├── ss.png
├── GH_D3D11_Hook
├── shadez.h
├── GH_D3D11_Hook.vcxproj.filters
├── D3D_VMT_Indices.h
├── GH_D3D11_Hook.vcxproj
└── DllMain.cpp
├── LICENSE
├── GH_D3D11_Hook.sln
├── .gitattributes
├── .gitignore
└── README.md
/ss.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/guidedhacking/GH_D3D11_Hook/HEAD/ss.png
--------------------------------------------------------------------------------
/GH_D3D11_Hook/shadez.h:
--------------------------------------------------------------------------------
1 | #pragma once
2 |
3 | constexpr const char* szShadez = R"(
4 | // Constant buffer
5 | cbuffer ConstantBuffer : register(b0)
6 | {
7 | matrix projection;
8 | }
9 |
10 | // PSI (PixelShaderInput)
11 | struct PSI
12 | {
13 | float4 pos : SV_POSITION;
14 | float4 color : COLOR;
15 | };
16 |
17 | // VertexShader
18 | PSI VS( float4 pos : POSITION, float4 color : COLOR )
19 | {
20 | PSI psi;
21 | psi.color = color;
22 | pos = mul( pos, projection );
23 | psi.pos = pos;
24 | return psi;
25 | }
26 |
27 | // PixelShader
28 | float4 PS(PSI psi) : SV_TARGET
29 | {
30 | return psi.color;
31 | }
32 | )";
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | GuidedHacking.com Source Available License
2 | Version 1, 05-14-2025
3 |
4 | Disclaimer:
5 | This project contains code developed and published by Guided Hacking LLC.
6 | GuidedHacking® sells educational content including source codes like this.
7 |
8 | GuidedHacking® - The Game Hacking Bible® - © 2025 Guided Hacking LLC. All Rights Reserved.
9 |
10 | Licensed Materials:
11 | Source code, compiled binaries, documentation, image and video assets, including original, modified or derivative versions.
12 |
13 | Limited Use License:
14 | 1. You may use these materials only in non-commercial private, personal projects.
15 | 2. Distribution of these materials in any form, including compiled, modified, or derivative works is not permitted.
16 |
17 | This software is provided AS IS without any warranties, express or implied, and Guided Hacking LLC is not liable for any damages arising from the use of these materials.
18 |
19 | Any rights not expressly granted by the license are reserved by Guided Hacking LLC.
--------------------------------------------------------------------------------
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1 |
2 |
3 |
4 |
5 | {4FC737F1-C7A5-4376-A066-2A32D752A2FF}
6 | cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
7 |
8 |
9 | {93995380-89BD-4b04-88EB-625FBE52EBFB}
10 | h;hh;hpp;hxx;hm;inl;inc;ipp;xsd
11 |
12 |
13 | {67DA6AB6-F800-4c08-8B7A-83BB121AAD01}
14 | rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms
15 |
16 |
17 |
18 |
19 | Source Files
20 |
21 |
22 |
23 |
24 | Header Files
25 |
26 |
27 | Header Files
28 |
29 |
30 |
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/GH_D3D11_Hook.sln:
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1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 15
4 | VisualStudioVersion = 15.0.28307.136
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GH_D3D11_Hook", "GH_D3D11_Hook\GH_D3D11_Hook.vcxproj", "{A8FB3836-0DEF-44D2-9E70-F4BA3360E43F}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|x64 = Debug|x64
11 | Debug|x86 = Debug|x86
12 | Release|x64 = Release|x64
13 | Release|x86 = Release|x86
14 | EndGlobalSection
15 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
16 | {A8FB3836-0DEF-44D2-9E70-F4BA3360E43F}.Debug|x64.ActiveCfg = Debug|x64
17 | {A8FB3836-0DEF-44D2-9E70-F4BA3360E43F}.Debug|x64.Build.0 = Debug|x64
18 | {A8FB3836-0DEF-44D2-9E70-F4BA3360E43F}.Debug|x86.ActiveCfg = Debug|Win32
19 | {A8FB3836-0DEF-44D2-9E70-F4BA3360E43F}.Debug|x86.Build.0 = Debug|Win32
20 | {A8FB3836-0DEF-44D2-9E70-F4BA3360E43F}.Release|x64.ActiveCfg = Release|x64
21 | {A8FB3836-0DEF-44D2-9E70-F4BA3360E43F}.Release|x64.Build.0 = Release|x64
22 | {A8FB3836-0DEF-44D2-9E70-F4BA3360E43F}.Release|x86.ActiveCfg = Release|Win32
23 | {A8FB3836-0DEF-44D2-9E70-F4BA3360E43F}.Release|x86.Build.0 = Release|Win32
24 | EndGlobalSection
25 | GlobalSection(SolutionProperties) = preSolution
26 | HideSolutionNode = FALSE
27 | EndGlobalSection
28 | GlobalSection(ExtensibilityGlobals) = postSolution
29 | SolutionGuid = {F249AAB7-C986-4D42-8ACF-B0BE37FD2DD7}
30 | EndGlobalSection
31 | EndGlobal
32 |
--------------------------------------------------------------------------------
/.gitattributes:
