First Commit

This commit is contained in:
IMXNOOBX
2023-09-04 15:29:21 +02:00
parent 5ed94293bb
commit cb108f8cfa
10 changed files with 1391 additions and 0 deletions
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/*
* https://github.com/SamuelTulach/OverlayCord
*/
#ifndef OVERLAYCORD_H
#define OVERLAYCORD_H
#include <Windows.h>
#include <iostream>
#include <string>
namespace OverlayCord
{
namespace Communication
{
typedef struct _Header
{
UINT Magic;
UINT FrameCount;
UINT NoClue;
UINT Width;
UINT Height;
BYTE Buffer[1];
} Header;
typedef struct _ConnectedProcessInfo
{
UINT ProcessId;
HANDLE File;
Header* MappedAddress;
} ConnectedProcessInfo;
inline bool ConnectToProcess(ConnectedProcessInfo& processInfo)
{
std::string mappedFilename = "DiscordOverlay_Framebuffer_Memory_" + std::to_string(processInfo.ProcessId);
processInfo.File = OpenFileMappingA(FILE_MAP_ALL_ACCESS, false, mappedFilename.c_str());
if (!processInfo.File || processInfo.File == INVALID_HANDLE_VALUE)
return false;
processInfo.MappedAddress = static_cast<Header*>(MapViewOfFile(processInfo.File, FILE_MAP_ALL_ACCESS, 0, 0, 0));
return processInfo.MappedAddress;
}
inline void DisconnectFromProcess(ConnectedProcessInfo& processInfo)
{
UnmapViewOfFile(processInfo.MappedAddress);
processInfo.MappedAddress = nullptr;
CloseHandle(processInfo.File);
processInfo.File = nullptr;
}
inline void SendFrame(ConnectedProcessInfo& processInfo, UINT width, UINT height, void* frame, UINT size)
{
// frame is in B8G8R8A8 format
// size can be nearly anything since it will get resized
// for the screen appropriately, although the maximum size is
// game window width * height * 4 (BGRA)
processInfo.MappedAddress->Width = width;
processInfo.MappedAddress->Height = height;
memcpy(processInfo.MappedAddress->Buffer, frame, size);
processInfo.MappedAddress->FrameCount++; // this will cause the internal module to copy over the framebuffer
}
}
namespace Drawing
{
typedef struct _Frame
{
UINT Width;
UINT Height;
UINT Size;
void* Buffer;
} Frame;
typedef struct _Pixel
{
BYTE B, G, R, A;
} Pixel;
inline Frame CreateFrame(UINT width, UINT height)
{
Frame output;
output.Width = width;
output.Height = height;
output.Size = width * height * 4;
output.Buffer = malloc(output.Size);
memset(output.Buffer, 0, output.Size);
return output;
}
inline void CleanFrame(Frame& frame)
{
memset(frame.Buffer, 0, frame.Size);
}
inline void SetPixel(Frame& frame, UINT x, UINT y, Pixel color)
{
if (x < frame.Width && y < frame.Height)
{
Pixel* buf = static_cast<Pixel*>(frame.Buffer);
buf[y * frame.Width + x] = color;
}
}
inline void DrawLine(Frame& frame, UINT x1, UINT y1, UINT x2, UINT y2, Pixel color)
{
int dx = abs(static_cast<int>(x2 - x1)), sx = x1 < x2 ? 1 : -1;
int dy = -abs(static_cast<int>(y2 - y1)), sy = y1 < y2 ? 1 : -1;
int err = dx + dy, e2;
while (true)
{
SetPixel(frame, x1, y1, color);
if (x1 == x2 && y1 == y2)
break;
e2 = 2 * err;
if (e2 >= dy) { err += dy; x1 += sx; }
if (e2 <= dx) { err += dx; y1 += sy; }
}
}
inline void DrawRectangle(Frame& frame, UINT x1, UINT y1, UINT width, UINT height, Pixel color)
{
for (UINT x = x1; x < x1 + width; x++)
{
SetPixel(frame, x, y1, color);
