sherwood5 发表于 2015-4-11 21:39:32

D3D HOOK 游戏透视实现

大家好 今天带来的是D3D HOOK 游戏透视实现
编译 自己 下载 DX SDK
有什么不懂的请回帖。

#include <windows.h>

#include <d3d9.h>
#pragma comment(lib, "d3d9.lib")

#include <d3dx9.h>
#pragma comment(lib, "d3dx9.lib")
#include <time.h>
#include <stdlib.h>
#include <fstream>
#include <vector>   
#include <D3dx9tex.h>
#include <stdio.h>
#include <time.h>
#include <tchar.h>
#include <iostream>
#pragma warning(disable:4996)//VC++ 2008
//-----------//
bool fCall = true;
bool Chams = false;
bool zhunxin = false;
bool bMenu = false;
int menux= 10;
int menuy= 15;

IDirect3DPixelShader9 *Front,
                      *Back;
//----------//

void DrawFont (int X, int Y, D3DCOLOR Color, char *format, ...)
{
char buffer;
va_list args;
va_start (args, format);
vsprintf (buffer,format, args);
RECT FontRect = { X, Y, X + 120, Y + 90 };//原始大小 16
va_end (args);
}



HRESULT CreateMyShader(IDirect3DPixelShader9 **pShader, IDirect3DDevice9 *Device, float red, float green, float blue, float alpha )
{
    ID3DXBuffer *MyBuffer = NULL;
    char MyShader[ 256 ];
    sprintf( MyShader, "ps.1.1\ndef c0, %f, %f, %f, %f\nmov r0,c0", red/255, green/255, blue/255, alpha/255 );
    D3DXAssembleShader( MyShader, sizeof( MyShader ), NULL, NULL, 0, &MyBuffer , NULL );
    if( FAILED( Device->CreatePixelShader((const DWORD*)MyBuffer ->GetBufferPointer(), pShader)) )return E_FAIL;
    return S_OK;
}

//=====================================================================================

typedef HRESULT (WINAPI* CreateDevice_Prototype)      (LPDIRECT3D9, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE9*);
typedef HRESULT (WINAPI* Reset_Prototype)               (LPDIRECT3DDEVICE9, D3DPRESENT_PARAMETERS*);
typedef HRESULT (WINAPI* EndScene_Prototype)            (LPDIRECT3DDEVICE9);
typedef HRESULT (WINAPI* DrawIndexedPrimitive_Prototype)(LPDIRECT3DDEVICE9, D3DPRIMITIVETYPE, INT, UINT, UINT, UINT, UINT);
//typedef HRESULT ( WINAPI * tDrawIndexedPrimitive )( IDirect3DDevice9 * pDevice, D3DPRIMITIVETYPE dType, INT nBaseIndex, UINT uiMinIndex, UINT uiNumVerts, UINT uiStartIndex, UINT uiPrimCount );

CreateDevice_Prototype         CreateDevice_Pointer         = NULL;
Reset_Prototype                Reset_Pointer                = NULL;
EndScene_Prototype             EndScene_Pointer             = NULL;
DrawIndexedPrimitive_Prototype DrawIndexedPrimitive_Pointer = NULL;
//tDrawIndexedPrimitive oDrawIndexedPrimitive;

HRESULT WINAPI Direct3DCreate9_VMTable    (VOID);
HRESULT WINAPI CreateDevice_Detour      (LPDIRECT3D9, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE9*);
HRESULT WINAPI Reset_Detour               (LPDIRECT3DDEVICE9, D3DPRESENT_PARAMETERS*);
HRESULT WINAPI EndScene_Detour            (LPDIRECT3DDEVICE9);
HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE9, D3DPRIMITIVETYPE, INT, UINT, UINT, UINT, UINT);

DWORD WINAPI VirtualMethodTableRepatchingLoopToCounterExtensionRepatching(LPVOID);
PDWORD Direct3D_VMTable = NULL;

//=====================================================================================

BOOL WINAPI DllMain(HINSTANCE hinstModule, DWORD dwReason, LPVOID lpvReserved)
{
if(dwReason == DLL_PROCESS_ATTACH)
{
    DisableThreadLibraryCalls(hinstModule);

    if(Direct3DCreate9_VMTable() == D3D_OK)
    return TRUE;
}

return FALSE;
}

//=====================================================================================

HRESULT WINAPI Direct3DCreate9_VMTable(VOID)
{
LPDIRECT3D9 Direct3D_Object = Direct3DCreate9(D3D_SDK_VERSION);

if(Direct3D_Object == NULL)
return D3DERR_INVALIDCALL;

Direct3D_VMTable = (PDWORD)*(PDWORD)Direct3D_Object;
Direct3D_Object->Release();

DWORD dwProtect;

if(VirtualProtect(&Direct3D_VMTable, sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0)
{
    *(PDWORD)&CreateDevice_Pointer = Direct3D_VMTable;
    *(PDWORD)&Direct3D_VMTable = (DWORD)CreateDevice_Detour;
    if(VirtualProtect(&Direct3D_VMTable, sizeof(DWORD), dwProtect, &dwProtect) == 0)
    return D3DERR_INVALIDCALL;
}
else
return D3DERR_INVALIDCALL;

return D3D_OK;
}

//=====================================================================================

HRESULT WINAPI CreateDevice_Detour(LPDIRECT3D9 Direct3D_Object, UINT Adapter, D3DDEVTYPE DeviceType, HWND FocusWindow,
                  DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* PresentationParameters,
                  LPDIRECT3DDEVICE9* Returned_Device_Interface)
{
HRESULT Returned_Result = CreateDevice_Pointer(Direct3D_Object, Adapter, DeviceType, FocusWindow, BehaviorFlags,
                                              PresentationParameters, Returned_Device_Interface);
   