--------------------------------------------------------------------------------
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63 | #*.RTF diff=astextplain
64 |
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/GH_D3D11_Hook/D3D_VMT_Indices.h:
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1 | #pragma once
2 |
3 | enum class IDXGISwapChainVMT {
4 | QueryInterface,
5 | AddRef,
6 | Release,
7 | SetPrivateData,
8 | SetPrivateDataInterface,
9 | GetPrivateData,
10 | GetParent,
11 | GetDevice,
12 | Present,
13 | GetBuffer,
14 | SetFullscreenState,
15 | GetFullscreenState,
16 | GetDesc,
17 | ResizeBuffers,
18 | ResizeTarget,
19 | GetContainingOutput,
20 | GetFrameStatistics,
21 | GetLastPresentCount,
22 | };
23 |
24 | enum class ID3D11DeviceVMT {
25 | QueryInterface,
26 | AddRef,
27 | Release,
28 | CreateVideoDecoder,
29 | CreateVideoProcessor,
30 | CreateAuthenticatedChannel,
31 | CreateCryptoSession,
32 | CreateVideoDecoderOutputView,
33 | CreateVideoProcessorInputView,
34 | CreateVideoProcessorOutputView,
35 | CreateVideoProcessorEnumerator,
36 | GetVideoDecoderProfileCount,
37 | GetVideoDecoderProfile,
38 | CheckVideoDecoderFormat,
39 | GetVideoDecoderConfigCount,
40 | GetVideoDecoderConfig,
41 | GetContentProtectionCaps,
42 | CheckCryptoKeyExchange,
43 | SetPrivateData,
44 | SetPrivateDataInterface,
45 | };
46 |
47 | enum class ID3D11DeviceContextVMT {
48 | QueryInterface,
49 | AddRef,
50 | Release,
51 | GetDevice,
52 | GetPrivateData,
53 | SetPrivateData,
54 | SetPrivateDataInterface,
55 | VSSetConstantBuffers,
56 | PSSetShaderResources,
57 | PSSetShader,
58 | PSSetSamplers,
59 | VSSetShader,
60 | DrawIndexed,
61 | Draw,
62 | Map,
63 | Unmap,
64 | PSSetConstantBuffers,
65 | IASetInputLayout,
66 | IASetVertexBuffers,
67 | IASetIndexBuffer,
68 | DrawIndexedInstanced,
69 | DrawInstanced,
70 | GSSetConstantBuffers,
71 | GSSetShader,
72 | IASetPrimitiveTopology,
73 | VSSetShaderResources,
74 | VSSetSamplers,
75 | Begin,
76 | End,
77 | GetData,
78 | SetPredication,
79 | GSSetShaderResources,
80 | GSSetSamplers,
81 | OMSetRenderTargets,
82 | OMSetRenderTargetsAndUnorderedAccessViews,
83 | OMSetBlendState,
84 | OMSetDepthStencilState,
85 | SOSetTargets,
86 | DrawAuto,
87 | DrawIndexedInstancedIndirect,
88 | DrawInstancedIndirect,
89 | Dispatch,
90 | DispatchIndirect,
91 | RSSetState,
92 | RSSetViewports,
93 | RSSetScissorRects,
94 | CopySubresourceRegion,
95 | CopyResource,
96 | UpdateSubresource,
97 | CopyStructureCount,
98 | ClearRenderTargetView,
99 | ClearUnorderedAccessViewUint,
100 | ClearUnorderedAccessViewFloat,
101 | ClearDepthStencilView,
102 | GenerateMips,
103 | SetResourceMinLOD,
104 | GetResourceMinLOD,
105 | ResolveSubresource,
106 | ExecuteCommandList,
107 | HSSetShaderResources,
108 | HSSetShader,
109 | HSSetSamplers,
110 | HSSetConstantBuffers,
111 | DSSetShaderResources,
112 | DSSetShader,
113 | DSSetSamplers,
114 | DSSetConstantBuffers,
115 | CSSetShaderResources,
116 | CSSetUnorderedAccessViews,
117 | CSSetShader,
118 | CSSetSamplers,
119 | CSSetConstantBuffers,
120 | VSGetConstantBuffers,
121 | PSGetShaderResources,
122 | PSGetShader,
123 | PSGetSamplers,
124 | VSGetShader,
125 | PSGetConstantBuffers,
126 | IAGetInputLayout,
127 | IAGetVertexBuffers,
128 | IAGetIndexBuffer,
129 | GSGetConstantBuffers,
130 | GSGetShader,
131 | IAGetPrimitiveTopology,
132 | VSGetShaderResources,
133 | VSGetSamplers,
134 | GetPredication,
135 | GSGetShaderResources,
136 | GSGetSamplers,
137 | OMGetRenderTargets,
138 | OMGetRenderTargetsAndUnorderedAccessViews,
139 | OMGetBlendState,
140 | OMGetDepthStencilState,
141 | SOGetTargets,
142 | RSGetState,
143 | RSGetViewports,
144 | RSGetScissorRects,
145 | HSGetShaderResources,
146 | HSGetShader,
147 | HSGetSamplers,
148 | HSGetConstantBuffers,
149 | DSGetShaderResources,
150 | DSGetShader,
151 | DSGetSamplers,
152 | DSGetConstantBuffers,
153 | CSGetShaderResources,
154 | CSGetUnorderedAccessViews,
155 | CSGetShader,
156 | CSGetSamplers,
157 | CSGetConstantBuffers,
158 | ClearState,
159 | Flush,
160 | GetType,
161 | GetContextFlags,
162 | FinishCommandList,
163 | };
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
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260 | __pycache__/
261 | *.pyc
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/README.md:
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1 | # GH D3D11 Hook
2 |
3 | Barebones D3D11 hook.
