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universal.cpp
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universal.cpp
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//warframe multihack by n7, main.cpp
#include <Windows.h>
#include <vector>
#include <d3d11.h>
#include <D3Dcompiler.h>//generateshader
#pragma comment(lib, "D3dcompiler.lib")
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "winmm.lib") //timeGetTime
#include "MinHook/include/MinHook.h" //detour x86&x64
#include "FW1FontWrapper/FW1FontWrapper.h" //font
#pragma warning( disable : 4244 )
typedef HRESULT(__stdcall *D3D11PresentHook) (IDXGISwapChain* pSwapChain, UINT SyncInterval, UINT Flags);
typedef HRESULT(__stdcall *D3D11ResizeBuffersHook) (IDXGISwapChain *pSwapChain, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags);
typedef void(__stdcall *D3D11DrawIndexedHook) (ID3D11DeviceContext* pContext, UINT IndexCount, UINT StartIndexLocation, INT BaseVertexLocation);
typedef void(__stdcall *D3D11PSSetShaderResourcesHook) (ID3D11DeviceContext* pContext, UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView *const *ppShaderResourceViews);
typedef void(__stdcall *D3D11DrawHook) (ID3D11DeviceContext* pContext, UINT VertexCount, UINT StartVertexLocation);
//typedef void(__stdcall *D3D11IASetVertexBuffersHook) (ID3D11DeviceContext* pContext, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppVertexBuffers, const UINT *pStrides, const UINT *pOffsets);
typedef void(__stdcall *D3D11VSSetConstantBuffersHook) (ID3D11DeviceContext* pContext, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers);
typedef void(__stdcall *D3D11PSSetSamplersHook) (ID3D11DeviceContext* pContext, UINT StartSlot, UINT NumSamplers, ID3D11SamplerState *const *ppSamplers);
D3D11PresentHook phookD3D11Present = NULL;
D3D11ResizeBuffersHook phookD3D11ResizeBuffers = NULL;
D3D11DrawIndexedHook phookD3D11DrawIndexed = NULL;
D3D11PSSetShaderResourcesHook phookD3D11PSSetShaderResources = NULL;
D3D11DrawHook phookD3D11Draw = NULL;
//D3D11IASetVertexBuffersHook phookD3D11IASetVertexBuffers = NULL;
D3D11VSSetConstantBuffersHook phookD3D11VSSetConstantBuffers = NULL;
D3D11PSSetSamplersHook phookD3D11PSSetSamplers = NULL;
ID3D11Device *pDevice = NULL;
ID3D11DeviceContext *pContext = NULL;
DWORD_PTR* pSwapChainVtable = NULL;
DWORD_PTR* pContextVTable = NULL;
DWORD_PTR* pDeviceVTable = NULL;
IFW1Factory *pFW1Factory = NULL;
IFW1FontWrapper *pFontWrapper = NULL;
#include "main.h" //helper funcs
#include "renderer.h" //renderer funcs
std::unique_ptr<Renderer> renderer;
//==========================================================================================================================
HRESULT __stdcall hookD3D11ResizeBuffers(IDXGISwapChain *pSwapChain, UINT BufferCount, UINT Width, UINT Height, DXGI_FORMAT NewFormat, UINT SwapChainFlags)
{
if (RenderTargetView != NULL)
SAFE_RELEASE(RenderTargetView);
return phookD3D11ResizeBuffers(pSwapChain, BufferCount, Width, Height, NewFormat, SwapChainFlags);
}
//==========================================================================================================================
HRESULT __stdcall hookD3D11Present(IDXGISwapChain* pSwapChain, UINT SyncInterval, UINT Flags)
{
if (firstTime)
{
firstTime = false;
//PlaySoundA(GetDirectoryFile("flash.wav"), 0, SND_FILENAME | SND_ASYNC | SND_NOSTOP | SND_NODEFAULT);
//get device
if (SUCCEEDED(pSwapChain->GetDevice(__uuidof(ID3D11Device), (void **)&pDevice)))
{
pSwapChain->GetDevice(__uuidof(pDevice), (void**)&pDevice);
pDevice->GetImmediateContext(&pContext);
}
//create font
hr = FW1CreateFactory(FW1_VERSION, &pFW1Factory);
if (FAILED(hr)) { Log("Failed FW1CreateFactory"); return hr; }
