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zm0d Master Cheater
Reputation: 7
Joined: 06 Nov 2013 Posts: 423
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Posted: Mon Nov 10, 2014 4:02 am Post subject: DirectX - EndScene equals EndEvent? |
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Hi all,
I'm interested in DirectX hacking now. I know that you usually hook the EndScene function from the d3d9.dll to gain access to the drawing object and being able to draw in every frame that gets displayed. Well, yesterday I used The Forest and Farming Simulator 15 just to check out if those games use the d3d9.dll and the EndScene method. I clicked on Memory View and then in the menupoint Enumerate DLLs and Symbols I looked for the d3d9.dll. Found it but wasn't able to find the EndScene function. Only a EndEvent function was listed there. I didnt really understand what this EndEvent is doing and I wonder why EndScene isn't listed there? I thought it somehow an important function.
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atom0s Moderator
Reputation: 205
Joined: 25 Jan 2006 Posts: 8587 Location: 127.0.0.1
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Posted: Mon Nov 10, 2014 4:40 am Post subject: |
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EndScene is not a global function. It is a function located within the IDirect3DDevice9 object. You need to either globally wrap the full object, or vtable hook the EndScene call.
EndScene is offset 42 in the vtable of the IDirect3DDevice9 object.
Inside of d3d9.h you'll find:
| Code: | DECLARE_INTERFACE_(IDirect3DDevice9, IUnknown)
{
/*** IUnknown methods ***/
STDMETHOD(QueryInterface)(THIS_ REFIID riid, void** ppvObj) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
/*** IDirect3DDevice9 methods ***/
STDMETHOD(TestCooperativeLevel)(THIS) PURE;
STDMETHOD_(UINT, GetAvailableTextureMem)(THIS) PURE;
STDMETHOD(EvictManagedResources)(THIS) PURE;
STDMETHOD(GetDirect3D)(THIS_ IDirect3D9** ppD3D9) PURE;
STDMETHOD(GetDeviceCaps)(THIS_ D3DCAPS9* pCaps) PURE;
STDMETHOD(GetDisplayMode)(THIS_ UINT iSwapChain,D3DDISPLAYMODE* pMode) PURE;
STDMETHOD(GetCreationParameters)(THIS_ D3DDEVICE_CREATION_PARAMETERS *pParameters) PURE;
STDMETHOD(SetCursorProperties)(THIS_ UINT XHotSpot,UINT YHotSpot,IDirect3DSurface9* pCursorBitmap) PURE;
STDMETHOD_(void, SetCursorPosition)(THIS_ int X,int Y,DWORD Flags) PURE;
STDMETHOD_(BOOL, ShowCursor)(THIS_ BOOL bShow) PURE;
STDMETHOD(CreateAdditionalSwapChain)(THIS_ D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DSwapChain9** pSwapChain) PURE;
STDMETHOD(GetSwapChain)(THIS_ UINT iSwapChain,IDirect3DSwapChain9** pSwapChain) PURE;
STDMETHOD_(UINT, GetNumberOfSwapChains)(THIS) PURE;
STDMETHOD(Reset)(THIS_ D3DPRESENT_PARAMETERS* pPresentationParameters) PURE;
STDMETHOD(Present)(THIS_ CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion) PURE;
STDMETHOD(GetBackBuffer)(THIS_ UINT iSwapChain,UINT iBackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface9** ppBackBuffer) PURE;
STDMETHOD(GetRasterStatus)(THIS_ UINT iSwapChain,D3DRASTER_STATUS* pRasterStatus) PURE;
STDMETHOD(SetDialogBoxMode)(THIS_ BOOL bEnableDialogs) PURE;
STDMETHOD_(void, SetGammaRamp)(THIS_ UINT iSwapChain,DWORD Flags,CONST D3DGAMMARAMP* pRamp) PURE;
STDMETHOD_(void, GetGammaRamp)(THIS_ UINT iSwapChain,D3DGAMMARAMP* pRamp) PURE;