4 | x86/x64 Compatible
5 |
6 | 
7 |
8 | [BareBones D3D11 Hook Thread on GH](https://guidedhacking.com/threads/d3d11-barebones-hook-poc.11939/)
9 |
10 | This is about the simplest example I could create for hooking DirectX 11.
11 | The code is heavily commented and doesn't rely on any external libraries.
12 | As long as you have a recent version of the Windows SDK then this code should run.
13 |
14 | The example is a DLL that you inject into a game using DirectX 11 and it should render a triangle in the top left corner of the screen.
15 |
16 | The code creates a dummy device and swapchain to get the address of Present out of the dummy swapchain's virtual method table. Then we create a simple trampoline hook to detour Present and render our triangle.
17 |
18 | While the code isn't extremely elegant, it's not meant to be.
19 | This is just a simple PoC to demonstrate one way, a fairly decent way imo, of hooking
20 | direct3d 11 and rendering our own simple geometry.
21 |
22 | This project is a Direct3D 11 hook, which is essentially a way to intercept and manipulate the rendering of 3D graphics in a game or other 3D application. This is a powerful tool for game modding, reverse engineering, and cheat development.
23 |
24 | Features
25 | --------
26 |
27 | The GH_D3D11_Hook project provides the following features:
28 |
29 | 1. DirectX Hooking: This project uses a technique known as "hooking" to intercept the DirectX 11 API calls, allowing you to manipulate the rendering process.
30 |
31 | 2. Shader Compilation: The project includes functionality for compiling shaders, which are programs that run on the GPU to perform graphics calculations.
32 |
33 | 3. Rendering: The project includes code for rendering a basic triangle using the hooked DirectX 11 API. This serves as an example of how you can use the hook to modify the rendering process.
34 |
35 | 4. Memory Management: The project includes robust memory management, with safe release macros for DirectX objects.
36 |
37 | Code Overview
38 | -------------
39 |
40 | The main file of the project is `DllMain.cpp`, which contains the implementation of the DirectX 11 hook. Here's a brief overview of some key parts of the code:
41 |
42 | - `hkPresent`: This is the hooked version of the `Present` function, which is a DirectX function that updates the screen with the rendered frame. This function is where the magic happens: it's where we intercept the `Present` call and add our own rendering code.
43 |
44 | - `HookD3D`: This function sets up the hook by creating a dummy DirectX device and swap chain, getting the virtual method table (VMT) of the swap chain, and replacing the `Present` function in the VMT with our own function.
45 |
46 | - `InitD3DHook`: This function initializes the hook by getting the DirectX device and context, setting up the render target view, and initializing the shaders and buffers for rendering.
47 |
48 | - `Render`: This function is where we add our own rendering code. In this case, it renders a simple triangle.
49 |
50 | - `CompileShader`: This function compiles a shader from source code.
51 |
52 | - `FindMainWindow` and `EnumWindowsCallback`: These functions are used to find the main window of the process, which is needed to create the dummy DirectX device and swap chain.
53 |
54 |
55 | Frequently Asked Questions
56 | --------------------------
57 |
58 | Q: What is DirectX?
59 |
60 | A: DirectX is a collection of APIs (Application Programming Interfaces) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms.
61 |
62 | Q: What is a DirectX hook?
63 |
64 | A: A DirectX hook is a technique that allows you to intercept and manipulate the DirectX API calls made by an application. This can be used for a variety of purposes, such as modifying the rendering process, capturing frames, or injecting custom shaders.
65 |
66 | Q: What is a shader?
67 |
68 | A: A shader is a type of program that is run on the GPU (Graphics Processing Unit). Shaders are used to perform calculations related to rendering, such as vertex transformations, lighting calculations, or pixel coloring.
69 |
70 | Q: What is a VMT (Virtual Method Table)?