SetPixel(frame, x, y1 + height - 1, color);
}
for (UINT y = y1; y < y1 + height; y++)
{
SetPixel(frame, x1, y, color);
SetPixel(frame, x1 + width - 1, y, color);
}
}
inline void DrawCircle(Frame& frame, UINT x0, UINT y0, UINT radius, Pixel color)
{
int x = radius;
int y = 0;
int radiusError = 1 - x;
while (x >= y)
{
SetPixel(frame, x0 + x, y0 + y, color);
SetPixel(frame, x0 - x, y0 + y, color);
SetPixel(frame, x0 - x, y0 - y, color);
SetPixel(frame, x0 + x, y0 - y, color);
SetPixel(frame, x0 + y, y0 + x, color);
SetPixel(frame, x0 - y, y0 + x, color);
SetPixel(frame, x0 - y, y0 - x, color);
SetPixel(frame, x0 + y, y0 - x, color);
y++;
if (radiusError < 0)
{
radiusError += 2 * y + 1;
}
else
{
x--;
radiusError += 2 * (y - x + 1);
}
}
}
}
}
#endif
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#pragma once
#include <numbers>
#include <cmath>
int screen_x = GetSystemMetrics(SM_CXSCREEN);
int screen_y = GetSystemMetrics(SM_CYSCREEN);
struct view_matrix_t {
float* operator[ ](int index) {
return matrix[index];
}
float matrix[4][4];
};
struct Vector3
{
// constructor
constexpr Vector3(
const float x = 0.f,
const float y = 0.f,
const float z = 0.f) noexcept :
x(x), y(y), z(z) { }
// operator overloads
constexpr const Vector3& operator-(const Vector3& other) const noexcept
{
return Vector3{ x - other.x, y - other.y, z - other.z };
}
constexpr const Vector3& operator+(const Vector3& other) const noexcept
{
return Vector3{ x + other.x, y + other.y, z + other.z };
}
constexpr const Vector3& operator/(const float factor) const noexcept
{
return Vector3{ x / factor, y / factor, z / factor };
}
constexpr const Vector3& operator*(const float factor) const noexcept
{
return Vector3{ x * factor, y * factor, z * factor };
}
constexpr const bool operator>(const Vector3& other) const noexcept {
return x > other.x && y > other.y && z > other.z;
}
constexpr const bool operator>=(const Vector3& other) const noexcept {
return x >= other.x && y >= other.y && z >= other.z;
}
constexpr const bool operator<(const Vector3& other) const noexcept {
return x < other.x && y < other.y && z < other.z;
}
constexpr const bool operator<=(const Vector3& other) const noexcept {
return x <= other.x && y <= other.y && z <= other.z;
}
// utils
constexpr const Vector3& ToAngle() const noexcept
{
return Vector3{
std::atan2(-z, std::hypot(x, y)) * (180.0f / std::numbers::pi_v<float>),
std::atan2(y, x) * (180.0f / std::numbers::pi_v<float>),
0.0f };
}
float length() const {
return std::sqrt(x * x + y * y + z * z);
}
float length2d() const {
return std::sqrt(x * x + y * y);
}
constexpr const bool IsZero() const noexcept
{
return x == 0.f && y == 0.f && z == 0.f;
}
Vector3 world_to_screen(view_matrix_t matrix) const {
float _x = matrix[0][0] * x + matrix[0][1] * y + matrix[0][2] * z + matrix[0][3];
float _y = matrix[1][0] * x + matrix[1][1] * y + matrix[1][2] * z + matrix[1][3];
float w = matrix[3][0] * x + matrix[3][1] * y + matrix[3][2] * z + matrix[3][3];
float inv_w = 1.f / w;
_x *= inv_w;
_y *= inv_w;
float x = screen_x * .5f;
float y = screen_y * .5f;
x += 0.5f * _x * screen_x + 0.5f;
y -= 0.5f * _y * screen_y + 0.5f;
return { x, y, w };
}
// struct data
float x, y, z;
};