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Автор темы
- #1
Использую DiectX11 TK, сделал сохранения состояния - в тестовой среде по типу GFX выводит и текст, и треугольник. А вот если инжектить в игру - почему то выводит только текст, не совсем понятно в чем дело, никто не сталкивался с такой или подобной проблемой?
C++:
HRESULT __stdcall Base::Hooks::Present(IDXGISwapChain* pSwapChain, UINT SyncInterval, UINT Flags)
{
if (!Data::InitImGui)
{
if (SUCCEEDED(pSwapChain->GetDevice(__uuidof(ID3D11Device), (void**)&Data::pDevice)))
{
Data::pDevice->GetImmediateContext(&Data::pContext);
DXGI_SWAP_CHAIN_DESC sd;
pSwapChain->GetDesc(&sd);
Data::window = sd.OutputWindow;
ID3D11Texture2D* pBackBuffer = NULL;
pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
if (pBackBuffer == NULL)
return Data::oPresent(pSwapChain, SyncInterval, Flags);
Data::pDevice->CreateRenderTargetView(pBackBuffer, NULL, &Data::mainRenderTargetView);
pBackBuffer->Release();
Data::oWndProc = (WNDPROC)SetWindowLongPtr(Data::window, GWLP_WNDPROC, (LONG_PTR)WndProc);
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags = ImGuiConfigFlags_NoMouseCursorChange;
ImGui_ImplWin32_Init(Base::Data::window);
ImGui_ImplDX11_Init(Base::Data::pDevice, Base::Data::pContext);
SDK.Init(pSwapChain);
Data::InitImGui = true;
}
else
return Data::oPresent(pSwapChain, SyncInterval, Flags);
}
ImGui_ImplDX11_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
if (Data::ShowMenu)
{
SDK.Menu();
}
ImGui::Render();
Data::pContext->OMSetRenderTargets(1, &Data::mainRenderTargetView, NULL);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
SDK.DXBegin();
{
DirectX::VertexPositionColor v1({ 0.f, 0.5f, 0.5f }, DirectX::Colors::Yellow);
DirectX::VertexPositionColor v2({ 0.5f, -0.5f, 0.5f }, DirectX::Colors::Yellow);
DirectX::VertexPositionColor v3({ -0.5f, -0.5f, 0.5f }, DirectX::Colors::Yellow);
Data::primitiveBatch->DrawTriangle(v1, v2, v3);
SDK.DrawString(L"Drawing", { 10,10 }, { 255,0,0,255 }, 1);
}
SDK.DXEnd();
return Data::oPresent(pSwapChain, SyncInterval, Flags);
}
void OnyxSDK::DXBegin() {
if (!isInitializated) return;
restoreState = FALSE;
stateSaver->saveCurrentState(Base::Data::pContext);
restoreState = TRUE;
Base::Data::spriteBatch->Begin(DirectX::SpriteSortMode_Deferred);
Base::Data::primitiveBatch->Begin();
Base::Data::pContext->IASetInputLayout(InputLayout);
}
void OnyxSDK::DXEnd(){
if (!isInitializated) return;
Base::Data::primitiveBatch->End();
Base::Data::spriteBatch->End();
if (restoreState) stateSaver->restoreSavedState();
}
C++:
#include <pch.h>
#include <DXTK/state.h>
DXTKStateSaver::DXTKStateSaver() : m_savedState(false), m_featureLevel(D3D_FEATURE_LEVEL_11_0), m_pContext(NULL), m_primitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED), m_pInputLayout(NULL), m_pBlendState(NULL),