71 |
72 | A: A VMT, or Virtual Method Table, is a mechanism used in C++ to support dynamic dispatch (or runtime method binding). Each class with virtual functions (or an inherited interface) has its own VMT. A VMT is essentially an array of function pointers that the compiler creates for us. When we declare a class with some virtual methods, the compiler silently writes some code to create the VMT for that class.
73 |
74 | Prerequisites
75 | -------------
76 |
77 | To use this code, you should have a good understanding of C++ and Windows programming. You should also be familiar with DirectX 11 and graphics programming concepts. Knowledge of reverse engineering techniques and assembly language will also be helpful.
78 |
79 | End Goal
80 | --------
81 |
82 | The end goal of this project is to provide a robust and flexible DirectX 11 hook that can be used as a starting point for game modding, reverse engineering, or cheat development. The provided code demonstrates how to set up the hook and use it to modify the rendering process, but it can be extended to perform more complex tasks.
83 |
84 | Key Pieces of Code
85 | ------------------
86 |
87 | The key pieces of this project are the hooking mechanism (`HookD3D` function), the hooked `Present` function (`hkPresent`), and the rendering code in the `Render` function. These pieces of code demonstrate the core functionality of the DirectX 11 hook.
88 |
89 | Associated Resources
90 | ---------------------
91 |
92 | - [Source Code - D3D11 X64 Present Hook](https://guidedhacking.com/threads/d3d11-x64-present-hook.15283/)
93 | - [Source Code - D3D11 Barebones hook PoC](https://guidedhacking.com/threads/d3d11-barebones-hook-poc.11939/)
94 | - [Source Code - D3D11 SWBF2 Cheats ( 2017 )](https://guidedhacking.com/threads/star-wars-battlefront-ii-hacks-swbf2-cheats-2017.15348/)
95 | - [DirectX11 Hook and Logger](https://guidedhacking.com/threads/directx11-hook-and-logger.11910/)
96 |
97 | GuidedHacking® - The Game Hacking Bible® - © 2025 Guided Hacking LLC. All Rights Reserved.
98 |
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/GH_D3D11_Hook/GH_D3D11_Hook.vcxproj:
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1 |
2 |
3 |
4 |
5 | Debug
6 | Win32
7 |
8 |
9 | Release
10 | Win32
11 |
12 |
13 | Debug
14 | x64
15 |
16 |
17 | Release
18 | x64
19 |
20 |
21 |
22 | 15.0
23 | {A8FB3836-0DEF-44D2-9E70-F4BA3360E43F}
24 | GHD3D11Hook
25 | 10.0
26 |
27 |
28 |
29 | DynamicLibrary
30 | true
31 | v142
32 | Unicode
33 |
34 |
35 | DynamicLibrary
36 | false
37 | v142
38 | true
39 | Unicode
40 |
41 |
42 | DynamicLibrary
43 | true
44 | v142
45 | Unicode
46 |
47 |
48 | DynamicLibrary
49 | false
50 | v142
51 | true
52 | Unicode
53 |
54 |
55 |
56 |
57 |
58 |
59 |
60 |
61 |
62 |
63 |
64 |
65 |
66 |
67 |
68 |
69 |
70 |
71 |
72 |
73 |
74 |
75 | Level3
76 | Disabled
77 | true
78 | true
79 |
80 |
81 |
82 |
83 | Level3
84 | Disabled
85 | true
86 | true
87 |
88 |
89 |
90 |
91 | Level3
92 | MaxSpeed
93 | true
94 | true
95 | true
96 | true
97 |
98 |
99 | true
100 | true
101 |
102 |
103 |
104 |
105 | Level3
106 | MaxSpeed
107 | true
108 | true
109 | true
110 | true
111 |
112 |
113 | true
114 | true
115 |
116 |
117 |
118 |
119 |
120 |
121 |
122 |
123 |
124 |
125 |
126 |
127 |
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/GH_D3D11_Hook/DllMain.cpp:
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1 | #include
2 | #include
3 | #include
4 | #include
5 | #pragma comment(lib, "d3d11.lib")
6 | #pragma comment(lib, "d3dcompiler.lib")
7 |
8 | #define safe_release(p) if (p) { p->Release(); p = nullptr; }
9 |
10 | #include "shadez.h"
11 | #include "D3D_VMT_Indices.h"
12 | #define VMT_PRESENT (UINT)IDXGISwapChainVMT::Present
13 | #define PRESENT_STUB_SIZE 5
