gpt4 book ai didi

delphi - D3D9 Hook - 与 Direct3D9 叠加

转载 作者:行者123 更新时间:2023-12-03 14:53:49 27 4
gpt4 key购买 nike

好的,所以我正在尝试为 Direct X 游戏上的一些额外按钮做一些覆盖。

我发现了一个 C++ 示例,它在这里覆盖得很好:http://www.gamedev.net/topic/359794-c-direct3d-hooking-sample/

所以我开始将它转换为Delphi。通过一些日志记录,我可以看到它在正确的进程上启动 Hook 并正确 Hook Direct3DCreate9()。

下一步TMyDirect3D9已成功创建。但进程从这里崩溃了。

我有根据的猜测(基于 Ollydbg 中的一些调试),当我通过 Hook 的 Direct3DCreate9() 将 MyDirect3D9 返回到原始进程并尝试调用其中一个类(接口(interface))函数时,它会失败。

代码如下。如果我可以提供任何其他信息来帮助我知道。

主DLL:

library LeagueUtilityBox;

{$R *.res}

{$DEFINE DEBUG}

uses
Windows,
APIHijack in 'APIHijack.pas',
Direct3D9 in '..\DirectX 9.0\Direct3D9.pas',
uSharedMem in '..\Misc\uSharedMem.pas',
MyDirect3D9 in 'MyDirect3D9.pas',
MyDirect3DDevice9 in 'MyDirect3DDevice9.pas',
{$IFDEF DEBUG}
SysUtils,
uLog in '..\Misc\uLog.pas',
{$ENDIF}
uMisc in 'uMisc.pas';

var
SharedMem : TSharedMem;
D3DHook: SDLLHook;
hHook : DWORD;
MyDirect3D9 : TMyDirect3D9;

function GetTargetProcess: String;
const
KeyBase : DWORD = HKEY_CURRENT_USER;
KeyLocation : String = 'Software\LeagueUtilityBox';
var
RegKey : HKEY;
TargetProcess : Array[0..511] Of Char;
Count : DWORD;
begin
Result := '';
If RegOpenKeyEx(KeyBase, PChar(KeyLocation), 0, KEY_QUERY_VALUE, RegKey) = ERROR_SUCCESS Then
begin
Count := 512;
If RegQueryValueEx(RegKey, nil, nil, nil, @TargetProcess[0], @Count) = ERROR_SUCCESS Then
begin
Result := String(TargetProcess);
end;
end;
end;

type
TDirect3DCreate9 = function(SDKVersion: LongWord): Pointer; stdcall;

function MyDirect3DCreate9(SDKVersion: LongWord): Pointer; stdcall;
var
OldFunc : TDirect3DCreate9;
D3D : PIDirect3D9;
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'MyDirect3DCreate9 called');
{$ENDIF}
Result := nil;
OldFunc := TDirect3DCreate9(D3DHook.Functions[0].OrigFn);
D3D := OldFunc(SDKVersion);
If D3D <> nil Then
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'D3D created: 0x' + IntToHex(DWORD(Pointer(D3D)), 8));
{$ENDIF}
New(MyDirect3D9);
MyDirect3D9 := TMyDirect3D9.Create(D3D);
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'MyDirect3D9 Created');
{$ENDIF}
Result := @MyDirect3D9;
end;
end;

procedure InitializeHook;
var
Process : String;
I : Integer;
begin
SetLength(Process, 512);
GetModuleFileName(GetModuleHandle(nil), PChar(Process), 512);
For I := Length(Process) DownTo 1 Do
begin
If Process[I] = '\' Then Break;
end;
Process := Copy(Process, I + 1, Length(Process));
If CompareString(LOCALE_SYSTEM_DEFAULT, NORM_IGNORECASE, PChar(GetTargetProcess), -1, PChar(Process), -1) = 2 Then
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'Found target: ' + GetTargetProcess);
{$ENDIF}
With D3DHook Do
begin
Name := 'D3D9.DLL';
UseDefault := False;
DefaultFn := nil;
SetLength(Functions, 1);
Functions[0].Name := 'Direct3DCreate9';
Functions[0].HookFn := @MyDirect3DCreate9;
Functions[0].OrigFn := nil;
end;
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'About to hook: ' + String(AnsiString(D3DHook.Name)));
{$ENDIF}
HookAPICalls(@D3DHook);
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'Hook completed: ' + String(AnsiString(D3DHook.Name)));
{$ENDIF}
end;
end;

procedure InitializeDLL;
begin
SharedMem := TSharedMem.Create('LeagueUtilityBox', 1024);
Try
hHook := PDWORD(SharedMem.Buffer)^;
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'Initializing DLL: ' + IntToStr(hHook));
{$ENDIF}
Finally
SharedMem.Free;
end;
end;