m_sampleMask(0xFFFFFFFF), m_pDepthStencilState(NULL), m_stencilRef(0), m_pRasterizerState(NULL), m_pPSSRV(NULL), m_pSamplerState(NULL), m_pVS(NULL), m_numVSClassInstances(0), m_pVSConstantBuffer(NULL), m_pGS(NULL),
m_numGSClassInstances(0), m_pGSConstantBuffer(NULL), m_pGSSRV(NULL), m_pPS(NULL), m_numPSClassInstances(0), m_pHS(NULL), m_numHSClassInstances(0), m_pDS(NULL), m_numDSClassInstances(0), m_pVB(NULL), m_vertexStride(0),
m_vertexOffset(0), m_pIndexBuffer(NULL), m_indexFormat(DXGI_FORMAT_UNKNOWN), m_indexOffset(0)
{
for (int i = 0; i < 4; ++i)
{
m_blendFactor[i] = 0.0f;
}
for (int i = 0; i < 256; ++i)
{
m_pVSClassInstances[i] = NULL;
m_pGSClassInstances[i] = NULL;
m_pPSClassInstances[i] = NULL;
m_pHSClassInstances[i] = NULL;
m_pDSClassInstances[i] = NULL;
}
}
DXTKStateSaver::~DXTKStateSaver()
{
releaseSavedState();
}
HRESULT DXTKStateSaver::saveCurrentState(ID3D11DeviceContext* pContext)
{
if (m_savedState) releaseSavedState();
if (pContext == NULL) return E_INVALIDARG;
ID3D11Device* pDevice;
pContext->GetDevice(&pDevice);
if (pDevice != NULL)
{
m_featureLevel = pDevice->GetFeatureLevel();
pDevice->Release();
}
pContext->AddRef();
m_pContext = pContext;
m_pContext->IAGetPrimitiveTopology(&m_primitiveTopology);
m_pContext->IAGetInputLayout(&m_pInputLayout);
m_pContext->OMGetBlendState(&m_pBlendState, m_blendFactor, &m_sampleMask);
m_pContext->OMGetDepthStencilState(&m_pDepthStencilState, &m_stencilRef);
m_pContext->RSGetState(&m_pRasterizerState);
m_numVSClassInstances = 256;
m_pContext->VSGetShader(&m_pVS, m_pVSClassInstances, &m_numVSClassInstances);
m_pContext->VSGetConstantBuffers(0, 1, &m_pVSConstantBuffer);
m_numPSClassInstances = 256;
m_pContext->PSGetShader(&m_pPS, m_pPSClassInstances, &m_numPSClassInstances);
m_pContext->PSGetShaderResources(0, 1, &m_pPSSRV);
pContext->PSGetSamplers(0, 1, &m_pSamplerState);
if (m_featureLevel >= D3D_FEATURE_LEVEL_10_0)
{
m_numGSClassInstances = 256;
m_pContext->GSGetShader(&m_pGS, m_pGSClassInstances, &m_numGSClassInstances);
m_pContext->GSGetConstantBuffers(0, 1, &m_pGSConstantBuffer);
m_pContext->GSGetShaderResources(0, 1, &m_pGSSRV);
if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
{
m_numHSClassInstances = 256;
m_pContext->HSGetShader(&m_pHS, m_pHSClassInstances, &m_numHSClassInstances);
m_numDSClassInstances = 256;
m_pContext->DSGetShader(&m_pDS, m_pDSClassInstances, &m_numDSClassInstances);
}
}
m_pContext->IAGetVertexBuffers(0, 1, &m_pVB, &m_vertexStride, &m_vertexOffset);
m_pContext->IAGetIndexBuffer(&m_pIndexBuffer, &m_indexFormat, &m_indexOffset);
m_savedState = true;
return S_OK;
}
HRESULT DXTKStateSaver::restoreSavedState()
{
if (!m_savedState) return E_FAIL;
m_pContext->IASetPrimitiveTopology(m_primitiveTopology);
m_pContext->IASetInputLayout(m_pInputLayout);