STDMETHOD(CreateTexture)(THIS_ UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,HANDLE* pSharedHandle) PURE;
STDMETHOD(CreateVolumeTexture)(THIS_ UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture9** ppVolumeTexture,HANDLE* pSharedHandle) PURE;
STDMETHOD(CreateCubeTexture)(THIS_ UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,HANDLE* pSharedHandle) PURE;
STDMETHOD(CreateVertexBuffer)(THIS_ UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer9** ppVertexBuffer,HANDLE* pSharedHandle) PURE;
STDMETHOD(CreateIndexBuffer)(THIS_ UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer9** ppIndexBuffer,HANDLE* pSharedHandle) PURE;
STDMETHOD(CreateRenderTarget)(THIS_ UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Lockable,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle) PURE;
STDMETHOD(CreateDepthStencilSurface)(THIS_ UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Discard,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle) PURE;
STDMETHOD(UpdateSurface)(THIS_ IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestinationSurface,CONST POINT* pDestPoint) PURE;
STDMETHOD(UpdateTexture)(THIS_ IDirect3DBaseTexture9* pSourceTexture,IDirect3DBaseTexture9* pDestinationTexture) PURE;
STDMETHOD(GetRenderTargetData)(THIS_ IDirect3DSurface9* pRenderTarget,IDirect3DSurface9* pDestSurface) PURE;
STDMETHOD(GetFrontBufferData)(THIS_ UINT iSwapChain,IDirect3DSurface9* pDestSurface) PURE;
STDMETHOD(StretchRect)(THIS_ IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter) PURE;
STDMETHOD(ColorFill)(THIS_ IDirect3DSurface9* pSurface,CONST RECT* pRect,D3DCOLOR color) PURE;
STDMETHOD(CreateOffscreenPlainSurface)(THIS_ UINT Width,UINT Height,D3DFORMAT Format,D3DPOOL Pool,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle) PURE;
STDMETHOD(SetRenderTarget)(THIS_ DWORD RenderTargetIndex,IDirect3DSurface9* pRenderTarget) PURE;
STDMETHOD(GetRenderTarget)(THIS_ DWORD RenderTargetIndex,IDirect3DSurface9** ppRenderTarget) PURE;
STDMETHOD(SetDepthStencilSurface)(THIS_ IDirect3DSurface9* pNewZStencil) PURE;
STDMETHOD(GetDepthStencilSurface)(THIS_ IDirect3DSurface9** ppZStencilSurface) PURE;
STDMETHOD(BeginScene)(THIS) PURE;
STDMETHOD(EndScene)(THIS) PURE;
STDMETHOD(Clear)(THIS_ DWORD Count,CONST D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil) PURE;
STDMETHOD(SetTransform)(THIS_ D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix) PURE;
STDMETHOD(GetTransform)(THIS_ D3DTRANSFORMSTATETYPE State,D3DMATRIX* pMatrix) PURE;
STDMETHOD(MultiplyTransform)(THIS_ D3DTRANSFORMSTATETYPE,CONST D3DMATRIX*) PURE;
STDMETHOD(SetViewport)(THIS_ CONST D3DVIEWPORT9* pViewport) PURE;
STDMETHOD(GetViewport)(THIS_ D3DVIEWPORT9* pViewport) PURE;
STDMETHOD(SetMaterial)(THIS_ CONST D3DMATERIAL9* pMaterial) PURE;
STDMETHOD(GetMaterial)(THIS_ D3DMATERIAL9* pMaterial) PURE;
STDMETHOD(SetLight)(THIS_ DWORD Index,CONST D3DLIGHT9*) PURE;
STDMETHOD(GetLight)(THIS_ DWORD Index,D3DLIGHT9*) PURE;
STDMETHOD(LightEnable)(THIS_ DWORD Index,BOOL Enable) PURE;
STDMETHOD(GetLightEnable)(THIS_ DWORD Index,BOOL* pEnable) PURE;
STDMETHOD(SetClipPlane)(THIS_ DWORD Index,CONST float* pPlane) PURE;
STDMETHOD(GetClipPlane)(THIS_ DWORD Index,float* pPlane) PURE;
STDMETHOD(SetRenderState)(THIS_ D3DRENDERSTATETYPE State,DWORD Value) PURE;
