/* Copyright (C) 2005-2010, Thorvald Natvig All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: - Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. - Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. - Neither the name of the Mumble Developers nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE FOUNDATION OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "lib.h" #include typedef unsigned int GLenum; typedef unsigned char GLboolean; typedef void GLvoid; typedef int GLint; typedef unsigned char GLubyte; typedef unsigned int GLuint; typedef int GLsizei; typedef float GLfloat; typedef double GLdouble; #define GL_ONE 0x1 #define GL_TEXTURE_2D 0x0DE1 #define GL_UNSIGNED_BYTE 0x1401 #define GL_QUADS 0x0007 #define GL_RGBA 0x1908 #define GL_BGRA 0x80E1 #define GL_TEXTURE_WRAP_S 0x2802 #define GL_TEXTURE_WRAP_T 0x2803 #define GL_CLAMP_TO_EDGE 0x812F #define GL_TEXTURE_MAG_FILTER 0x2800 #define GL_TEXTURE_MIN_FILTER 0x2801 #define GL_NEAREST 0x2600 #define GL_LINEAR 0x2601 #define GL_FRONT_AND_BACK 0x0408 #define GL_AMBIENT_AND_DIFFUSE 0x1602 #define GL_SRC_ALPHA 0x0302 #define GL_ONE_MINUS_SRC_ALPHA 0x0303 #define GL_TEXTURE_GEN_S 0x0C60 #define GL_TEXTURE_GEN_T 0x0C61 #define GL_TEXTURE_GEN_R 0x0C62 #define GL_TEXTURE_GEN_Q 0x0C63 #define GL_STENCIL_TEST 0x0B90 #define GL_SCISSOR_TEST 0x0C11 #define GL_SEPARABLE_2D 0x8012 #define GL_MINMAX 0x802E #define GL_LIGHTING 0x0B50 #define GL_INDEX_LOGIC_OP 0x0BF1 #define GL_HISTOGRAM 0x8024 #define GL_FOG 0x0B60 #define GL_DITHER 0x0BD0 #define GL_DEPTH_TEST 0x0B71 #define GL_CULL_FACE 0x0B44 #define GL_CONVOLUTION_1D 0x8010 #define GL_CONVOLUTION_2D 0x8011 #define GL_COLOR_TABLE 0x80D0 #define GL_COLOR_MATERIAL 0x0B57 #define GL_AUTO_NORMAL 0x0D80 #define GL_ALPHA_TEST 0x0BC0 #define GL_COLOR_LOGIC_OP 0x0BF2 #define GL_MATRIX_MODE 0x0BA0 #define GL_MODELVIEW 0x1700 #define GL_PROJECTION 0x1701 #define GL_BLEND 0x0BE2 #define GL_TEXTURE_ENV 0x2300 #define GL_TEXTURE_ENV_MODE 0x2200 #define GL_REPLACE 0x1E01 #define GL_PACK_ROW_LENGTH 0x0D02 #define GL_UNPACK_ROW_LENGTH 0x0CF2 #define TDEF(ret, name, arg) typedef ret (__stdcall * t##name) arg #define GLDEF(ret, name, arg) TDEF(ret, name, arg); t##name o##name = NULL GLDEF(HGLRC, wglCreateContext, (HDC)); GLDEF(void, glGenTextures, (GLsizei, GLuint *)); GLDEF(void, glDeleteTextures, (GLsizei, GLuint *)); GLDEF(void, glEnable, (GLenum)); GLDEF(void, glDisable, (GLenum)); GLDEF(void, glBlendFunc, (GLenum, GLenum)); GLDEF(void, glColorMaterial, (GLenum, GLenum)); GLDEF(void, glViewport, (GLint, GLint, GLsizei, GLsizei)); GLDEF(void, glMatrixMode, (GLenum)); GLDEF(void, glLoadIdentity, (void)); GLDEF(void, glOrtho, (GLdouble, GLdouble, GLdouble, GLdouble, GLdouble, GLdouble)); GLDEF(void, glBindTexture, (GLenum, GLuint)); GLDEF(void, glPushMatrix, (void)); GLDEF(void, glColor4ub, (GLubyte, GLubyte, GLubyte, GLubyte)); GLDEF(void, glTranslatef, (GLfloat, GLfloat, GLfloat)); GLDEF(void, glBegin, (GLenum)); GLDEF(void, glEnd, (void)); GLDEF(void, glTexCoord2f, (GLfloat, GLfloat)); GLDEF(void, glVertex2f, (GLfloat, GLfloat)); GLDEF(void, glPopMatrix, (void)); GLDEF(void, glTexParameteri, (GLenum, GLenum, GLint)); GLDEF(void, glTexEnvi, (GLenum, GLenum, GLint)); GLDEF(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *)); GLDEF(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *)); GLDEF(void, glPixelStorei, (GLenum, GLint)); GLDEF(void, wglMakeCurrent, (HDC, HGLRC)); GLDEF(HGLRC, wglGetCurrentContext, (void)); GLDEF(HDC, wglGetCurrentDC, (void)); GLDEF(int, GetDeviceCaps, (HDC, int)); #define INJDEF(ret, name, arg) GLDEF(ret, name, arg); static