DWORD dwProtect;

if(VirtualProtect(&Direct3D_VMTable, sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0)
{
    *(PDWORD)&Direct3D_VMTable = *(PDWORD)&CreateDevice_Pointer;
    CreateDevice_Pointer         = NULL;

    if(VirtualProtect(&Direct3D_VMTable, sizeof(DWORD), dwProtect, &dwProtect) == 0)
    return D3DERR_INVALIDCALL;
}
else
return D3DERR_INVALIDCALL;

if(Returned_Result == D3D_OK)
{
    Direct3D_VMTable = (PDWORD)*(PDWORD)*Returned_Device_Interface;

    *(PDWORD)&Reset_Pointer                = (DWORD)Direct3D_VMTable;
    *(PDWORD)&EndScene_Pointer             = (DWORD)Direct3D_VMTable;
    *(PDWORD)&DrawIndexedPrimitive_Pointer = (DWORD)Direct3D_VMTable;

    if(CreateThread(NULL, 0, VirtualMethodTableRepatchingLoopToCounterExtensionRepatching, NULL, 0, NULL) == NULL)
    return D3DERR_INVALIDCALL;
}
   
return Returned_Result;
}

//=====================================================================================

HRESULT WINAPI Reset_Detour(LPDIRECT3DDEVICE9 Device_Interface, D3DPRESENT_PARAMETERS* PresentationParameters)
{
return Reset_Pointer(Device_Interface, PresentationParameters);
}

//=====================================================================================

HRESULT WINAPI EndScene_Detour(LPDIRECT3DDEVICE9 Device_Interface)
{
return EndScene_Pointer(Device_Interface);
}

//=====================================================================================

HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE9 Device_Interface, D3DPRIMITIVETYPE Type, INT BaseIndex,
                                           UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount)
{
LPDIRECT3DVERTEXBUFFER9 Stream_Data;
UINT Offset = 0;
UINT Stride = 0;

if(Device_Interface->GetStreamSource(0, &Stream_Data, &Offset, &Stride) == D3D_OK)
Stream_Data->Release();
//函数 fCall 上色
if(fCall)
{
CreateMyShader( &Front, Device_Interface,    0,   255,   0,   0 );//武器颜色渲染=
CreateMyShader( &Back,Device_Interface,    255,   255,   0,   0 );//人物透视渲染=
DrawFont( menux+1,menuy+1, D3DCOLOR_ARGB(255,255,215,0), "小叮当 透视");
fCall = false;
}
//-------------结束

//准心
if( GetAsyncKeyState( VK_NUMPAD2 ) & 2 ) //END 热键 1默认显示
{

    zhunxin = !zhunxin;
}
    if( zhunxin )
{
    D3DVIEWPORT9 viewP;
    Device_Interface->GetViewport( &viewP );
    DWORD ScreenCenterX = viewP.Width / 2;
    DWORD ScreenCenterY = viewP.Height / 2;
    D3DRECT rec16 = {ScreenCenterX-5, ScreenCenterY, ScreenCenterX+ 5, ScreenCenterY+1};
    D3DRECT rec17 = {ScreenCenterX, ScreenCenterY-5, ScreenCenterX+ 1,ScreenCenterY+5};
    Device_Interface->Clear( 1, &rec16, D3DCLEAR_TARGET, D3DXCOLOR(0, 255, 0, 0), 0,0 );//red
    Device_Interface->Clear( 1, &rec17, D3DCLEAR_TARGET, D3DXCOLOR(255, 255, 0, 0), 0,0 );
   
}


//if( GetAsyncKeyState( VK_END ) & 1 ) //END 热键 1默认显示
//{

//    bMenu = !bMenu;
//}
//if( bMenu )
// {
//DrawFont( menux+10,menuy+5, D3DCOLOR_ARGB(255,0,255,255), "s文字 文字 文字");
//}



if ( GetAsyncKeyState ( VK_NUMPAD1 ) &1 )
    {
         Chams = !Chams;
    }

if(Chams && (Stride == 32 && StartIndex == 0))
{
      DWORD dwOldZEnable = D3DZB_TRUE;
    Device_Interface->SetRenderState(D3DRS_ZENABLE,false); //1
    Device_Interface->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);//2   
    Device_Interface->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
      Device_Interface->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
      Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
      Device_Interface->SetPixelShader( Front );

      DrawIndexedPrimitive_Pointer(Device_Interface, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
      Device_Interface->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
      Device_Interface->SetPixelShader( Back );
}
//-------------结束
return DrawIndexedPrimitive_Pointer(Device_Interface, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
}

//=====================================================================================

DWORD WINAPI VirtualMethodTableRepatchingLoopToCounterExtensionRepatching(LPVOID Param)
{
UNREFERENCED_PARAMETER(Param);

while(1)
{
    Sleep(100);

    *(PDWORD)&Direct3D_VMTable = (DWORD)EndScene_Detour;
    *(PDWORD)&Direct3D_VMTable = (DWORD)DrawIndexedPrimitive_Detour;
    *(PDWORD)&Direct3D_VMTable = (DWORD)Reset_Detour;
}

return 1;
}

wubinhuaheheda 发表于 2016-4-23 11:48:26

这是VC么- -表示不懂

1423146896 发表于 2019-8-23 10:02:39

还在吗   可以合作下吗
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