14 |
15 | // d3d11 related object ptrs
16 | using namespace DirectX;
17 |
18 | ID3D11Device* pDevice = nullptr;
19 | IDXGISwapChain* pSwapchain = nullptr;
20 | ID3D11DeviceContext* pContext = nullptr;
21 | ID3D11RenderTargetView* pRenderTargetView = nullptr;
22 | ID3D11VertexShader* pVertexShader = nullptr;
23 | ID3D11InputLayout* pVertexLayout = nullptr;
24 | ID3D11PixelShader* pPixelShader = nullptr;
25 | ID3D11Buffer* pVertexBuffer = nullptr;
26 | ID3D11Buffer* pIndexBuffer = nullptr;
27 | ID3D11Buffer* pConstantBuffer = nullptr;
28 |
29 | // Changing this to an array of viewports
30 | #define MAINVP 0
31 | D3D11_VIEWPORT pViewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]{ 0 };
32 | XMMATRIX mOrtho;
33 |
34 | struct ConstantBuffer
35 | {
36 | XMMATRIX mProjection;
37 | };
38 |
39 | struct Vertex
40 | {
41 | XMFLOAT3 pos;
42 | XMFLOAT4 color;
43 | };
44 |
45 | HRESULT __stdcall hkPresent( IDXGISwapChain* pThis, UINT SyncInterval, UINT Flags );
46 | using fnPresent = HRESULT( __stdcall* )(IDXGISwapChain* pThis, UINT SyncInterval, UINT Flags);
47 | void* ogPresent; // Pointer to the original Present function
48 | fnPresent ogPresentTramp; // Function pointer that calls the Present stub in our trampoline
49 | void* pTrampoline = nullptr; // Pointer to jmp instruction in our trampoline that leads to hkPresent
50 | char ogBytes[PRESENT_STUB_SIZE]; // Buffer to store original bytes from Present
51 |
52 | bool Hook( void* pSrc, void* pDst, size_t size );
53 | bool WriteMem( void* pDst, char* pBytes, size_t size );
54 | bool HookD3D();
55 | bool CompileShader( const char* szShader, const char * szEntrypoint, const char * szTarget, ID3D10Blob ** pBlob );
56 | bool InitD3DHook( IDXGISwapChain* pSwapchain );
57 | void CleanupD3D();
58 | void Render();
59 |
60 | // adding this code ripped off SO to find the "main window" as a fallback to RSGetViewports
61 | struct HandleData
62 | {
63 | DWORD pid;
64 | HWND hWnd;
65 | };
66 | HWND FindMainWindow( DWORD dwPID );
67 | BOOL CALLBACK EnumWindowsCallback( HWND hWnd, LPARAM lParam );
68 |
69 | void MainThread( void* pHandle )
70 | {
71 | // Hook d3d
72 | if (HookD3D())
73 | {
74 | // END key to unload
75 | while (!GetAsyncKeyState( VK_END ));
76 | }
77 |
78 | // Cleanup and unload dll
79 | CleanupD3D();
80 | WriteMem( ogPresent, ogBytes, PRESENT_STUB_SIZE );
81 | VirtualFree( (void*)ogPresentTramp, 0x1000, MEM_RELEASE );
82 | CreateThread( 0, 0, (LPTHREAD_START_ROUTINE)FreeLibrary, pHandle, 0, 0 );
83 | }
84 |
85 | BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpReserved )
86 | {
87 | switch (fdwReason)
88 | {
89 | case DLL_PROCESS_ATTACH:
90 | DisableThreadLibraryCalls( hinstDLL );
91 | CreateThread( nullptr, 0, (LPTHREAD_START_ROUTINE)MainThread, hinstDLL, 0, nullptr );
92 | break;
93 | case DLL_PROCESS_DETACH:
94 |
95 | break;
96 | }
97 | return TRUE;
98 | }
99 |
100 | bool Hook( void* pSrc, void* pDst, size_t size )
101 | {
102 | DWORD dwOld;
103 | uintptr_t src = (uintptr_t)pSrc;
104 | uintptr_t dst = (uintptr_t)pDst;
105 |
106 | if (!VirtualProtect( pSrc, size, PAGE_EXECUTE_READWRITE, &dwOld ))
107 | return false;
108 |
109 | *(char*)src = (char)0xE9;
110 | *(int*)(src + 1) = (int)(dst - src - 5);
111 |
112 | VirtualProtect( pSrc, size, dwOld, &dwOld );
113 | return true;
114 | }
115 |
116 | bool WriteMem( void* pDst, char* pBytes, size_t size )
117 | {
118 | DWORD dwOld;
119 | if (!VirtualProtect( pDst, size, PAGE_EXECUTE_READWRITE, &dwOld ))
120 | return false;
121 |
122 | memcpy( pDst, pBytes, PRESENT_STUB_SIZE );
123 |
124 | VirtualProtect( pDst, size, dwOld, &dwOld );
125 | return true;
126 | }
127 |
128 | bool HookD3D()
129 | {
130 | // Create a dummy device, get swapchain vmt, hook present.