HardHook hh##name #define INJECT(name) { o##name = reinterpret_cast(GetProcAddress(hGL, #name)); if (o##name) { hh##name.setup(reinterpret_cast(o##name), reinterpret_cast(my##name)); o##name = (t##name) hh##name.call; } else { ods("OpenGL: No GetProc for %s", #name);} } INJDEF(BOOL, wglSwapLayerBuffers, (HDC, UINT)); INJDEF(BOOL, wglSwapBuffers, (HDC)); INJDEF(BOOL, SwapBuffers, (HDC)); static bool bHooked = false; static bool bChaining = false; class Context : protected Pipe { public: HGLRC ctx; GLuint texture; clock_t timeT; unsigned int frameCount; Context(HDC hdc); void draw(HDC hdc); void blit(unsigned int x, unsigned int y, unsigned int w, unsigned int h); void setRect(); void newTexture(unsigned int width, unsigned int height); }; Context::Context(HDC hdc) { timeT = clock(); frameCount = 0; ctx = owglCreateContext(hdc); owglMakeCurrent(hdc, ctx); // Here we go. From the top. Where is glResetState? oglDisable(GL_ALPHA_TEST); oglDisable(GL_AUTO_NORMAL); oglEnable(GL_BLEND); // Skip clip planes, there are thousands of them. oglDisable(GL_COLOR_LOGIC_OP); oglDisable(GL_COLOR_MATERIAL); oglDisable(GL_COLOR_TABLE); oglDisable(GL_CONVOLUTION_1D); oglDisable(GL_CONVOLUTION_2D); oglDisable(GL_CULL_FACE); oglDisable(GL_DEPTH_TEST); oglDisable(GL_DITHER); oglDisable(GL_FOG); oglDisable(GL_HISTOGRAM); oglDisable(GL_INDEX_LOGIC_OP); oglDisable(GL_LIGHTING); // Skip line smmooth // Skip map oglDisable(GL_MINMAX); // Skip polygon offset oglDisable(GL_SEPARABLE_2D); oglDisable(GL_SCISSOR_TEST); oglDisable(GL_STENCIL_TEST); oglEnable(GL_TEXTURE_2D); oglDisable(GL_TEXTURE_GEN_Q); oglDisable(GL_TEXTURE_GEN_R); oglDisable(GL_TEXTURE_GEN_S); oglDisable(GL_TEXTURE_GEN_T); oglBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); texture = ~0; } void Context::blit(unsigned int x, unsigned int y, unsigned int w, unsigned int h) { ods("OpenGL: Blit %d %d %d %d -- %d %d : %d", x, y, w, h, uiWidth, uiHeight, texture); if (texture == ~0) return; oglBindTexture(GL_TEXTURE_2D, texture); if ((x == 0) && (y == 0) && (w == uiWidth) && (h == uiHeight)) { oglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, uiWidth, uiHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, a_ucTexture); } else { if (w != uiWidth) oglPixelStorei(GL_UNPACK_ROW_LENGTH, uiWidth); oglTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_BGRA, GL_UNSIGNED_BYTE, a_ucTexture + 4 * (y * uiWidth + x)); if (w != uiWidth) oglPixelStorei(GL_UNPACK_ROW_LENGTH, 0); } } void Context::setRect() { ods("OpenGL: setRect"); } void Context::newTexture(unsigned int width, unsigned int height) { ods("OpenGL: newTex"); if (texture == ~0) { oglBindTexture(GL_TEXTURE_2D, 0); oglDeleteTextures(1, &texture); texture = ~0; } oglGenTextures(1, &texture); oglBindTexture(GL_TEXTURE_2D, texture); oglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); oglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); oglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); oglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); unsigned char *ptr = new unsigned char[width*height*4]; memset(ptr, 0, width*height*4); oglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, ptr); delete [] ptr; } void Context::draw(HDC hdc) { // DEBUG // sm->bDebug = true; clock_t t = clock(); float elapsed = static_cast(t - timeT) / CLOCKS_PER_SEC; ++frameCount; if (elapsed > OVERLAY_FPS_INTERVAL) { OverlayMsg om; om.omh.uiMagic = OVERLAY_MAGIC_NUMBER; om.omh.uiType = OVERLAY_MSGTYPE_FPS; om.omh.iLength = sizeof(OverlayMsgFps); om.omf.fps = frameCount / elapsed; sendMessage(om); frameCount = 