procedure UninitializeDLL;
begin
UnhookWindowsHookEx(hHook);
end;

function WindowsHookCallback(nCode: Integer; WPARAM: Integer; LPARAM: Integer): LRESULT; stdcall;
begin
Result := CallNextHookEx(hHook, nCode, WPARAM, LPARAM);
end;

procedure EntryPoint(Reason: DWORD);
begin
Case Reason Of
DLL_PROCESS_ATTACH:
begin
InitializeDLL;
InitializeHook;
end;
DLL_PROCESS_DETACH:
begin
UninitializeDLL;
end;
end;
end;

exports
WindowsHookCallback;

begin
DLLProc := @EntryPoint;
EntryPoint(DLL_PROCESS_ATTACH);
end.

自定义 IDirect3D9:

unit MyDirect3D9;

interface

uses Direct3D9, Windows, uMisc, uLog;

type
PMyDirect3D9 = ^TMyDirect3D9;
TMyDirect3D9 = class(TInterfacedObject, IDirect3D9)
private
fD3D: PIDirect3D9;
public
constructor Create(D3D: PIDirect3D9);

function QueryInterface(riid: REFIID; ppvObj: PPointer): HRESULT; stdcall;
function _AddRef: DWORD; stdcall;
function _Release: DWORD; stdcall;

function RegisterSoftwareDevice(pInitializeFunction: Pointer): HResult; stdcall;
function GetAdapterCount: LongWord; stdcall;
function GetAdapterIdentifier(Adapter: LongWord; Flags: DWord; out pIdentifier: TD3DAdapterIdentifier9): HResult; stdcall;
function GetAdapterModeCount(Adapter: LongWord; Format: TD3DFormat): LongWord; stdcall;
function EnumAdapterModes(Adapter: LongWord; Format: TD3DFormat; Mode: LongWord; out pMode: TD3DDisplayMode): HResult; stdcall;
function GetAdapterDisplayMode(Adapter: LongWord; out pMode: TD3DDisplayMode): HResult; stdcall;
function CheckDeviceType(Adapter: LongWord; CheckType: TD3DDevType; AdapterFormat, BackBufferFormat: TD3DFormat; Windowed: BOOL): HResult; stdcall;
function CheckDeviceFormat(Adapter: LongWord; DeviceType: TD3DDevType; AdapterFormat: TD3DFormat; Usage: DWord; RType: TD3DResourceType; CheckFormat: TD3DFormat): HResult; stdcall;
function CheckDeviceMultiSampleType(Adapter: LongWord; DeviceType: TD3DDevType; SurfaceFormat: TD3DFormat; Windowed: BOOL; MultiSampleType: TD3DMultiSampleType; pQualityLevels: PDWORD): HResult; stdcall;
function CheckDepthStencilMatch(Adapter: LongWord; DeviceType: TD3DDevType; AdapterFormat, RenderTargetFormat, DepthStencilFormat: TD3DFormat): HResult; stdcall;
function CheckDeviceFormatConversion(Adapter: LongWord; DeviceType: TD3DDevType; SourceFormat, TargetFormat: TD3DFormat): HResult; stdcall;
function GetDeviceCaps(Adapter: LongWord; DeviceType: TD3DDevType; out pCaps: TD3DCaps9): HResult; stdcall;
function GetAdapterMonitor(Adapter: LongWord): HMONITOR; stdcall;
function CreateDevice(Adapter: LongWord; DeviceType: TD3DDevType; hFocusWindow: HWND; BehaviorFlags: DWord; pPresentationParameters: PD3DPresentParameters; out ppReturnedDeviceInterface: IDirect3DDevice9): HResult; stdcall;
end;

implementation

uses MyDirect3DDevice9;

constructor TMyDirect3D9.Create(D3D: PIDirect3D9);
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'TMyDirect3D9.Create');
{$ENDIF}
fD3D := D3D;
end;

function TMyDirect3D9.QueryInterface(riid: REFIID; ppvObj: PPointer): HRESULT; stdcall;
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'TMyDirect3D9.QueryInterface');
{$ENDIF}
Result := fD3D^.QueryInterface(riid, ppvObj);
end;

function TMyDirect3D9._AddRef: DWORD; stdcall;
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'TMyDirect3D9._AddRef');
{$ENDIF}
Result := fD3D^._AddRef;
end;

function TMyDirect3D9._Release: DWORD; stdcall;
var
count : DWORD;
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'TMyDirect3D9._Release');
{$ENDIF}
count := fD3D^._Release;
If count = 0 Then
begin
Self.Free;
end;
Result := count;
end;

function TMyDirect3D9.RegisterSoftwareDevice(pInitializeFunction: Pointer): HResult; stdcall;
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'TMyDirect3D9.RegisterSoftwareDevice');
{$ENDIF}
Result := fD3D^.RegisterSoftwareDevice(pInitializeFunction);
end;