hr = pFW1Factory->CreateFontWrapper(pDevice, L"Tahoma", &pFontWrapper);
if (FAILED(hr)) { Log("Failed CreateFontWrapper"); return hr; }
pFW1Factory->Release();
//sample state
D3D11_SAMPLER_DESC sampDesc;
ZeroMemory(&sampDesc, sizeof(sampDesc));
sampDesc.Filter = D3D11_FILTER::D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.ComparisonFunc = D3D11_COMPARISON_FUNC::D3D11_COMPARISON_LESS_EQUAL;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
pDevice->CreateSamplerState(&sampDesc, &pSamplerState);
//create green texture
DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; //format
static const uint32_t s_pixel = 0xff00ff00; //0xffffffff white, 0xff00ff00 green, 0xffff0000 blue, 0xff0000ff red, 0x00000000
D3D11_SUBRESOURCE_DATA initData = { &s_pixel, sizeof(uint32_t), 0 };
D3D11_TEXTURE2D_DESC desc;
memset(&desc, 0, sizeof(desc));
desc.Width = desc.Height = desc.MipLevels = desc.ArraySize = 1;
desc.Format = format;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;// D3D11_USAGE_IMMUTABLE;
desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;// D3D11_BIND_SHADER_RESOURCE;
pDevice->CreateTexture2D(&desc, &initData, &texGreen);
//create red texture
static const uint32_t s_pixelr = 0xff0000ff; //0xffffffff white, 0xff00ff00 green, 0xffff0000 blue, 0xff0000ff red, 0x00000000
D3D11_SUBRESOURCE_DATA initDatar = { &s_pixelr, sizeof(uint32_t), 0 };
D3D11_TEXTURE2D_DESC descr;
memset(&descr, 0, sizeof(descr));
descr.Width = descr.Height = descr.MipLevels = descr.ArraySize = 1;
descr.Format = format;
descr.SampleDesc.Count = 1;
descr.Usage = D3D11_USAGE_DEFAULT;// D3D11_USAGE_IMMUTABLE;
descr.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;// D3D11_BIND_SHADER_RESOURCE;
pDevice->CreateTexture2D(&descr, &initDatar, &texRed);
//create green shaderresourceview
D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc;
memset(&SRVDesc, 0, sizeof(SRVDesc));
SRVDesc.Format = format;
SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
SRVDesc.Texture2D.MipLevels = 1;
pDevice->CreateShaderResourceView(texGreen, &SRVDesc, &texSRVg);
texGreen->Release();
//create red shaderresourceview
D3D11_SHADER_RESOURCE_VIEW_DESC SRVDescr;
memset(&SRVDescr, 0, sizeof(SRVDescr));
SRVDescr.Format = format;
SRVDescr.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
SRVDescr.Texture2D.MipLevels = 1;
pDevice->CreateShaderResourceView(texRed, &SRVDescr, &texSRVr);
texRed->Release();
//renderer
renderer = std::make_unique<Renderer>(pDevice);
//load cfg settings
LoadCfg();
}
//create rendertarget
if (RenderTargetView == NULL)
{
//viewport
pContext->RSGetViewports(&vps, &viewport);
ScreenCenterX = viewport.Width / 2.0f;
ScreenCenterY = viewport.Height / 2.0f;
ID3D11Texture2D* backbuffer = NULL;
hr = pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backbuffer);
if (FAILED(hr)) {
Log("Failed to get BackBuffer");
pContext->OMGetRenderTargets(1, &RenderTargetView, NULL);
pContext->OMSetRenderTargets(1, &RenderTargetView, NULL);
return hr;
}
hr = pDevice->CreateRenderTargetView(backbuffer, NULL, &RenderTargetView);
backbuffer->Release();
if (FAILED(hr)) {
Log("Failed to get RenderTarget");
return hr;
}
}
else //call before you draw
pContext->OMSetRenderTargets(1, &RenderTargetView, NULL);
if(performance_loss && pFontWrapper)
pFontWrapper->DrawString(pContext, L"~", 14, 16.0f, 16.0f, 0xffff1612, FW1_RESTORESTATE | FW1_ALIASED);
if (performance_loss)
{
static DWORD lastTime = timeGetTime();
DWORD timePassed = timeGetTime() - lastTime;
if (timePassed>2000)
{
performance_loss = false;
lastTime = timeGetTime();
}
}
//shaders
if (!psRed)
GenerateShader(pDevice, &psRed, 1.0f, 0.0f, 0.0f);
if (!psGreen)
GenerateShader(pDevice, &psGreen, 0.0f, 1.0f, 0.0f);
//menu background
renderer->begin();