STDMETHOD(GetRenderState)(THIS_ D3DRENDERSTATETYPE State,DWORD* pValue) PURE;
STDMETHOD(CreateStateBlock)(THIS_ D3DSTATEBLOCKTYPE Type,IDirect3DStateBlock9** ppSB) PURE;
STDMETHOD(BeginStateBlock)(THIS) PURE;
STDMETHOD(EndStateBlock)(THIS_ IDirect3DStateBlock9** ppSB) PURE;
STDMETHOD(SetClipStatus)(THIS_ CONST D3DCLIPSTATUS9* pClipStatus) PURE;
STDMETHOD(GetClipStatus)(THIS_ D3DCLIPSTATUS9* pClipStatus) PURE;
STDMETHOD(GetTexture)(THIS_ DWORD Stage,IDirect3DBaseTexture9** ppTexture) PURE;
STDMETHOD(SetTexture)(THIS_ DWORD Stage,IDirect3DBaseTexture9* pTexture) PURE;
STDMETHOD(GetTextureStageState)(THIS_ DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD* pValue) PURE;
STDMETHOD(SetTextureStageState)(THIS_ DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value) PURE;
STDMETHOD(GetSamplerState)(THIS_ DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD* pValue) PURE;
STDMETHOD(SetSamplerState)(THIS_ DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value) PURE;
STDMETHOD(ValidateDevice)(THIS_ DWORD* pNumPasses) PURE;
STDMETHOD(SetPaletteEntries)(THIS_ UINT PaletteNumber,CONST PALETTEENTRY* pEntries) PURE;
STDMETHOD(GetPaletteEntries)(THIS_ UINT PaletteNumber,PALETTEENTRY* pEntries) PURE;
STDMETHOD(SetCurrentTexturePalette)(THIS_ UINT PaletteNumber) PURE;
STDMETHOD(GetCurrentTexturePalette)(THIS_ UINT *PaletteNumber) PURE;
STDMETHOD(SetScissorRect)(THIS_ CONST RECT* pRect) PURE;
STDMETHOD(GetScissorRect)(THIS_ RECT* pRect) PURE;
STDMETHOD(SetSoftwareVertexProcessing)(THIS_ BOOL bSoftware) PURE;
STDMETHOD_(BOOL, GetSoftwareVertexProcessing)(THIS) PURE;
STDMETHOD(SetNPatchMode)(THIS_ float nSegments) PURE;
STDMETHOD_(float, GetNPatchMode)(THIS) PURE;
STDMETHOD(DrawPrimitive)(THIS_ D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount) PURE;
STDMETHOD(DrawIndexedPrimitive)(THIS_ D3DPRIMITIVETYPE,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount) PURE;
STDMETHOD(DrawPrimitiveUP)(THIS_ D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride) PURE;
STDMETHOD(DrawIndexedPrimitiveUP)(THIS_ D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertices,UINT PrimitiveCount,CONST void* pIndexData,D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride) PURE;
STDMETHOD(ProcessVertices)(THIS_ UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer9* pDestBuffer,IDirect3DVertexDeclaration9* pVertexDecl,DWORD Flags) PURE;
STDMETHOD(CreateVertexDeclaration)(THIS_ CONST D3DVERTEXELEMENT9* pVertexElements,IDirect3DVertexDeclaration9** ppDecl) PURE;
STDMETHOD(SetVertexDeclaration)(THIS_ IDirect3DVertexDeclaration9* pDecl) PURE;
STDMETHOD(GetVertexDeclaration)(THIS_ IDirect3DVertexDeclaration9** ppDecl) PURE;
STDMETHOD(SetFVF)(THIS_ DWORD FVF) PURE;
STDMETHOD(GetFVF)(THIS_ DWORD* pFVF) PURE;
STDMETHOD(CreateVertexShader)(THIS_ CONST DWORD* pFunction,IDirect3DVertexShader9** ppShader) PURE;
STDMETHOD(SetVertexShader)(THIS_ IDirect3DVertexShader9* pShader) PURE;
STDMETHOD(GetVertexShader)(THIS_ IDirect3DVertexShader9** ppShader) PURE;
STDMETHOD(SetVertexShaderConstantF)(THIS_ UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount) PURE;
STDMETHOD(GetVertexShaderConstantF)(THIS_ UINT StartRegister,float* pConstantData,UINT Vector4fCount) PURE;
STDMETHOD(SetVertexShaderConstantI)(THIS_ UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount) PURE;