131 | D3D_FEATURE_LEVEL featLevel;
132 | DXGI_SWAP_CHAIN_DESC sd{ 0 };
133 | sd.BufferCount = 1;
134 | sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
135 | sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
136 | sd.BufferDesc.Height = 800;
137 | sd.BufferDesc.Width = 600;
138 | sd.BufferDesc.RefreshRate = { 60, 1 };
139 | sd.OutputWindow = GetForegroundWindow();
140 | sd.Windowed = TRUE;
141 | sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
142 | sd.SampleDesc.Count = 1;
143 | sd.SampleDesc.Quality = 0;
144 | HRESULT hr = D3D11CreateDeviceAndSwapChain( nullptr, D3D_DRIVER_TYPE_REFERENCE, nullptr, 0, nullptr, 0, D3D11_SDK_VERSION, &sd, &pSwapchain, &pDevice, &featLevel, nullptr );
145 | if (FAILED( hr ))
146 | return false;
147 |
148 | // Get swapchain vmt
149 | void** pVMT = *(void***)pSwapchain;
150 |
151 | // Get Present's address out of vmt
152 | ogPresent = (fnPresent)(pVMT[VMT_PRESENT]);
153 |
154 | // got what we need, we can release device and swapchain now
155 | // we'll be stealing the game's.
156 | safe_release( pSwapchain );
157 | safe_release( pDevice );
158 |
159 | // Create a code cave to trampoline to our hook
160 | // We'll try to do this close to present to make sure we'll be able to use a 5 byte jmp (important for x64)
161 | void* pLoc = (void*)((uintptr_t)ogPresent - 0x2000);
162 | void* pTrampLoc = nullptr;
163 | while (!pTrampLoc)
164 | {
165 | pTrampLoc = VirtualAlloc( pLoc, 1, MEM_COMMIT | MEM_RESERVE, PAGE_EXECUTE_READWRITE );
166 | pLoc = (void*)((uintptr_t)pLoc + 0x200);
167 | }
168 | ogPresentTramp = (fnPresent)pTrampLoc;
169 |
170 | // write original bytes to trampoline
171 | // write jmp to hook
172 | memcpy( ogBytes, ogPresent, PRESENT_STUB_SIZE );
173 | memcpy( pTrampLoc, ogBytes, PRESENT_STUB_SIZE );
174 |
175 | pTrampLoc = (void*)((uintptr_t)pTrampLoc + PRESENT_STUB_SIZE);
176 |
177 | // write the jmp back into present
178 | *(char*)pTrampLoc = (char)0xE9;
179 | pTrampLoc = (void*)((uintptr_t)pTrampLoc + 1);
180 | uintptr_t ogPresRet = (uintptr_t)ogPresent + 5;
181 | *(int*)pTrampLoc = (int)(ogPresRet - (uintptr_t)pTrampLoc - 4);
182 |
183 | // write the jmp to our hook
184 | pTrampoline = pTrampLoc = (void*)((uintptr_t)pTrampLoc + 4);
185 | #ifdef _WIN64
186 | // if x64, gazzillion byte absolute jmp
187 | char pJmp[] = { 0xFF, 0x25, 0x00, 0x00, 0x00, 0x00 };
188 | WriteMem( pTrampLoc, pJmp, ARRAYSIZE( pJmp ) );
189 | pTrampLoc = (void*)((uintptr_t)pTrampLoc + ARRAYSIZE( pJmp ));
190 | *(uintptr_t*)pTrampLoc = (uintptr_t)hkPresent;
191 | #else
192 | // if x86, normal 0xE9 jmp
193 | *(char*)pTrampLoc = (char)0xE9;
194 | pTrampLoc = (void*)((uintptr_t)pTrampLoc + 1);
195 | *(int*)pTrampLoc = (uintptr_t)hkPresent - (uintptr_t)pTrampLoc - 4;
196 | #endif
197 |
198 | // hook present, place a normal mid-function at the beginning of the Present function
199 | return Hook(ogPresent, pTrampoline, PRESENT_STUB_SIZE);
200 | }
201 |
202 | bool CompileShader( const char* szShader, const char * szEntrypoint, const char * szTarget, ID3D10Blob ** pBlob )
203 | {
204 | ID3D10Blob* pErrorBlob = nullptr;
205 |
206 | auto hr = D3DCompile( szShader, strlen( szShader ), 0, nullptr, nullptr, szEntrypoint, szTarget, D3DCOMPILE_ENABLE_STRICTNESS, 0, pBlob, &pErrorBlob );
207 | if (FAILED( hr ))
208 | {
209 | if (pErrorBlob)
210 | {
211 | char szError[256]{ 0 };
212 | memcpy( szError, pErrorBlob->GetBufferPointer(), pErrorBlob->GetBufferSize() );
213 | MessageBoxA( nullptr, szError, "Error", MB_OK );
214 | }
215 | return false;
216 | }
217 | return true;
218 | }
219 |
220 | bool InitD3DHook( IDXGISwapChain * pSwapchain )
221 | {
222 | HRESULT hr = pSwapchain->GetDevice( __uuidof(ID3D11Device), (void**)&pDevice );
223 | if (FAILED( hr ))
224 | return false;
225 |
226 | pDevice->GetImmediateContext( &pContext );
227 | pContext->OMGetRenderTargets( 1, &pRenderTargetView, nullptr );
228 |
229 | // If for some reason we fail to get a render target, create one.