if (Visible)
renderer->drawOutlinedRect(Vec4(100, 100, 230, 196), 1.f, Color{ 0.9f, 0.9f, 0.15f, 0.95f }, Color{ 0.f , 1.f, 1.f, 0.5f }); //182 = 10 entries, 196 = 11
renderer->draw();
renderer->end();
//menu
if (IsReady() == false)
{
Init_Menu(pContext, L"D3D11 Menu", 100, 100);
Do_Menu();
Color_Font = 0xFFFFFFFF;//white
Color_Off = 0xFFFF0000;//red
Color_On = 0xFF00FF00;//green
Color_Folder = 0xFF2F4F4F;//grey
Color_Current = 0xFF00BFFF;//orange
}
Draw_Menu();
Navigation();
renderer->begin();
//dot crosshair
if(sOptions[9].Function == 1)
renderer->drawOutlinedRect(Vec4(viewport.Width/2.0f-1.0f, viewport.Height/2.0f, 3.0f, 2.0f), 1.f, Color{ 1.0f, 1.0f, 1.0f, 1.0f }, Color{ 1.f , 1.f, 1.f, 1.2f });
if (sOptions[2].Function == 1) //if esp is enabled in menu
if (AimEspInfo.size() != NULL)
{
for (unsigned int i = 0; i < AimEspInfo.size(); i++)
{
/*
//debug
if ((int)AimEspInfo[i].vOutX != ScreenCenterX && AimEspInfo[i].vOutX > 1 && AimEspInfo[i].vOutY > 1 && AimEspInfo[i].vOutX < viewport.Width && AimEspInfo[i].vOutY < viewport.Height)
{
wchar_t reportValueS[256];
swprintf_s(reportValueS, L"%d", (int)AimEspInfo.size());
if (pFontWrapper)
pFontWrapper->DrawString(pContext, reportValueS, 14.0f, 200, 200, 0xffffffff, FW1_RESTORESTATE | FW1_CENTER | FW1_ALIASED);
}
*/
//text esp
if ((int)AimEspInfo[i].vOutX != ScreenCenterX && AimEspInfo[i].vOutX > 1 && AimEspInfo[i].vOutY > 1 && AimEspInfo[i].vOutX < viewport.Width && AimEspInfo[i].vOutY < viewport.Height)
{
if (pFontWrapper)
pFontWrapper->DrawString(pContext, L"o", 14, AimEspInfo[i].vOutX, AimEspInfo[i].vOutY, 0xffff1612, FW1_RESTORESTATE | FW1_CENTER | FW1_ALIASED);
}
}
}
renderer->draw();
renderer->end();
//RMouse|LMouse|Shift|Ctrl|Alt|Space|X|C
if (sOptions[4].Function == 0) Daimkey = VK_RBUTTON;
if (sOptions[4].Function == 1) Daimkey = VK_LBUTTON;
if (sOptions[4].Function == 2) Daimkey = VK_SHIFT;
if (sOptions[4].Function == 3) Daimkey = VK_CONTROL;
if (sOptions[4].Function == 4) Daimkey = VK_MENU;
if (sOptions[4].Function == 5) Daimkey = VK_SPACE;
if (sOptions[4].Function == 6) Daimkey = 0x58; //X
if (sOptions[4].Function == 7) Daimkey = 0x43; //C
aimheight = sOptions[7].Function;//aimheight
//aimbot
if ((sOptions[3].Function == 1) || (sOptions[3].Function == 2))//aimbot pve, aimbot pvp
if (AimEspInfo.size() != NULL)
{
UINT BestTarget = -1;
DOUBLE fClosestPos = 99999;
for (unsigned int i = 0; i < AimEspInfo.size(); i++)
{
//aimfov
float radiusx = (sOptions[6].Function*10.0f) * (ScreenCenterX / 100.0f);
float radiusy = (sOptions[6].Function*10.0f) * (ScreenCenterY / 100.0f);
//get crosshairdistance
AimEspInfo[i].CrosshairDst = GetDst(AimEspInfo[i].vOutX, AimEspInfo[i].vOutY, ScreenCenterX, ScreenCenterY);
//if in fov
if ((int)AimEspInfo[i].vOutX != ScreenCenterX && AimEspInfo[i].vOutX >= ScreenCenterX - radiusx && AimEspInfo[i].vOutX <= ScreenCenterX + radiusx && AimEspInfo[i].vOutY >= ScreenCenterY - radiusy && AimEspInfo[i].vOutY <= ScreenCenterY + radiusy)
//get closest/nearest target to crosshair
if (AimEspInfo[i].CrosshairDst < fClosestPos)
{
fClosestPos = AimEspInfo[i].CrosshairDst;
BestTarget = i;
}
}
//if nearest target to crosshair
if (BestTarget != -1)
{
double DistX = AimEspInfo[BestTarget].vOutX - ScreenCenterX;
double DistY = AimEspInfo[BestTarget].vOutY - ScreenCenterY;
//aimsens
DistX /= (1.0f + (sOptions[5].Function*0.5f));
DistY /= (1.0f + (sOptions[5].Function*0.5f));
//aim
if(GetAsyncKeyState(Daimkey) & 0x8000)
mouse_event(MOUSEEVENTF_MOVE, (float)DistX, (float)DistY, 0, NULL);
//autoshoot on
if ((!GetAsyncKeyState(VK_LBUTTON) && (sOptions[8].Function==1) && (GetAsyncKeyState(Daimkey) & 0x8000)))
{
if (!IsPressed)
{
IsPressed = true;
mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0);