STDMETHOD(GetVertexShaderConstantI)(THIS_ UINT StartRegister,int* pConstantData,UINT Vector4iCount) PURE;
STDMETHOD(SetVertexShaderConstantB)(THIS_ UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount) PURE;
STDMETHOD(GetVertexShaderConstantB)(THIS_ UINT StartRegister,BOOL* pConstantData,UINT BoolCount) PURE;
STDMETHOD(SetStreamSource)(THIS_ UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride) PURE;
STDMETHOD(GetStreamSource)(THIS_ UINT StreamNumber,IDirect3DVertexBuffer9** ppStreamData,UINT* pOffsetInBytes,UINT* pStride) PURE;
STDMETHOD(SetStreamSourceFreq)(THIS_ UINT StreamNumber,UINT Setting) PURE;
STDMETHOD(GetStreamSourceFreq)(THIS_ UINT StreamNumber,UINT* pSetting) PURE;
STDMETHOD(SetIndices)(THIS_ IDirect3DIndexBuffer9* pIndexData) PURE;
STDMETHOD(GetIndices)(THIS_ IDirect3DIndexBuffer9** ppIndexData) PURE;
STDMETHOD(CreatePixelShader)(THIS_ CONST DWORD* pFunction,IDirect3DPixelShader9** ppShader) PURE;
STDMETHOD(SetPixelShader)(THIS_ IDirect3DPixelShader9* pShader) PURE;
STDMETHOD(GetPixelShader)(THIS_ IDirect3DPixelShader9** ppShader) PURE;
STDMETHOD(SetPixelShaderConstantF)(THIS_ UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount) PURE;
STDMETHOD(GetPixelShaderConstantF)(THIS_ UINT StartRegister,float* pConstantData,UINT Vector4fCount) PURE;
STDMETHOD(SetPixelShaderConstantI)(THIS_ UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount) PURE;
STDMETHOD(GetPixelShaderConstantI)(THIS_ UINT StartRegister,int* pConstantData,UINT Vector4iCount) PURE;
STDMETHOD(SetPixelShaderConstantB)(THIS_ UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount) PURE;
STDMETHOD(GetPixelShaderConstantB)(THIS_ UINT StartRegister,BOOL* pConstantData,UINT BoolCount) PURE;
STDMETHOD(DrawRectPatch)(THIS_ UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo) PURE;
STDMETHOD(DrawTriPatch)(THIS_ UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo) PURE;
STDMETHOD(DeletePatch)(THIS_ UINT Handle) PURE;
STDMETHOD(CreateQuery)(THIS_ D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery) PURE;
#ifdef D3D_DEBUG_INFO
D3DDEVICE_CREATION_PARAMETERS CreationParameters;
D3DPRESENT_PARAMETERS PresentParameters;
D3DDISPLAYMODE DisplayMode;
D3DCAPS9 Caps;
UINT AvailableTextureMem;
UINT SwapChains;
UINT Textures;
UINT VertexBuffers;
UINT IndexBuffers;
UINT VertexShaders;
UINT PixelShaders;
D3DVIEWPORT9 Viewport;
D3DMATRIX ProjectionMatrix;
D3DMATRIX ViewMatrix;
D3DMATRIX WorldMatrix;
D3DMATRIX TextureMatrices[8];
DWORD FVF;
UINT VertexSize;
DWORD VertexShaderVersion;
DWORD PixelShaderVersion;
BOOL SoftwareVertexProcessing;
D3DMATERIAL9 Material;
D3DLIGHT9 Lights[16];
BOOL LightsEnabled[16];
D3DGAMMARAMP GammaRamp;
RECT ScissorRect;
BOOL DialogBoxMode;
#endif
}; |
Keep in mind, IDirect3DDevice9 inherits from IUnknown, so the first 3 pointers in the vtable are to the IUnknown interface.
0 = QueryInterface
1 = AddRef
2 = Release
Afterward, the vtable for the IDirect3DDevice9 table starts:
3 = TestCooperativeLevel
4 = GetAvailableTextureMem
and so on.
Easiest way to know which is which in my opinion is to remove all the definitions / comments / linebreaks and load the list in Notepad++ with line numbers enabled like this:
http://i.imgur.com/eesedT6.png
Simply subtract 1 from the line number and that's the vtable offset of the device object function call.
Same goes for the other D3D objects.
