Files
WeirdUtils/src/outline/outline.zig
T

203 lines
6.3 KiB
Zig

//! Public API for the outline subsystem.
//!
//! Exposes init/cleanup/config functions called from main.zig,
//! and a Lua C callback for `/wu outline` commands.
const std = @import("std");
const lua = @import("../lua.zig");
const logging = @import("../logging.zig");
const tracker = @import("tracker.zig");
const model_hook = @import("model_hook.zig");
const d3d9_hook = @import("d3d9_hook.zig");
const wow = @import("../wow.zig");
const WINAPI = std.builtin.CallingConvention.winapi;
const mod_mutex = @import("../mutex.zig");
pub const module_name: [*:0]const u8 = "outline";
var log: logging.Logger = .{};
var g_mutex: ?*anyopaque = null;
var g_is_hook_owner: bool = false;
var g_model_hooks_installed: bool = false;
noinline fn luaGetTopNative(L: lua.State) i32 {
var result: i32 = undefined;
asm volatile (
\\mov $0x6F3070, %%eax
\\call *%%eax
: [ret] "={eax}" (result),
: [state] "{ecx}" (@intFromPtr(L)),
);
return result;
}
noinline fn luaIsStringNative(L: lua.State, index: i32) bool {
var result: u32 = undefined;
asm volatile (
\\mov $0x6F3510, %%eax
\\call *%%eax
: [ret] "={eax}" (result),
: [state] "{ecx}" (@intFromPtr(L)),
[index] "{edx}" (index),
);
return result != 0;
}
noinline fn luaToStringNative(L: lua.State, index: i32) ?[*:0]const u8 {
var result: usize = undefined;
asm volatile (
\\mov $0x6F3690, %%eax
\\call *%%eax
: [ret] "={eax}" (result),
: [state] "{ecx}" (@intFromPtr(L)),
[index] "{edx}" (index),
);
return if (result == 0) null else @ptrFromInt(result);
}
noinline fn luaPushBooleanNative(L: lua.State, value: i32) void {
asm volatile (
\\mov $0x6F39F0, %%eax
\\call *%%eax
:
: [state] "{ecx}" (@intFromPtr(L)),
[value] "{edx}" (value),
);
}
noinline fn luaPushStringNative(L: lua.State, value: [*:0]const u8) void {
asm volatile (
\\mov $0x6F3890, %%eax
\\call *%%eax
:
: [state] "{ecx}" (@intFromPtr(L)),
[value] "{edx}" (@intFromPtr(value)),
);
}
pub fn isActive() bool {
return g_is_hook_owner;
}
/// Install model hooks immediately. D3D9 hooks are deferred until the first
/// model hook fires (i.e. the game is actively rendering), because creating a
/// dummy D3D9 device during engine init corrupts the d3d9 proxy's state and
/// causes model rendering to stutter at ~10fps.
pub fn init() bool {
const result = mod_mutex.acquire(module_name);
g_mutex = result.handle;
g_is_hook_owner = result.is_owner;
if (!g_is_hook_owner) return true;
log = logging.Logger.open(module_name, .console);
tracker.initLogger();
if (!model_hook.installHooks()) return false;
g_model_hooks_installed = true;
return true;
}
/// Called from the first model hook callback, once rendering is active.
/// Safe to create the dummy D3D9 device now - the game's real device is
/// fully initialised and the proxy's state is stable.
pub fn initD3D9Deferred() void {
_ = d3d9_hook.installHooks();
}
/// Remove all outline hooks. Called during DLL_PROCESS_DETACH.
pub fn cleanup() void {
if (g_is_hook_owner) {
d3d9_hook.removeHooks();
model_hook.removeHooks();
log.close();
mod_mutex.release(&g_mutex);
}
g_model_hooks_installed = false;
g_is_hook_owner = false;
}
/// Enable or disable outline rendering.
pub fn setEnabled(on: bool) void {
tracker.enabled = on;
}
/// Check if outlines are enabled.
pub fn isEnabled() bool {
return tracker.enabled;
}
/// Lua C callback for outline commands.
///
/// Usage from Lua:
/// OutlineCommand() → returns (enabled: bool)
/// OutlineCommand("on") → enable outlines
/// OutlineCommand("off") → disable outlines
pub fn outlineCommand(L: lua.State) callconv(.{ .x86_thiscall = .{} }) u32 {
const nargs = luaGetTopNative(L);
if (nargs >= 1 and luaIsStringNative(L, 1)) {
if (luaToStringNative(L, 1)) |s| {
const span = std.mem.span(s);
if (eql(span, "on") or eql(span, "enable")) {
setEnabled(true);
} else if (eql(span, "off") or eql(span, "disable")) {
setEnabled(false);
}
}
}
luaPushBooleanNative(L, if (isEnabled()) 1 else 0);
return 1;
}
/// Return a compact sticky diagnostic line for in-game testing.
/// Usage:
/// /run DEFAULT_CHAT_FRAME:AddMessage(OutlineDebug())
pub fn outlineDebug(L: lua.State) callconv(.{ .x86_thiscall = .{} }) u32 {
// Capture player/target from the context where GetGUIDFromName is known to
// work on this client, then pin the resolved objects for the render thread.
const player_guid = wow.unitGUID("player");
const target_guid = wow.unitGUID("target");
const player_obj = if (player_guid != 0) wow.getObjectByGUID(player_guid) else 0;
const target_obj = if (target_guid != 0) wow.getObjectByGUID(target_guid) else 0;
tracker.setDebugPinnedObjects(player_obj, target_obj);
if (player_guid != 0) tracker.debug_unit_player_guid_seen = true;
if (target_guid != 0) tracker.debug_unit_target_guid_seen = true;
_ = d3d9_hook.lateRehookIfLost();
const live = d3d9_hook.getLiveHookState();
var buf: [336]u8 = undefined;
const msg = std.fmt.bufPrintZ(
&buf,
"OutlineDBG shst={d} hooks={d}{d}{d} tgt={d} mdl={d} sb={d} rs={d} odip={d} cache={d} pipe={d}/{d}",
.{
d3d9_hook.debug_shader_stage,
@intFromBool(live.endscene_ours),
@intFromBool(live.dip_ours),
@intFromBool(live.reset_ours),
@intFromBool(tracker.debug_target_seen),
@intFromBool(tracker.debug_target_model_seen),
@intFromBool(d3d9_hook.debug_state_block_seen),
@intFromBool(d3d9_hook.debug_outer_state_restore_seen),
@intFromBool(d3d9_hook.debug_outline_dip_seen),
@intFromBool(d3d9_hook.debug_cached_draw_seen),
@intFromBool(d3d9_hook.debug_pipeline_entered_seen),
@intFromBool(d3d9_hook.debug_pipeline_ready_seen),
},
) catch {
luaPushStringNative(L, "OutlineDBG format error");
return 1;
};
luaPushStringNative(L, msg.ptr);
return 1;
}
fn eql(a: []const u8, b: []const u8) bool {
return @import("std").mem.eql(u8, a, b);
}