[英]Render inside of OpenGL scene from an external application using an injected DLL
我已經能夠將DLL注入到應用程序中,例如鍵盤操作,但是如何掛鈎到OpenGL程序並繪制它? 我已經閱讀了許多“教程”和答案,但他們都概述了這樣做的想法,而不是如何實際做到這一點。 如果有人能指出我正確的方向,我會非常感激。
我打算做的是能夠從RAM中的第三方應用程序(注入dll)繪制疊加(或者可能在實際場景中繪制?這可能嗎?)。 我對OpenGL的唯一體驗是通過GLUT,但我願意學習,如果需要的話。
經過幾個小時的研究,我找到了一個開源應用程序,可以做我想要的,並查看其代碼,但似乎無法找到被掛鈎的方法或ASM代碼如何在該特定方法中更改。
是否在注入dll時定義要掛鈎的方法,或者在附加dll時是否執行此操作? 根據我的理解,你可以做任何一個,但是一個比另一個好嗎?
我正在尋找一個全面的教程,或者這樣一個簡單的例子。 如果有人能指出我正確的方向,那就太好了!
要理解的最關鍵的一步是,OpenGL是基於狀態的繪圖API,而不是場景圖。 因此,您不能假設,有一些場景可以添加一些疊加。 相反,你必須找到一個點,你知道你注入的程序是完成繪圖,你可以在它上面繪制疊加。
這一點很容易識別的雙緩沖窗口:將呼叫wglSwapBuffers
(或glXSwapBuffers
基於X11系統, eglSwapBuffers
基於EGL系統- Windows使用都沒有)。
所以你要做的是掛鈎調用SwapBuffers。 您將該調用重定向到您的疊加圖形代碼。
由於OpenGL是基於狀態的,因此您應該避免弄亂您所連接的程序的上下文。 沒問題,您可以根據需要創建任意數量的OpenGL上下文,並在同一個drawable中使用它們。 所以你的鈎子SwapBuffers看起來像這樣:
BOOL WINAPI (*host_SwapBuffers)(HDC);
HGLRC hook_last_rc_created = NULL; /* for context sharing */
/* C++ std::map for the lazy. */
std::map<int, HGLRC> hook_pixelformat_to_rc;
/* This function is called to setup per RC resources, i.e. things
* that are not shared through the list namespace, like FBOs, VAOs
* and such. */
void init_RC();
/* This function is called when the first hook OpenGL context is
* created. This is to be used for one time initialization of OpenGL
* objects that are shared among all contexts through the list namespace,
* like textures, VBOs, PBOs and such. */
void init_GL();
/* The function that does the actual overlay drawing.
* Must not call SwapBuffers when finished. The draw overlay has to set
* up the viewport, projection and modelview transformations.
*
* rect gives the dimensions of the window we draw to, for
* setting the viewport and stuff like that. */
void draw_overlay(RECT const *rect);
BOOL WINAPI hook_SwapBuffers(HDC dc)
{
/* It's illegal to call SwapBuffers with a NULL dc. To keep Windows
* error behavior we bail out, forwarding the call to the system
* SwapBuffers if dc == NULL */
if( !dc ) {
goto terminate;
}
/* OpenGL RCs can be shared between DCs of compatible pixelformat. So technically
* any number of pixelformat IDs could be compatible. But we just assume that
* compatibility is only between pixelformats of the same ID, which is safe. */
int const pixelformat = GetPixelFormat(dc);
HGLRC hook_rc;
/* we need to create a RC for our hook only one time and can reuse that
* later. It can even be used for different DCs or windows, as long as
* they have been created with compatible pixel formats. To make this
* hook really robust there is to be a mapping from DCs to pixelformat IDs.
* If no RC can be found for the given pixelformat, create one. */
if( 0 == hook_pixelformat_to_rc.count(pixelformat) ) {
/* the DC is of a window that already got everything set up for OpenGL.
* All we have to do is create our own HRC if we don't have one already. */
hook_rc = wglCreateContext(dc);
if( !hook_rc ) {
/* bail out, but forward the SwapBuffers call on error. Don't use
* exceptions in hook DLLs, or very bad things may happen, if you're
* not very, very careful. */
goto terminate;
}
/* This could throw an exception... */
hook_pixelformat_to_rc[pixelformat] = hook_rc;
init_RC();
/* If there was a RC created before, share its list namespace, so
* that textures, VBOs, PBOs and so on are available among all the
* contexts our hook uses. */
if( hook_last_rc_created ) {
wglShareLists(hook_last_rc_created, hook_rc);
}
else {
init_GL();
}
hook_last_rc_created = hook_rc;
}
else {
hook_rc = hook_pixelformat_to_rc[pixelformat];
}
/* Preserve the RC bound to the window before our hook.
* May be NULL, but that's fine, this just means there was nothing
* bound and we should return to that state at the end. */
HGLRC const host_rc = wglGetCurrentContext();
/* Find out which window the DC belongs to, so that we can query for its
* dimension, which we need to properly setup a viewport region. */
HWND const wnd = WindowFromDC(dc);
RECT wnd_rect;
GetClientRect(wnd, &wnd_rect);
/* bind our own RC */
wglMakeCurrent(dc, hook_rc);
/* we can now draw the overlay */
draw_overlay(&wnd_rect);
/* Restore RC to DC binding */
wglMakeCurrent(dc, host_rc);
terminate:
/* host_SwapBuffers is a function pointer initialized to the address of the
* system SwapBuffers function before hooking by the DLL injection code. */
return host_SwapBuffers(hdc);
}
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