}
}
}
}
AimEspInfo.clear();
//autoshoot off
if (sOptions[8].Function==1 && IsPressed)
{
if (timeGetTime() - astime >= asdelay)//sOptions[x].Function*100
{
IsPressed = false;
mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, 0, 0);
astime = timeGetTime();
}
}
//logger
if (logger && pFontWrapper) //&& countnum >= 0)
{
wchar_t reportValue[256];
swprintf_s(reportValue, L"(Keys:-O P+ I=Log) countnum = %d", countnum);
pFontWrapper->DrawString(pContext, reportValue, 16.0f, 320.0f, 100.0f, 0xff00ff00, FW1_RESTORESTATE);
wchar_t reportValueB[256];
swprintf_s(reportValueB, L"(Keys:-H J+) ProjCBnum = %d", ProjCBnum);
pFontWrapper->DrawString(pContext, reportValueB, 16.0f, 320.0f, 140.0f, 0xffffffff, FW1_RESTORESTATE);
wchar_t reportValueC[256];
swprintf_s(reportValueC, L"(Keys:-N M+) matProjnum = %d", matProjnum);
pFontWrapper->DrawString(pContext, reportValueC, 16.0f, 320.0f, 160.0f, 0xffffffff, FW1_RESTORESTATE);
pFontWrapper->DrawString(pContext, L"F9 = log drawfunc", 16.0f, 320.0f, 180.0f, 0xffffffff, FW1_RESTORESTATE);
}
return phookD3D11Present(pSwapChain, SyncInterval, Flags);
}
//==========================================================================================================================
void __stdcall hookD3D11Draw(ID3D11DeviceContext* pContext, UINT VertexCount, UINT StartVertexLocation)
{
//get stride & vedesc.ByteWidth
pContext->IAGetVertexBuffers(0, 1, &veBuffer, &Stride, &veBufferOffset);
if (veBuffer != NULL)
veBuffer->GetDesc(&vedesc);
if (veBuffer != NULL) { veBuffer->Release(); veBuffer = NULL; }
//get pscdesc.ByteWidth
pContext->PSGetConstantBuffers(pscStartSlot, 1, &pscBuffer);
if (pscBuffer != NULL)
pscBuffer->GetDesc(&pscdesc);
if (pscBuffer != NULL) { pscBuffer->Release(); pscBuffer = NULL; }
//model recognition:
//pve
//Stride == 24 && VertexCount == 4 && indesc.ByteWidth == 21150 && vedesc.ByteWidth == 1048576 && Descr.Format == 77 && pscdesc.ByteWidth == 1152 && Descr.Buffer.NumElements == 7 && texdesc.Width == 64 && texdesc.Height == 64 && texdesc.Format == 76 && pssrStartSlot == 0 && vsStartSlot == 0 && psStartSlot == 0
//pvp
//Stride == 24 && VertexCount == 4 && indesc.ByteWidth == 10614 && vedesc.ByteWidth == 1048576 && Descr.Format == 71 && pscdesc.ByteWidth == 1152 && Descr.Buffer.NumElements == 6 && texdesc.Width == 32 && texdesc.Height == 32 && texdesc.Format == 70 && pssrStartSlot == 0 && vsStartSlot == 0 && psStartSlot == 0
//esp/aimbot pve
if ((sOptions[2].Function == 1) || (sOptions[3].Function == 1)) //if esp/aimbot pve option is enabled in menu
//if (Stride == 24 && VertexCount == 4 && pscdesc.ByteWidth == 1152 && texdesc.Width == 64 && texdesc.Height == 64)//pve lvl symbol
if (Stride == 24 && VertexCount == 4 && vedesc.ByteWidth == 1048576 && Descr.Format == 77 && pscdesc.ByteWidth == 1152 && Descr.Buffer.NumElements == 7 && texdesc.Width == 64 && texdesc.Height == 64 && texdesc.Format == 76 && pssrStartSlot == 0)//pve lvl symbol
{
pContext->OMGetDepthStencilState(&pDepthStencilState, &stencilRef);
if (pDepthStencilState != NULL)
{
D3D11_DEPTH_STENCIL_DESC Desc;
pDepthStencilState->GetDesc(&Desc);
//debug
//if (GetAsyncKeyState(VK_F10) & 1) //log stencilRef & Desc.StencilWriteMask
//Log("Stride == %d && IndexCount == %d && indesc.ByteWidth == %d && vedesc.ByteWidth == %d && pscdesc.ByteWidth == %d && stencilRef == %d && Desc.StencilWriteMask == %x", Stride, IndexCount, indesc.ByteWidth, vedesc.ByteWidth, pscdesc.ByteWidth, stencilRef, Desc.StencilWriteMask);
if (stencilRef == 0) //&& Desc.StencilWriteMask == 0xFF)
AddModel(pContext);//w2s
}
SAFE_RELEASE(pDepthStencilState);
}
//esp/aimbot pvp
if (sOptions[3].Function == 2) //if aimbot pvp option is enabled in menu
