Novidia: fix running without GLIntercept
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@@ -3,7 +3,6 @@
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#include <PluginConfigApi.h>
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// upload to the SSBO instead after processing
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void h_uploadModelTransformBuf(DWORD* a1, int a2)
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{
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@@ -11,10 +10,8 @@ void h_uploadModelTransformBuf(DWORD* a1, int a2)
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glActiveTexture(GL_TEXTURE8);
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glBindTexture(GL_TEXTURE_1D, buf_tex);
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//glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 0x3000 / sizeof(float) / 4, 0, GL_RGBA, GL_FLOAT, *(float**)0x1411a3330);
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glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 0x3000 / sizeof(float) / 4, GL_RGBA, GL_FLOAT, *(float**)0x1411a3330);
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glActiveTexture(GL_TEXTURE0);
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//glFinish();
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}
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/*
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@@ -107,9 +104,9 @@ void h_glutSetCursor(int cursor)
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//glActiveTexture(GL_TEXTURE8);
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glGenTextures(1, &buf_tex);
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printf("[Novidia] Buffer texture id: %d\n", buf_tex);
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glBindTexture(GL_TEXTURE_1D, buf_tex);
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glTexStorage1D(GL_TEXTURE_1D, 1, GL_RGBA32F, 0x3000 / sizeof(float) / 4);
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//glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 0x3000 / sizeof(float) / 4, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@@ -159,5 +156,5 @@ extern "C" __declspec(dllexport) LPCWSTR GetPluginName(void)
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extern "C" __declspec(dllexport) LPCWSTR GetPluginDescription(void)
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{
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return L"Novidia by somewhatlurker\n\nPerforms some model skinning transformations in an alternate way to enable functionality on non-Nvidia hardware.\nAlso fixes crashing on non-Nvidia hardware.\n\nRequires patched shaders and GLIntercept installed to work.";
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return L"Novidia by somewhatlurker\n\nPerforms some model skinning transformations in an alternate way to enable functionality on non-Nvidia hardware.\nAlso fixes crashing on non-Nvidia hardware.";
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}
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@@ -5,7 +5,6 @@
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// use this as a hook to perform initialisation
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void(__cdecl* glutSetCursor)(int cursor) = *(void(__cdecl**)(int))0x140966068;
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void(__cdecl* uploadModelTransformBuf)(DWORD* a1, int a2) = (void(__cdecl*)(DWORD * a1, int a2))0x140444fa0;
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PROC(*wGlGetProcAddress_forhook)(LPCSTR) = (PROC(*)(LPCSTR))(GetProcAddress(GetModuleHandle(L"opengl32.dll"), "wglGetProcAddress"));;
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bool& performTransform = *(bool*)0x14cc57bb0;
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@@ -4,6 +4,10 @@
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#include <iostream>
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#include <detours.h>
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HMODULE ogl32 = GetModuleHandle(L"opengl32.dll");
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PROC(*wGlGetProcAddress_forhook)(LPCSTR) = (PROC(*)(LPCSTR))(GetProcAddress(ogl32, "wglGetProcAddress"));
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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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@@ -16,12 +20,14 @@ 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_TEXTURE_2D 0x0de1
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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_TEXTURE_WRAP_T 0x2803
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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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@@ -45,24 +51,18 @@ typedef char GLchar;
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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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void(__cdecl* glGenTextures)(GLsizei n, GLuint* textures) = *(void(__cdecl**)(GLsizei, GLuint*))0x140965ad8;
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void(__cdecl* glBindTexture)(GLenum target, GLuint texture) = *(void(__cdecl**)(GLenum, GLuint))0x140965bf8;
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void(__cdecl* glTexParameteri)(GLenum target, GLenum pname, GLint param) = *(void(__cdecl**)(GLenum, GLenum, GLint))0x140965a18;
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void(__cdecl* glTexSubImage1D)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void* pixels) = (void(__cdecl*)(GLenum, GLint, GLint, GLsizei, GLenum, GLenum, const void*))GetProcAddress(ogl32, "glTexSubImage1D");
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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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// these are all imported using wglGetProcAddress 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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@@ -70,20 +70,16 @@ struct {
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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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{&glGenTextures, "glGenTextures", false},
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{&glBindTexture, "glBindTexture", false},
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{&glTexParameteri, "glTexParameteri", false},
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{&glTexSubImage1D, "glTexSubImage1D", 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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@@ -93,11 +89,12 @@ bool loadGlAddresses()
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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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*(PROC*)(fn.ptr) = wGlGetProcAddress_forhook(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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MessageBoxA(NULL, fn.name, NULL, NULL);
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}
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}
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}
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