230 | // This will probably never happen with a real game but maybe certain test environments... :P
231 | if (!pRenderTargetView)
232 | {
233 | // Get a pointer to the back buffer for the render target view
234 | ID3D11Texture2D* pBackbuffer = nullptr;
235 | hr = pSwapchain->GetBuffer( 0, __uuidof(ID3D11Texture2D), reinterpret_cast(&pBackbuffer) );
236 | if (FAILED( hr ))
237 | return false;
238 |
239 | // Create render target view
240 | hr = pDevice->CreateRenderTargetView( pBackbuffer, nullptr, &pRenderTargetView );
241 | pBackbuffer->Release();
242 | if (FAILED( hr ))
243 | return false;
244 |
245 | // Make sure our render target is set.
246 | pContext->OMSetRenderTargets( 1, &pRenderTargetView, nullptr );
247 | }
248 |
249 | // initialize shaders
250 | ID3D10Blob* pBlob = nullptr;
251 |
252 | // create vertex shader
253 | if (!CompileShader( szShadez, "VS", "vs_5_0", &pBlob ))
254 | return false;
255 |
256 | hr = pDevice->CreateVertexShader( pBlob->GetBufferPointer(), pBlob->GetBufferSize(), nullptr, &pVertexShader );
257 | if (FAILED( hr ))
258 | return false;
259 |
260 | // Define/create the input layout for the vertex shader
261 | D3D11_INPUT_ELEMENT_DESC layout[2] = {
262 | {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
263 | {"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0}
264 | };
265 | UINT numElements = ARRAYSIZE( layout );
266 |
267 | hr = pDevice->CreateInputLayout( layout, numElements, pBlob->GetBufferPointer(), pBlob->GetBufferSize(), &pVertexLayout );
268 | if (FAILED( hr ))
269 | return false;
270 |
271 | safe_release( pBlob );
272 |
273 | // create pixel shader
274 | if (!CompileShader( szShadez, "PS", "ps_5_0", &pBlob ))
275 | return false;
276 |
277 | hr = pDevice->CreatePixelShader( pBlob->GetBufferPointer(), pBlob->GetBufferSize(), nullptr, &pPixelShader );
278 | if (FAILED( hr ))
279 | return false;
280 |
281 | UINT numViewports = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
282 | float fWidth = 0;
283 | float fHeight = 0;
284 |
285 | // Apparently this isn't universal. Works on some games
286 | pContext->RSGetViewports( &numViewports, pViewports );
287 |
288 | //
289 | if (!numViewports || !pViewports[MAINVP].Width)
290 | {
291 | // This should be retrieved dynamically
292 | //HWND hWnd0 = FindWindowA( "W2ViewportClass", nullptr );
293 | HWND hWnd = FindMainWindow( GetCurrentProcessId() );
294 | RECT rc{ 0 };
295 | if (!GetClientRect( hWnd, &rc ))
296 | return false;
297 |
298 | //fWidth = 1600.0f;
299 | //fHeight = 900.0f;
300 | fWidth = (float)rc.right;
301 | fHeight = (float)rc.bottom;
302 |
303 | // Setup viewport
304 | pViewports[MAINVP].Width = (float)fWidth;
305 | pViewports[MAINVP].Height = (float)fHeight;
306 | pViewports[MAINVP].MinDepth = 0.0f;
307 | pViewports[MAINVP].MaxDepth = 1.0f;
308 |
309 | // Set viewport to context
310 | pContext->RSSetViewports( 1, pViewports );
311 | }
312 | else
313 | {
314 | fWidth = (float)pViewports[MAINVP].Width;
315 | fHeight = (float)pViewports[MAINVP].Height;
316 | }
317 | // Create the constant buffer
318 | D3D11_BUFFER_DESC bd{ 0 };
319 | bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
320 | bd.ByteWidth = sizeof( ConstantBuffer );
321 | bd.Usage = D3D11_USAGE_DEFAULT;
322 |
323 | // Setup orthographic projection
324 | mOrtho = XMMatrixOrthographicLH( fWidth, fHeight, 0.0f, 1.0f );
325 | ConstantBuffer cb;
326 | cb.mProjection = mOrtho;
327 |
328 | D3D11_SUBRESOURCE_DATA sr{ 0 };
329 | sr.pSysMem = &cb;
330 | hr = pDevice->CreateBuffer( &bd, &sr, &pConstantBuffer );
331 | if (FAILED( hr ))
332 | return false;
333 |
334 | // Create a triangle to render
335 | // Create a vertex buffer, start by setting up a description.
336 | ZeroMemory( &bd, sizeof( bd ) );
337 | bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
338 | bd.Usage = D3D11_USAGE_DEFAULT;
339 | bd.ByteWidth = 3 * sizeof( Vertex );
340 | bd.StructureByteStride = sizeof( Vertex );
341 |
342 | // left and top edge of window
343 | float left = fWidth / -2;
344 | float top = fHeight / 2;
345 |
346 | // Width and height of triangle
347 | float w = 50;
348 | float h = 50;
349 |
350 | // Center position of triangle, this should center it in the screen.