//if (Stride == 24 && VertexCount == 4 && pscdesc.ByteWidth == 1152 && texdesc.Width == 32 && texdesc.Height == 32)//pvp hp bar
if (Stride == 24 && VertexCount == 4 && vedesc.ByteWidth == 1048576 && Descr.Format == 71 && pscdesc.ByteWidth == 1152 && Descr.Buffer.NumElements == 6 && texdesc.Width == 32 && texdesc.Height == 32 && texdesc.Format == 70 && pssrStartSlot == 0)//pvp hp bar
{
pContext->OMGetDepthStencilState(&pDepthStencilState, &stencilRef);
if (pDepthStencilState != NULL)
{
D3D11_DEPTH_STENCIL_DESC Desc;
pDepthStencilState->GetDesc(&Desc);
//debug
//if (GetAsyncKeyState(VK_F10) & 1) //log stencilRef & Desc.StencilWriteMask
//Log("Stride == %d && IndexCount == %d && indesc.ByteWidth == %d && vedesc.ByteWidth == %d && pscdesc.ByteWidth == %d && stencilRef == %d && Desc.StencilWriteMask == %x", Stride, IndexCount, indesc.ByteWidth, vedesc.ByteWidth, pscdesc.ByteWidth, stencilRef, Desc.StencilWriteMask);
if (stencilRef == 0) //&& Desc.StencilWriteMask == 0xFF)
AddModel(pContext);//w2s
}
SAFE_RELEASE(pDepthStencilState);
}
return phookD3D11Draw(pContext, VertexCount, StartVertexLocation);
}
//==========================================================================================================================
void __stdcall hookD3D11DrawIndexed(ID3D11DeviceContext* pContext, UINT IndexCount, UINT StartIndexLocation, INT BaseVertexLocation)
{
if (firstTime2)
{
firstTime2 = false;
////////////////////////////////////////////////////////////////////////
// DEPTH FALSE
D3D11_DEPTH_STENCIL_DESC depthStencilDescfalse = {};
//
// Depth state:
depthStencilDescfalse.DepthEnable = false;
depthStencilDescfalse.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilDescfalse.DepthFunc = D3D11_COMPARISON_LESS;
//
// Stencil state:
depthStencilDescfalse.StencilEnable = true;
depthStencilDescfalse.StencilReadMask = 0xFF;
depthStencilDescfalse.StencilWriteMask = 0xFF;
//
// Stencil operations if pixel is front-facing:
depthStencilDescfalse.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDescfalse.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
depthStencilDescfalse.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDescfalse.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
//
// Stencil operations if pixel is back-facing:
depthStencilDescfalse.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDescfalse.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
depthStencilDescfalse.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDescfalse.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
//
pDevice->CreateDepthStencilState(&depthStencilDescfalse, &depthStencilStatefalse);
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
// DEPTH TRUE
D3D11_DEPTH_STENCIL_DESC depthStencilDesc = {};
//
// Depth state:
depthStencilDesc.DepthEnable = true;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilDesc.DepthFunc = (D3D11_COMPARISON_FUNC)-1; //D3D11_COMPARISON_LESS; 4
//
// Stencil state:
depthStencilDesc.StencilEnable = true;
depthStencilDesc.StencilReadMask = 0xFF;
depthStencilDesc.StencilWriteMask = 0xFF;
//
// Stencil operations if pixel is front-facing:
depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
//
// Stencil operations if pixel is back-facing:
depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
//
pDevice->CreateDepthStencilState(&depthStencilDesc, &depthStencilState);
////////////////////////////////////////////////////////////////////////
}
//get vsdesc.ByteWidth
pContext->VSGetConstantBuffers(vsStartSlot, 1, &vsBuffer);
if (vsBuffer!=NULL)
vsBuffer->GetDesc(&vsdesc);
if (vsBuffer != NULL) { vsBuffer->Release(); vsBuffer = NULL; }
//wallhack/chams
if (sOptions[0].Function == 1 || sOptions[1].Function == 1) //if wallhack/chams option is enabled in menu