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zm0d Master Cheater
Reputation: 7
Joined: 06 Nov 2013 Posts: 423
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Posted: Mon Nov 10, 2014 5:56 am Post subject: |
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Okay, I didnt get everything.
How or where do I have to place my detour in this VTable. I guess I have to get the start address of EndScene. Where it's defined and not declared.
Wouldn't it work to get the base address of the loaded d3d9.dll and add the offset to jump to the EndScene function? Like:"d3d9.dll"+0x1337 = EndScene
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atom0s Moderator
Reputation: 205
Joined: 25 Jan 2006 Posts: 8587 Location: 127.0.0.1
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zm0d Master Cheater
Reputation: 7
Joined: 06 Nov 2013 Posts: 423
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Posted: Tue Nov 11, 2014 4:25 am Post subject: |
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Wow, I guess I got it =) That was really helpfull mate.
Gonna try it out this week. My fingers are itching, but less time atm :>
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zm0d Master Cheater
Reputation: 7
Joined: 06 Nov 2013 Posts: 423
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Posted: Wed Nov 12, 2014 3:59 pm Post subject: |
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| Okay, I was able to get the device pointer with a VMT hook to EndScene. Also I was able to draw a rectangle with my hooked end scene function. Well, the rectangle was completly filled and I wonder how I can draw a rectangle with no filling? So borders only. Like ESP boxes used for wallhacks.
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Dark Byte Site Admin
Reputation: 471
Joined: 09 May 2003 Posts: 25819 Location: The netherlands
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Posted: Wed Nov 12, 2014 4:33 pm Post subject: |
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Basic d3d programming.
You could use a png with transparency, or a colorkey, or draw 4 rectangles making up the border of a rectangle
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zm0d Master Cheater
Reputation: 7
Joined: 06 Nov 2013 Posts: 423
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Posted: Thu Nov 13, 2014 3:00 am Post subject: |
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Hum okay thought there is such a drawing function integrated thanks
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atom0s Moderator
Reputation: 205
Joined: 25 Jan 2006 Posts: 8587 Location: 127.0.0.1
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Posted: Thu Nov 13, 2014 5:32 am Post subject: |
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You need to draw your own primitives to the screen. Instead of just using something like a call to IDirect3DDevice9::Clear, you instead, need to use DrawIndexedPrimitive / DrawIndexedPrimiveUp.
Like Dark Byte said, its fairly basic Direct3D programming to draw a line as well as a whole box.
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zm0d Master Cheater
Reputation: 7
Joined: 06 Nov 2013 Posts: 423
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Posted: Thu Nov 13, 2014 6:37 am Post subject: |
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Okay I'm gonna check this out.
My next question is, how to convert 3D coordinates to 2D screen coordinates? Is there a function in directx to do so? Someone of you got a (generic?) WorldTo2DCoords function, that he/she would provide?
I break my head about how to do it... I guess I need also more informations, like where my ingame viewport is placed, but I dont know how to obtain this :> I'm missing the relations between viewport, 3d coords and 2d coords, to do the maths and provide a solution for my given problem :/
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atom0s Moderator
Reputation: 205
Joined: 25 Jan 2006 Posts: 8587 Location: 127.0.0.1
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Posted: Thu Nov 13, 2014 2:57 pm Post subject: |
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WorldToScreen can differ per-game as it depends on how things are projected and such. In some cases, it will be simple, others it can require obtaining information from the game engine to properly obtain the info.
You will typically need the following information:
- The 3D coords of the object you want to find the screen coords for.
- The view port of the device. (IDirect3DDevice9::GetViewPort)
- The projection matrix. (IDirect3DDevice9::GetTransform via D3DTS_PROJECTION)
- The view matrix. (IDirect3DDevice9::GetTransform via D3DTS_VIEW)
Once you have this information, you can use the D3DXVec3Project method to convert the data to screen coords.
Again this may not work for all games, it really depends on how they are coded.
There are a lot of World2Screen examples on various FPS hacking sites that you can check out to for game / engine specific usage.
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zm0d Master Cheater
Reputation: 7
Joined: 06 Nov 2013 Posts: 423
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Posted: Thu Nov 13, 2014 4:52 pm Post subject: |
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This sounds great. Thank you very much. You guys got so much knowledge and I highly appreciate that you are sharing them.
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