function TMyDirect3D9.GetAdapterCount: LongWord; stdcall;
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'TMyDirect3D9.GetAdapterCount');
{$ENDIF}
Result := fD3D^.GetAdapterCount;
end;

function TMyDirect3D9.GetAdapterIdentifier(Adapter: LongWord; Flags: DWord; out pIdentifier: TD3DAdapterIdentifier9): HResult; stdcall;
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'TMyDirect3D9.GetAdapterIdentifier');
{$ENDIF}
Result := fD3D^.GetAdapterIdentifier(Adapter, Flags, pIdentifier);
end;

function TMyDirect3D9.GetAdapterModeCount(Adapter: LongWord; Format: TD3DFormat): LongWord; stdcall;
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'TMyDirect3D9.GetAdapterModeCount');
{$ENDIF}
Result := fD3D^.GetAdapterModeCount(Adapter, Format);
end;

function TMyDirect3D9.EnumAdapterModes(Adapter: LongWord; Format: TD3DFormat; Mode: LongWord; out pMode: TD3DDisplayMode): HResult; stdcall;
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'TMyDirect3D9.EnumAdapterModes');
{$ENDIF}
Result := fD3D^.EnumAdapterModes(Adapter, Format, Mode, pMode);
end;

function TMyDirect3D9.GetAdapterDisplayMode(Adapter: LongWord; out pMode: TD3DDisplayMode): HResult; stdcall;
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'TMyDirect3D9.GetAdapterDisplayMode');
{$ENDIF}
Result := fD3D^.GetAdapterDisplayMode(Adapter, pMode);
end;

function TMyDirect3D9.CheckDeviceType(Adapter: LongWord; CheckType: TD3DDevType; AdapterFormat, BackBufferFormat: TD3DFormat; Windowed: BOOL): HResult; stdcall;
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'TMyDirect3D9.CheckDeviceType');
{$ENDIF}
Result := fD3D^.CheckDeviceType(Adapter, CheckType, AdapterFormat, BackBufferFormat, Windowed);
end;

function TMyDirect3D9.CheckDeviceFormat(Adapter: LongWord; DeviceType: TD3DDevType; AdapterFormat: TD3DFormat; Usage: DWord; RType: TD3DResourceType; CheckFormat: TD3DFormat): HResult; stdcall;
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'TMyDirect3D9.CheckDeviceFormat');
{$ENDIF}
Result := fD3D^.CheckDeviceFormat(Adapter, DeviceType, AdapterFormat, Usage, RType, CheckFormat);
end;

function TMyDirect3D9.CheckDeviceMultiSampleType(Adapter: LongWord; DeviceType: TD3DDevType; SurfaceFormat: TD3DFormat; Windowed: BOOL; MultiSampleType: TD3DMultiSampleType; pQualityLevels: PDWORD): HResult; stdcall;
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'TMyDirect3D9.CheckDeviceMultiSampleType');
{$ENDIF}
Result := fD3D^.CheckDeviceMultiSampleType(Adapter, DeviceType, SurfaceFormat, Windowed, MultiSampleType, pQualityLevels);
end;

function TMyDirect3D9.CheckDepthStencilMatch(Adapter: LongWord; DeviceType: TD3DDevType; AdapterFormat, RenderTargetFormat, DepthStencilFormat: TD3DFormat): HResult; stdcall;
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'TMyDirect3D9.CheckDepthStencilMatch');
{$ENDIF}
Result := fD3D^.CheckDepthStencilMatch(Adapter, DeviceType, AdapterFormat, RenderTargetFormat, DepthStencilFormat);
end;

function TMyDirect3D9.CheckDeviceFormatConversion(Adapter: LongWord; DeviceType: TD3DDevType; SourceFormat, TargetFormat: TD3DFormat): HResult; stdcall;
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'TMyDirect3D9.CheckDeviceFormatConversion');
{$ENDIF}
Result := fD3D^.CheckDeviceFormatConversion(Adapter, DeviceType, SourceFormat, TargetFormat);
end;

function TMyDirect3D9.GetDeviceCaps(Adapter: LongWord; DeviceType: TD3DDevType; out pCaps: TD3DCaps9): HResult; stdcall;
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'TMyDirect3D9.GetDeviceCaps');
{$ENDIF}
Result := fD3D^.GetDeviceCaps(Adapter, DeviceType, pCaps);
end;

function TMyDirect3D9.GetAdapterMonitor(Adapter: LongWord): HMONITOR; stdcall;
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'TMyDirect3D9.GetAdapterMonitor');
{$ENDIF}
Result := fD3D^.GetAdapterMonitor(Adapter);
end;