if (vsdesc.ByteWidth == 1088 || vsdesc.ByteWidth == 3136|| vsdesc.ByteWidth == 3584||//grineer
vsdesc.ByteWidth == 3456|| vsdesc.ByteWidth == 2368||//corpus
vsdesc.ByteWidth == 3392|| vsdesc.ByteWidth == 3072|| vsdesc.ByteWidth == 2752||//monster
vsdesc.ByteWidth == 3520)//eidolon vomvalyst
//vsdesc.ByteWidth == 3904//player
{
//pContext->OMGetDepthStencilState(&origDepthStencilState, &stencilRef); //need stencilref for optimisation later
if (sOptions[0].Function == 1|| sOptions[1].Function == 1)
pContext->OMSetDepthStencilState(depthStencilStatefalse, stencilRef); //depth off
//SAFE_RELEASE(depthStencilStatefalse);//no
//pssetshader chams
if (sOptions[1].Function == 1)
pContext->PSSetShader(psRed, NULL, NULL);
phookD3D11DrawIndexed(pContext, IndexCount, StartIndexLocation, BaseVertexLocation);
if (sOptions[0].Function == 1 || sOptions[1].Function == 1)
pContext->OMSetDepthStencilState(depthStencilState, stencilRef); //depth on
//pssetshader chams
if (sOptions[1].Function == 1)
pContext->PSSetShader(psGreen, NULL, NULL);
/*
//debug
if (origDepthStencilState != NULL)
{
D3D11_DEPTH_STENCIL_DESC Desc;
origDepthStencilState->GetDesc(&Desc);
if (GetAsyncKeyState(VK_F10) & 1) //log Desc stuff
Log("Desc.BackFace == %d && Desc.DepthEnable == %d && Desc.DepthFunc == %d && Desc.DepthWriteMask == %d && Desc.FrontFace == %d && Desc.StencilEnable == %d && Desc.StencilReadMask == %d && Desc.StencilWriteMask == %d && stencilRef == %d",
Desc.BackFace, Desc.DepthEnable, Desc.DepthFunc, Desc.DepthWriteMask, Desc.FrontFace, Desc.StencilEnable, Desc.StencilReadMask, Desc.StencilWriteMask, stencilRef);
}
*/
//SAFE_RELEASE(depthStencilStatefalse);//no
}
//small bruteforce logger
//ALT + CTRL + L toggles logger
if (logger)
{
if (countnum == vsdesc.ByteWidth / 100)
if (GetAsyncKeyState('I') & 1)
Log("Stride == %d && IndexCount == %d && indesc.ByteWidth == %d && vedesc.ByteWidth == %d && Descr.Format == %d && pscdesc.ByteWidth == %d && Descr.Buffer.NumElements == %d && texdesc.BindFlags == %d && texdesc.MipLevels == %d && psStartSlot == %d && vsdesc.ByteWidth == %d && texdesc.Format == %d && texdesc.Height == %d && texdesc.Width == %d", Stride, IndexCount, indesc.ByteWidth, vedesc.ByteWidth, Descr.Format, pscdesc.ByteWidth, Descr.Buffer.NumElements, texdesc.BindFlags, texdesc.MipLevels, psStartSlot, vsdesc.ByteWidth, texdesc.Format, texdesc.Height, texdesc.Width);
if (countnum == vsdesc.ByteWidth / 100)
{
//delete texture
return;
}
}
return phookD3D11DrawIndexed(pContext, IndexCount, StartIndexLocation, BaseVertexLocation);
}
//==========================================================================================================================
void __stdcall hookD3D11PSSetShaderResources(ID3D11DeviceContext* pContext, UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView *const *ppShaderResourceViews)
{
pssrStartSlot = StartSlot;
//texture stuff usually not needed
for (UINT j = 0; j < NumViews; j++)
{
//resources loop
ID3D11ShaderResourceView* pShaderResView = ppShaderResourceViews[j];
if (pShaderResView)
{
pShaderResView->GetDesc(&Descr);
ID3D11Resource *Resource;
pShaderResView->GetResource(&Resource);
ID3D11Texture2D *Texture = (ID3D11Texture2D *)Resource;
Texture->GetDesc(&texdesc);
SAFE_RELEASE(Resource);
SAFE_RELEASE(Texture);
}
}
//logger
if (GetAsyncKeyState(VK_MENU) && GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(0x4C) & 1) //ALT + CTRL + L toggles logger
logger = !logger;
if (logger && pFontWrapper) //&& countnum >= 0) //low fps, fix me
{
//hold down P key until a texture is wallhacked, press I to log values of those textures
if (GetAsyncKeyState('O') & 1) //-
countnum--;
if (GetAsyncKeyState('P') & 1) //+