0; timeT = t; } unsigned int width, height; width = oGetDeviceCaps(hdc, HORZRES); height = oGetDeviceCaps(hdc, VERTRES); HWND hwnd = WindowFromDC(hdc); if (hwnd) { RECT r; if (GetClientRect(hwnd, &r)) { width = r.right - r.left; height = r.bottom - r.top; } } ods("OpenGL: DrawStart: Screen is %d x %d", width, height); checkMessage(width, height); oglViewport(0, 0, width, height); oglMatrixMode(GL_PROJECTION); oglLoadIdentity(); oglOrtho(0, width, height, 0, -100.0, 100.0); oglMatrixMode(GL_MODELVIEW); oglBindTexture(GL_TEXTURE_2D, texture); oglPushMatrix(); oglLoadIdentity(); float w = static_cast(uiWidth); float h = static_cast(uiHeight); float left = static_cast(uiLeft); float top = static_cast(uiTop); float right = static_cast(uiRight); float bottom = static_cast(uiBottom); float xm = (left) / w; float ym = (top) / h; float xmx = (right) / w; float ymx = (bottom) / h; oglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); oglBegin(GL_QUADS); oglTexCoord2f(xm, ymx); oglVertex2f(left, bottom); oglTexCoord2f(xm, ym); oglVertex2f(left, top); oglTexCoord2f(xmx, ym); oglVertex2f(right, top); oglTexCoord2f(xmx, ymx); oglVertex2f(right, bottom); oglEnd(); oglPopMatrix(); } static map contexts; static void doSwap(HDC hdc) { HGLRC oldctx = owglGetCurrentContext(); HDC oldhdc = owglGetCurrentDC(); Context *c = contexts[hdc]; if (!c) { ods("OpenGL: New context for device %p", hdc); c = new Context(hdc); contexts[hdc] = c; } else { ods("OpenGL: Reusing old context"); owglMakeCurrent(hdc, c->ctx); } c->draw(hdc); owglMakeCurrent(oldhdc, oldctx); } static BOOL __stdcall mywglSwapBuffers(HDC hdc) { ods("OpenGL: wglSwapBuffers"); doSwap(hdc); hhwglSwapBuffers.restore(); BOOL ret=owglSwapBuffers(hdc); hhwglSwapBuffers.inject(); return ret; } static BOOL __stdcall mySwapBuffers(HDC hdc) { ods("OpenGL: SwapBuffers"); hhSwapBuffers.restore(); BOOL ret=oSwapBuffers(hdc); hhSwapBuffers.inject(); return ret; } static BOOL __stdcall mywglSwapLayerBuffers(HDC hdc, UINT fuPlanes) { ods("OpenGL: SwapLayerBuffers %x",fuPlanes); hhwglSwapLayerBuffers.restore(); BOOL ret=owglSwapLayerBuffers(hdc, fuPlanes); hhwglSwapLayerBuffers.inject(); return ret; } #undef GLDEF #define GLDEF(name) o##name = reinterpret_cast(GetProcAddress(hGL, #name)) void checkOpenGLHook() { if (bChaining) { return; ods("Causing a chain"); } bChaining = true; HMODULE hGL = GetModuleHandle("OpenGL32.DLL"); if (hGL != NULL) { if (! bHooked) { char procname[1024]; GetModuleFileName(NULL, procname, 1024); fods("OpenGL: Unhooked OpenGL App %s", procname); bHooked = true; // Add a ref to ourselves; we do NOT want to get unloaded directly from this process. GetModuleHandleEx(GET_MODULE_HANDLE_EX_FLAG_FROM_ADDRESS, reinterpret_cast(&checkOpenGLHook), &hSelf); INJECT(wglSwapBuffers); // INJECT(wglSwapLayerBuffers); GLDEF(wglCreateContext); GLDEF(glGenTextures); GLDEF(glDeleteTextures); GLDEF(glEnable); GLDEF(glDisable); GLDEF(glBlendFunc); GLDEF(glColorMaterial); GLDEF(glViewport); GLDEF(glMatrixMode); GLDEF(glLoadIdentity); GLDEF(glOrtho); GLDEF(glBindTexture); GLDEF(glPushMatrix); GLDEF(glColor4ub); GLDEF(glTranslatef); GLDEF(glBegin); GLDEF(glEnd); GLDEF(glTexCoord2f); GLDEF(glVertex2f); GLDEF(glPopMatrix); GLDEF(glTexParameteri); GLDEF(glTexEnvi); GLDEF(glTexImage2D); GLDEF(glTexSubImage2D); GLDEF(glPixelStorei); GLDEF(wglMakeCurrent); GLDEF(wglGetCurrentContext); GLDEF(wglGetCurrentDC); hGL = GetModuleHandle("GDI32.DLL"); if (hGL) { // INJECT(SwapBuffers); GLDEF(GetDeviceCaps); } else { ods("OpenGL: Failed to find GDI32"); } } else { hhwglSwapBuffers.check(); } } bChaining = false; }