Files
djhackersdev_bemanitools/src/main/jbhook-util/gfx.c
T

220 lines
6.0 KiB
C

#define LOG_MODULE "jbhook-gfx"
#include <windows.h>
#include <math.h>
#include <stdbool.h>
#include <stdint.h>
#include <stdio.h>
#include <GL/gl.h>
#include <GL/glext.h>
#include "hook/com-proxy.h"
#include "hook/table.h"
#include "imports/glhelper.h"
#include "jbhook-util/gfx.h"
#include "util/defs.h"
#include "util/log.h"
#include "util/str.h"
#include "util/time.h"
static void __stdcall hook_glFlush(void);
static void (__stdcall *real_glFlush)(void);
static void hook_glBindFramebufferEXT(GLenum target, GLuint framebuffer);
static void (*real_glBindFramebufferEXT)(GLenum target, GLuint framebuffer);
static void hook_infodispcore_set_angle(void* this, int angle);
static const struct hook_symbol jbhook1_opengl_hook_syms[] = {
{.name = "glFlush",
.patch = hook_glFlush,
.link = (void **) &real_glFlush},
};
static const struct hook_symbol jbhook1_glhelper_hook_syms[] = {
{.name = "glBindFramebufferEXT",
.patch = hook_glBindFramebufferEXT,
.link = (void **) &real_glBindFramebufferEXT},
};
// on knit/copious, this gives us right-side-up errors, too!
static const struct hook_symbol jbhook_infodisp_hook_syms[] = {
{.name = "?set_angle@infodispcore@@QAEXH@Z",
.patch = hook_infodispcore_set_angle},
};
static DWORD STDCALL my_GetGlyphOutline(
HDC hdc,
UINT uChar,
UINT uFormat,
LPGLYPHMETRICS lpgm,
DWORD cbBuffer,
LPVOID lpvBuffer,
const MAT2 *lpmat2);
static DWORD(STDCALL *real_GetGlyphOutline)(
HDC hdc,
UINT uChar,
UINT uFormat,
LPGLYPHMETRICS lpgm,
DWORD cbBuffer,
LPVOID lpvBuffer,
const MAT2 *lpmat2);
static const struct hook_symbol gfx_hook_syms[] = {
{.name = "GetGlyphOutlineA",
.patch = my_GetGlyphOutline,
.link = (void **) &real_GetGlyphOutline},
{
.name = "IsDBCSLeadByteEx",
.patch = my_GetGlyphOutline, // !??
.link = (void **) &real_GetGlyphOutline // !??
},
};
static DWORD STDCALL my_GetGlyphOutline(
HDC hdc,
UINT uChar,
UINT uFormat,
LPGLYPHMETRICS lpgm,
DWORD cbBuffer,
LPVOID lpvBuffer,
const MAT2 *lpmat2)
{
if (IsDBCSLeadByteEx(CP_ACP, uChar & 0xFF)) {
log_warning("!!!!!!!!");
char tmp[2];
tmp[0] = uChar & 0xFF;
tmp[1] = (uChar >> 8) & 0xFF;
MultiByteToWideChar(
CP_ACP, MB_USEGLYPHCHARS, tmp, 2, lpvBuffer, cbBuffer);
}
return real_GetGlyphOutline(
hdc, uChar, uFormat, lpgm, cbBuffer, lpvBuffer, lpmat2);
}
void jbhook_util_gfx_hook_init(void)
{
hook_table_apply(NULL, "gdi32.dll", gfx_hook_syms, lengthof(gfx_hook_syms));
log_info("Inserted gfx hooks");
}
void jbhook_util_gfx_set_windowed(bool framed)
{
}
void jbhook_util_gfx_install_vertical_hooks(void) {
hook_table_apply(
NULL,
"opengl32.dll",
jbhook1_opengl_hook_syms,
lengthof(jbhook1_opengl_hook_syms));
hook_table_apply(
NULL,
"glhelper.dll",
jbhook1_glhelper_hook_syms,
lengthof(jbhook1_glhelper_hook_syms));
hook_table_apply(
NULL,
"infodisp.dll",
jbhook_infodisp_hook_syms,
lengthof(jbhook_infodisp_hook_syms));
log_info("Inserted vertical display hooks");
}
static void hook_infodispcore_set_angle(void* this, int angle) {
// ignore
}
// Welcome to OpenGL land! There is a ton of boilerplate needed here "just" to
// rotate the render output
// only jubeat uses openGL, let alone needs rotation at all, so hardcode for now
#define W 768
#define H 1360
// the framebuffer we redirect renders to instead of rendering to the screen
static GLuint fb;
static GLuint color;
static void fb_init(void) {
static bool init_done = false;
if(init_done) {
return;
}
init_done = true;
glGenFramebuffersEXT(1, &fb);
glGenTextures(1, &color);
}
static void __stdcall hook_glFlush(void) {
// 3 bytes per RGB pixel
// these could really be stack variables but they are too big for gcc's
// default stack size, and it's no problem for 6MiB of data to hang around
static uint8_t pixels_raw[W*H*3];
static uint8_t pixels_rot[W*H*3];
glReadPixels(0, 0, H, W, GL_RGB, GL_UNSIGNED_BYTE, pixels_raw);
// CPU copies may seem slow here, but this runs fine on my jubeat cab, so
// speed is not a huge concern.
for(size_t x = 0; x < W; x++) {
for(size_t y = 0; y < H; y++) {
memcpy(&pixels_rot[3*(y*W + x)], &pixels_raw[3*((W-x)*H + y)], 3);
}
}
// now *we* get to draw to the main display
real_glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
// the scissor test clips pixels to the game window - must be disabled or
// the draw area is cut off vertically
glDisable(GL_SCISSOR_TEST);
glDrawPixels(W, H, GL_RGB, GL_UNSIGNED_BYTE, pixels_rot);
real_glFlush();
// reset the framebuffer for the next draw - must be after flush (i.e. when
// all state is reset) and before the game tries to draw anything
fb_init();
real_glBindFramebufferEXT(GL_FRAMEBUFFER, fb);
glBindTexture(GL_TEXTURE_2D, color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, H, W, 0, GL_RGBA,GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
}
// hooking something in glhelper.dll (a jubeat supplied DLL) might seem
// insufficiently generic compared to something in opengl32.dll, but the render
// loop of the game makes it very difficult to "catch" the rendering at the
// right place otherwise. This works with all horizontal jubeats, and they
// stopped needing rotation fixes starting with saucer.
static void hook_glBindFramebufferEXT(GLenum target, GLuint framebuffer) {
fb_init();
// check this is actually the screen - the game also uses internal
// framebuffers for some parts of the display
if(target == GL_FRAMEBUFFER && framebuffer == 0) {
framebuffer = fb;
}
return real_glBindFramebufferEXT(target, framebuffer);
}