m_pContext->OMSetBlendState(m_pBlendState, m_blendFactor, m_sampleMask);
m_pContext->OMSetDepthStencilState(m_pDepthStencilState, m_stencilRef);
m_pContext->RSSetState(m_pRasterizerState);
m_pContext->VSSetShader(m_pVS, m_pVSClassInstances, m_numVSClassInstances);
m_pContext->VSSetConstantBuffers(0, 1, &m_pVSConstantBuffer);
m_pContext->PSSetShader(m_pPS, m_pPSClassInstances, m_numPSClassInstances);
m_pContext->PSSetShaderResources(0, 1, &m_pPSSRV);
m_pContext->PSSetSamplers(0, 1, &m_pSamplerState);
if (m_featureLevel >= D3D_FEATURE_LEVEL_10_0)
{
m_pContext->GSSetShader(m_pGS, m_pGSClassInstances, m_numGSClassInstances);
m_pContext->GSSetConstantBuffers(0, 1, &m_pGSConstantBuffer);
m_pContext->GSSetShaderResources(0, 1, &m_pGSSRV);
if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
{
m_pContext->HSSetShader(m_pHS, m_pHSClassInstances, m_numHSClassInstances);
m_pContext->DSSetShader(m_pDS, m_pDSClassInstances, m_numDSClassInstances);
}
}
m_pContext->IASetVertexBuffers(0, 1, &m_pVB, &m_vertexStride, &m_vertexOffset);
m_pContext->IASetIndexBuffer(m_pIndexBuffer, m_indexFormat, m_indexOffset);
return S_OK;
}
void DXTKStateSaver::ZeroShaders(ID3D11DeviceContext* pContext)
{
pContext->VSSetShader(NULL, NULL, 0);
pContext->PSSetShader(NULL, NULL, 0);
pContext->HSSetShader(NULL, NULL, 0);
pContext->DSSetShader(NULL, NULL, 0);
pContext->GSSetShader(NULL, NULL, 0);
}
void DXTKStateSaver::releaseSavedState()
{
m_primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
SAFE_RELEASE(m_pInputLayout);
SAFE_RELEASE(m_pBlendState);
for (int i = 0; i < 4; ++i)
m_blendFactor[i] = 0.0f;
m_sampleMask = 0xffffffff;
SAFE_RELEASE(m_pDepthStencilState);
m_stencilRef = 0;
SAFE_RELEASE(m_pRasterizerState);
SAFE_RELEASE(m_pPSSRV);
SAFE_RELEASE(m_pSamplerState);
SAFE_RELEASE(m_pVS);
for (UINT i = 0; i < m_numVSClassInstances; ++i)
SAFE_RELEASE(m_pVSClassInstances[i]);
m_numVSClassInstances = 0;
SAFE_RELEASE(m_pVSConstantBuffer);
SAFE_RELEASE(m_pGS);
for (UINT i = 0; i < m_numGSClassInstances; ++i)
SAFE_RELEASE(m_pGSClassInstances[i]);
m_numGSClassInstances = 0;
SAFE_RELEASE(m_pGSConstantBuffer);
SAFE_RELEASE(m_pGSSRV);
SAFE_RELEASE(m_pPS);
for (UINT i = 0; i < m_numPSClassInstances; ++i)
SAFE_RELEASE(m_pPSClassInstances[i]);
m_numPSClassInstances = 0;
SAFE_RELEASE(m_pHS);
for (UINT i = 0; i < m_numHSClassInstances; ++i)
SAFE_RELEASE(m_pHSClassInstances[i]);
m_numHSClassInstances = 0;
SAFE_RELEASE(m_pDS);
for (UINT i = 0; i < m_numDSClassInstances; ++i)
SAFE_RELEASE(m_pDSClassInstances[i]);
m_numDSClassInstances = 0;
SAFE_RELEASE(m_pVB);
m_vertexStride = 0;
m_vertexOffset = 0;
SAFE_RELEASE(m_pIndexBuffer);
m_indexFormat = DXGI_FORMAT_UNKNOWN;
m_indexOffset = 0;
SAFE_RELEASE(m_pContext);
m_featureLevel = D3D_FEATURE_LEVEL_11_0;
m_savedState = false;
}