countnum++;
if (GetAsyncKeyState(VK_MENU) && GetAsyncKeyState('9') & 1) //reset, set to -1
countnum = -1;
//bruteforce ProjCBnum
if (GetAsyncKeyState('H') & 1) //-
ProjCBnum--;
if (GetAsyncKeyState('J') & 1) //+
ProjCBnum++;
if (GetAsyncKeyState(0x38) & 1) //8 reset, set to 0
ProjCBnum = 0;
if (ProjCBnum < 0)
ProjCBnum = 0;
//bruteforce matProjnum
if (GetAsyncKeyState('N') & 1) //-
matProjnum--;
if (GetAsyncKeyState('M') & 1) //+
matProjnum++;
if (GetAsyncKeyState(0x39) & 1) //9 reset, set to 0
matProjnum = 0;
if (matProjnum < 0)
matProjnum = 0;
}
return phookD3D11PSSetShaderResources(pContext, StartSlot, NumViews, ppShaderResourceViews);
}
//==========================================================================================================================
//void __stdcall hookD3D11IASetVertexBuffers(ID3D11DeviceContext* pContext, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppVertexBuffers, const UINT *pStrides, const UINT *pOffsets)
//{
//Stride = *pStrides;
//return phookD3D11IASetVertexBuffers(pContext, StartSlot, NumBuffers, ppVertexBuffers, pStrides, pOffsets);
//}
//==========================================================================================================================
void __stdcall hookD3D11VSSetConstantBuffers(ID3D11DeviceContext* pContext, UINT StartSlot, UINT NumBuffers, ID3D11Buffer *const *ppConstantBuffers)
{
vsStartSlot = StartSlot;
return phookD3D11VSSetConstantBuffers(pContext, StartSlot, NumBuffers, ppConstantBuffers);
}
//==========================================================================================================================
void __stdcall hookD3D11PSSetSamplers(ID3D11DeviceContext* pContext, UINT StartSlot, UINT NumSamplers, ID3D11SamplerState *const *ppSamplers)
{
psStartSlot = StartSlot;
return phookD3D11PSSetSamplers(pContext, StartSlot, NumSamplers, ppSamplers);
}
//==========================================================================================================================
const int MultisampleCount = 1; // Set to 1 to disable multisampling
LRESULT CALLBACK DXGIMsgProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam){ return DefWindowProc(hwnd, uMsg, wParam, lParam); }
DWORD __stdcall InitializeHook(LPVOID)
{
HMODULE hDXGIDLL = 0;
do
{
hDXGIDLL = GetModuleHandle("dxgi.dll");
Sleep(4000);
} while (!hDXGIDLL);
Sleep(100);
IDXGISwapChain* pSwapChain;
WNDCLASSEXA wc = { sizeof(WNDCLASSEX), CS_CLASSDC, DXGIMsgProc, 0L, 0L, GetModuleHandleA(NULL), NULL, NULL, NULL, NULL, "WX", NULL };
RegisterClassExA(&wc);
HWND hWnd = CreateWindowA("WX", NULL, WS_OVERLAPPEDWINDOW, 100, 100, 300, 300, NULL, NULL, wc.hInstance, NULL);
D3D_FEATURE_LEVEL requestedLevels[] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1 };
D3D_FEATURE_LEVEL obtainedLevel;
ID3D11Device* d3dDevice = nullptr;
ID3D11DeviceContext* d3dContext = nullptr;
DXGI_SWAP_CHAIN_DESC scd;
ZeroMemory(&scd, sizeof(scd));
scd.BufferCount = 1;
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
scd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
scd.OutputWindow = hWnd;
scd.SampleDesc.Count = MultisampleCount;
scd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
scd.Windowed = ((GetWindowLongPtr(hWnd, GWL_STYLE) & WS_POPUP) != 0) ? false : true;
// LibOVR 0.4.3 requires that the width and height for the backbuffer is set even if
// you use windowed mode, despite being optional according to the D3D11 documentation.
scd.BufferDesc.Width = 1;
scd.BufferDesc.Height = 1;
scd.BufferDesc.RefreshRate.Numerator = 0;
scd.BufferDesc.RefreshRate.Denominator = 1;
UINT createFlags = 0;
#ifdef _DEBUG
// This flag gives you some quite wonderful debug text. Not wonderful for performance, though!
createFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
IDXGISwapChain* d3dSwapChain = 0;
if (FAILED(D3D11CreateDeviceAndSwapChain(
nullptr,
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
createFlags,
requestedLevels,
sizeof(requestedLevels) / sizeof(D3D_FEATURE_LEVEL),
D3D11_SDK_VERSION,
&scd,
&pSwapChain,
&pDevice,
&obtainedLevel,
&pContext)))
{
MessageBox(hWnd, "Failed to create directX device and swapchain!", "Error", MB_ICONERROR);
return NULL;
}
pSwapChainVtable = (DWORD_PTR*)pSwapChain;
pSwapChainVtable = (DWORD_PTR*)pSwapChainVtable[0];
pContextVTable = (DWORD_PTR*)pContext;
pContextVTable = (DWORD_PTR*)pContextVTable[0];
pDeviceVTable = (DWORD_PTR*)pDevice;
pDeviceVTable = (DWORD_PTR*)pDeviceVTable[0];
if (MH_Initialize() != MH_OK) { return 1; }
if (MH_CreateHook((DWORD_PTR*)pSwapChainVtable[8], hookD3D11Present, reinterpret_cast<void**>(&phookD3D11Present)) != MH_OK) { return 1; }
if (MH_EnableHook((DWORD_PTR*)pSwapChainVtable[8]) != MH_OK) { return 1; }
if (MH_CreateHook((DWORD_PTR*)pSwapChainVtable[13], hookD3D11ResizeBuffers, reinterpret_cast<void**>(&phookD3D11ResizeBuffers)) != MH_OK) { return 1; }
if (MH_EnableHook((DWORD_PTR*)pSwapChainVtable[13]) != MH_OK) { return 1; }
if (MH_CreateHook((DWORD_PTR*)pContextVTable[13], hookD3D11Draw, reinterpret_cast<void**>(&phookD3D11Draw)) != MH_OK) { return 1; }
if (MH_EnableHook((DWORD_PTR*)pContextVTable[13]) != MH_OK) { return 1; }
if (MH_CreateHook((DWORD_PTR*)pContextVTable[12], hookD3D11DrawIndexed, reinterpret_cast<void**>(&phookD3D11DrawIndexed)) != MH_OK) { return 1; }
if (MH_EnableHook((DWORD_PTR*)pContextVTable[12]) != MH_OK) { return 1; }
if (MH_CreateHook((DWORD_PTR*)pContextVTable[8], hookD3D11PSSetShaderResources, reinterpret_cast<void**>(&phookD3D11PSSetShaderResources)) != MH_OK) { return 1; }
if (MH_EnableHook((DWORD_PTR*)pContextVTable[8]) != MH_OK) { return 1; }
//if (MH_CreateHook((DWORD_PTR*)pContextVTable[18], hookD3D11IASetVertexBuffers, reinterpret_cast<void**>(&phookD3D11IASetVertexBuffers)) != MH_OK) { return 1; }
//if (MH_EnableHook((DWORD_PTR*)pContextVTable[18]) != MH_OK) { return 1; }
if (MH_CreateHook((DWORD_PTR*)pContextVTable[7], hookD3D11VSSetConstantBuffers, reinterpret_cast<void**>(&phookD3D11VSSetConstantBuffers)) != MH_OK) { return 1; }
if (MH_EnableHook((DWORD_PTR*)pContextVTable[7]) != MH_OK) { return 1; }
if (MH_CreateHook((DWORD_PTR*)pContextVTable[10], hookD3D11PSSetSamplers, reinterpret_cast<void**>(&phookD3D11PSSetSamplers)) != MH_OK) { return 1; }
if (MH_EnableHook((DWORD_PTR*)pContextVTable[10]) != MH_OK) { return 1; }
DWORD dwOld;
VirtualProtect(phookD3D11Present, 2, PAGE_EXECUTE_READWRITE, &dwOld);
while (true) {
Sleep(10);
}
pDevice->Release();
pContext->Release();
pSwapChain->Release();
return NULL;
}
//==========================================================================================================================
BOOL __stdcall DllMain(HINSTANCE hModule, DWORD dwReason, LPVOID lpReserved)
{
switch (dwReason)
{
case DLL_PROCESS_ATTACH: // A process is loading the DLL.
DisableThreadLibraryCalls(hModule);
GetModuleFileName(hModule, dlldir, 512);
for (size_t i = strlen(dlldir); i > 0; i--) { if (dlldir[i] == '\\') { dlldir[i + 1] = 0; break; } }
CreateThread(NULL, 0, InitializeHook, NULL, 0, NULL);
break;
case DLL_PROCESS_DETACH: // A process unloads the DLL.
if (MH_Uninitialize() != MH_OK) { return 1; }
if (MH_DisableHook((DWORD_PTR*)pSwapChainVtable[8]) != MH_OK) { return 1; }
if (MH_DisableHook((DWORD_PTR*)pSwapChainVtable[13]) != MH_OK) { return 1; }
if (MH_DisableHook((DWORD_PTR*)pContextVTable[13]) != MH_OK) { return 1; }
if (MH_DisableHook((DWORD_PTR*)pContextVTable[12]) != MH_OK) { return 1; }
if (MH_DisableHook((DWORD_PTR*)pContextVTable[8]) != MH_OK) { return 1; }
//if (MH_DisableHook((DWORD_PTR*)pContextVTable[18]) != MH_OK) { return 1; }
if (MH_DisableHook((DWORD_PTR*)pContextVTable[7]) != MH_OK) { return 1; }
if (MH_DisableHook((DWORD_PTR*)pContextVTable[10]) != MH_OK) { return 1; }
break;
}
return TRUE;
}