351 | float fPosX = -1 * left;
352 | float fPosY = top;
353 |
354 | // Setup vertices of triangle
355 | Vertex pVerts[3] = {
356 | { XMFLOAT3( left + fPosX, top - fPosY + h / 2, 1.0f ), XMFLOAT4( 1.0f, 0.0f, 0.0f, 1.0f ) },
357 | { XMFLOAT3( left + fPosX + w / 2, top - fPosY - h / 2, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
358 | { XMFLOAT3( left + fPosX - w / 2, top - fPosY - h / 2, 1.0f ), XMFLOAT4( 0.0f, 1.0f, 0.0f, 1.0f ) },
359 | };
360 |
361 | // create the buffer.
362 | ZeroMemory( &sr, sizeof( sr ) );
363 | sr.pSysMem = &pVerts;
364 | hr = pDevice->CreateBuffer( &bd, &sr, &pVertexBuffer );
365 | if (FAILED( hr ))
366 | return false;
367 |
368 | // Create an index buffer
369 | ZeroMemory( &bd, sizeof( bd ) );
370 | ZeroMemory( &sr, sizeof( sr ) );
371 |
372 | UINT pIndices[3] = { 0, 1, 2 };
373 | bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
374 | bd.Usage = D3D11_USAGE_DEFAULT;
375 | bd.ByteWidth = sizeof( UINT ) * 3;
376 | bd.StructureByteStride = sizeof( UINT );
377 |
378 | sr.pSysMem = &pIndices;
379 | hr = pDevice->CreateBuffer( &bd, &sr, &pIndexBuffer );
380 | if (FAILED( hr ))
381 | return false;
382 |
383 | return true;
384 | }
385 |
386 | void CleanupD3D()
387 | {
388 | safe_release( pVertexBuffer );
389 | safe_release( pIndexBuffer );
390 | safe_release( pConstantBuffer );
391 | safe_release( pPixelShader );
392 | safe_release( pVertexShader );
393 | safe_release( pVertexLayout );
394 | }
395 |
396 | void Render()
397 | {
398 | // Make sure our render target is set.
399 | pContext->OMSetRenderTargets( 1, &pRenderTargetView, nullptr );
400 |
401 | // Update view
402 | ConstantBuffer cb;
403 | cb.mProjection = XMMatrixTranspose( mOrtho );
404 | pContext->UpdateSubresource( pConstantBuffer, 0, nullptr, &cb, 0, 0 );
405 | pContext->VSSetConstantBuffers( 0, 1, &pConstantBuffer );
406 |
407 | // Make sure the input assembler knows how to process our verts/indices
408 | UINT stride = sizeof( Vertex );
409 | UINT offset = 0;
410 | pContext->IASetVertexBuffers( 0, 1, &pVertexBuffer, &stride, &offset );
411 | pContext->IASetInputLayout( pVertexLayout );
412 | pContext->IASetIndexBuffer( pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );
413 | pContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
414 |
415 | // Set the shaders we need to render our triangle
416 | pContext->VSSetShader( pVertexShader, nullptr, 0 );
417 | pContext->PSSetShader( pPixelShader, nullptr, 0 );
418 |
419 | // Set viewport to context
420 | pContext->RSSetViewports( 1, pViewports );
421 |
422 | // Draw our triangle
423 | pContext->DrawIndexed( 3, 0, 0 );
424 | }
425 |
426 | HRESULT __stdcall hkPresent( IDXGISwapChain * pThis, UINT SyncInterval, UINT Flags )
427 | {
428 | pSwapchain = pThis;
429 |
430 | if (!pDevice)
431 | {
432 | if (!InitD3DHook( pThis ))
433 | return false;
434 | }
435 |
436 | Render();
437 | return ogPresentTramp( pThis, SyncInterval, Flags );
438 | }
439 |
440 | HWND FindMainWindow( DWORD dwPID )
441 | {
442 | HandleData handleData{ 0 };
443 | handleData.pid = dwPID;
444 | EnumWindows( EnumWindowsCallback, (LPARAM)&handleData );
445 | return handleData.hWnd;
446 | }
447 |
448 | BOOL CALLBACK EnumWindowsCallback(HWND hWnd, LPARAM lParam)
449 | {
450 | HandleData& data = *(HandleData*)lParam;
451 | DWORD pid = 0;
452 | GetWindowThreadProcessId( hWnd, &pid );
453 | if (pid == data.pid && GetWindow( hWnd, GW_OWNER ) == HWND( 0 ) && IsWindowVisible( hWnd ))
454 | {
455 | data.hWnd = hWnd;
456 | return FALSE;
457 | }
458 |
459 | return TRUE;
460 | }
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