
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for (auto fn : glFuncs)
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{
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if (fn.dynamic)
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{
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*(PROC*)(fn.ptr) = wglGetProcAddress(fn.name);
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if (*(PROC*)(fn.ptr) == nullptr)
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{
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printf("[Novidia] Failed to load address of %s\n", fn.name);
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ret = false;
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}
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}
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}
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return ret;
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}
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const char* getGlFuncName(void* func)
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{
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const char* name = NULL;
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for (auto fn : glFuncs)
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{
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if (func == *(PROC*)(fn.ptr))
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name = fn.name;
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}
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return name;
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}
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bool hookGlFunc(PROC* target, void* hook)
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{
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const char* name = getGlFuncName(*target);
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if (name == nullptr)
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{
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printf("[Novidia] Invalid hook target at %p\n", *target);
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return false;
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}
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DetourTransactionBegin();
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DetourUpdateThread(GetCurrentThread());
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printf("[Novidia] Hooking %s\n", name);
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DetourAttach(&(PVOID&)*target, hook);
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DetourTransactionCommit();
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return true;
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}
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