function TMyDirect3D9.CreateDevice(Adapter: LongWord; DeviceType: TD3DDevType; hFocusWindow: HWND; BehaviorFlags: DWord; pPresentationParameters: PD3DPresentParameters; out ppReturnedDeviceInterface: IDirect3DDevice9): HResult; stdcall;
var
hr : HRESULT;
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'TMyDirect3D9.CreateDevice');
{$ENDIF}
hr := fD3D^.CreateDevice(Adapter, DeviceType, hFocusWindow, BehaviorFlags, pPresentationParameters, ppReturnedDeviceInterface);
If Succeeded(hr) Then
begin
{$IFDEF DEBUG}
WriteToLog('C:\LeagueUtilityBox.log', 'fD3D^.CreateDevice Succeeded');
{$ENDIF}
ppReturnedDeviceInterface := TMyDirect3DDevice9.Create(PIDirect3D9(@Self), @ppReturnedDeviceInterface);
end;
Result := hr;
end;

end.

更新:因此,由于 Delphi 接口(interface)的行为似乎与真实接口(interface)不同(Delphi 有一个介于两者之间的接口(interface),可以成功地与其他接口(interface)通信)。所以我只是将接口(interface)转换为指针数组。

现在程序成功调用CreateDevice()。我可以在日志中看到这一点,也可以在 Ollydbg 中单步执行。

现在发生的情况是,当 CreateDevice 调用原始 IDirect3D9.CreateDevice() 时,它再次崩溃。当我在 Ollydbg 中调试时,我注意到它对指针的引用次数过多。

更新2:好的,修复了 PIDirect3D9 与 IDirect3D9 在不同位置的一些指针问题。因此原始的 IDirect3D9.CreateDevice() 被调用。但它出现 D3DERR_INVALIDCALL 错误!!

太困惑了。

更新3:好吧,通过更多的调试,似乎当我调用该函数时,一个额外的参数会被推送到堆栈上。这使得第一个参数无效。 DirectX 调试进一步证明了这一点,它表示 iAdapter 参数无效(第一个参数)。

更新4:通过使用 IntRefToMethPtr() 获取指向原始 CreateDevice 调用的直接指针,我能够让它以相同的堆栈进行调用。相同的结果。看起来我在尝试将其挂接到 Delphi 时走错了路。

更新5:重写了hook方法。现在我只是挂接 EndScene() 。现在,Hook 在测试程序中运行良好(Vertices.exe 随本文第一个 URL 中的 Hook 演示一起提供)。但在主游戏中它会导致游戏崩溃。不管怎样,我学到了很多东西。

最佳答案

我已经这样做过几次了,详细信息对于回答来说有点广泛,但是有一些常见的问题和一些您需要解决的特定问题。

首先,您需要(至少)完全实现 IDirect3D9 和 IDirect3DDevice9 接口(interface),因为它们在库中完成,或者二进制兼容。这些接口(interface)基于虚拟函数调用(不确定 Pascal 等效项),因此所有方法都必须是虚拟的,方法应该采用相同的顺序并采用相同的参数(也应该采用相同的顺序),等等

我要仔细研究的部分是 pascal 如何处理这些函数,它们需要与 Visual C++ 构建的代码(__thiscall、virtual 等)二进制兼容。

此外,通过一些简单的正则表达式,您通常可以从现有的 D3D9 header 生成自定义 header 和代码文件的骨架。请注意,虽然这听起来很愚蠢,但一个成熟的 D3D9 包装器(仅对于 IDirect3DDevice9)可以达到 2300 行;从 header 生成基础知识可以减少大量可能导致错误的输入。

要处理按钮,您还需要 a) 在现有渲染之上进行绘制,b) 捕获输入。

a) 很简单:您只需等待 device->Present() 并在调用真正的 Present 之前进行绘图即可。唯一真正的问题是设备状态。您需要保存现有状态,设置覆盖绘图的状态,然后重置设备状态。不正确重置它们会导致各种有趣的问题。需要设置的状态取决于您的应用程序,但通常是剔除、深度排序/测试等您想要禁用的状态。

b) 要使用按钮,您还需要以某种方式连接到窗口的输入。实现与这里相同类型的包装器,但对于 DInput(如果使用的话)可能是一个好主意。然后,您可以在 I...Device9 包装器的 Present 方法中执行输入检查、渲染和逻辑。

对于像这样的包装器,还有一些像样的代码;我有完整的 d3d 8-to-9(运行时翻译)和 9,并且我知道另外 2 个可以重用的 d3d9 包装器。这可能值得研究一下,检查您的代码或使用现有代码。

如果您有更多与此相关的信息,或者您发现任何有趣的信息,我很乐意提供帮助/想知道。

关于delphi - D3D9 Hook - 与 Direct3D9 叠加,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/6489633/

27 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com