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D3D9 útil / C + + mas información, funciones, Cham alternancias, y aunmass "XD owneer420>: 3
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PeruHack™ . Comunidad de Games .. Somos Mas Que Un Foro Somos Una Familia... :: FPS/Shooters :: Combat Armas
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D3D9 útil / C + + mas información, funciones, Cham alternancias, y aunmass "XD owneer420>: 3
Aquí está una lista de funciones D3D9 útiles, información y otros artículos misceláneos.
Si desea agregar una función, puesto que a continuación (con créditos) y lo añadiré aquí! Además, si me perdí todo crédito, por favor dígalo, para que pueda añadirlos!
Este post en realidad tiene suficiente información para que usted pueda hacer su propia Base D3D9.
Disfrute!
D3D9 VTABLE Valores ( Créditos a OWNEER420>:3 ):
QueryInterface // 0
AddRef // 1
Release // 2
TestCooperativeLevel // 3
GetAvailableTextureMem // 4
EvictManagedResources // 5
GetDirect3D // 6
GetDeviceCaps // 7
GetDisplayMode // 8
GetCreationParameters // 9
SetCursorProperties // 10
SetCursorPosition // 11
ShowCursor // 12
CreateAdditionalSwapChain // 13
GetSwapChain // 14
GetNumberOfSwapChains // 15
Reset // 16
Present // 17
GetBackBuffer // 18
GetRasterStatus // 19
SetDialogBoxMode // 20
SetGammaRamp // 21
GetGammaRamp // 22
CreateTexture // 23
CreateVolumeTexture // 24
CreateCubeTexture // 25
CreateVertexBuffer // 26
CreateIndexBuffer // 27
CreateRenderTarget // 28
CreateDepthStencilSurface // 29
UpdateSurface // 30
UpdateTexture // 31
GetRenderTargetData // 32
GetFrontBufferData // 33
StretchRect // 34
ColorFill // 35
CreateOffscreenPlainSurface // 36
SetRenderTarget // 37
GetRenderTarget // 38
SetDepthStencilSurface // 39
GetDepthStencilSurface // 40
BeginScene // 41
EndScene // 42
Clear // 43
SetTransform // 44
GetTransform // 45
MultiplyTransform // 46
SetViewport // 47
GetViewport // 48
SetMaterial // 49
GetMaterial // 50
SetLight // 51
GetLight // 52
LightEnable // 53
GetLightEnable // 54
SetClipPlane // 55
GetClipPlane // 56
SetRenderState // 57
GetRenderState // 58
CreateStateBlock // 59
BeginStateBlock // 60
EndStateBlock // 61
SetClipStatus // 62
GetClipStatus // 63
GetTexture // 64
SetTexture // 65
GetTextureStageState // 66
SetTextureStageState // 67
GetSamplerState // 68
SetSamplerState // 69
ValidateDevice // 70
SetPaletteEntries // 71
GetPaletteEntries // 72
SetCurrentTexturePalette // 73
GetCurrentTexturePalette // 74
SetScissorRect // 75
GetScissorRect // 76
SetSoftwareVertexProcessing // 77
GetSoftwareVertexProcessing // 78
SetNPatchMode // 79
GetNPatchMode // 80
DrawPrimitive // 81
DrawIndexedPrimitive // 82
DrawPrimitiveUP // 83
DrawIndexedPrimitiveUP // 84
ProcessVertices // 85
CreateVertexDeclaration // 86
SetVertexDeclaration // 87
GetVertexDeclaration // 88
SetFVF // 89
GetFVF // 90
CreateVertexShader // 91
SetVertexShader // 92
GetVertexShader // 93
SetVertexShaderConstantF // 94
GetVertexShaderConstantF // 95
SetVertexShaderConstantI // 96
GetVertexShaderConstantI // 97
SetVertexShaderConstantB // 98
GetVertexShaderConstantB // 99
SetStreamSource // 100
GetStreamSource // 101
SetStreamSourceFreq // 102
GetStreamSourceFreq // 103
SetIndices // 104
GetIndices // 105
CreatePixelShader // 106
SetPixelShader // 107
GetPixelShader // 108
SetPixelShaderConstantF // 109
GetPixelShaderConstantF // 110
SetPixelShaderConstantI // 111
GetPixelShaderConstantI // 112
SetPixelShaderConstantB // 113
GetPixelShaderConstantB // 114
DrawRectPatch // 115
DrawTriPatch // 116
DeletePatch // 117
CreateQuery // 118
D3D ARGB Colors:
Code:
//Colors are A,R,G,B meaning alpha(opacity), red, green, blue
D3DCOLOR RED = D3DCOLOR_ARGB(255, 255, 0, 0);
D3DCOLOR GREEN = D3DCOLOR_ARGB(255, 0, 255, 0);
D3DCOLOR BLUE = D3DCOLOR_ARGB(255, 0, 0, 255);
D3DCOLOR WHITE = D3DCOLOR_ARGB(255, 255, 255, 255);
D3DCOLOR BLACK = D3DCOLOR_ARGB(255, 0, 0, 0);
D3DCOLOR YELLOW = D3DCOLOR_ARGB(255, 255, 255, 0);
D3DCOLOR TEAL = D3DCOLOR_ARGB(255, 0, 255, 255);
D3DCOLOR PINK = D3DCOLOR_ARGB(255, 255, 240, 0);
D3DCOLOR ORANGE = D3DCOLOR_ARGB(255, 255, 132, 0);
D3DCOLOR LIME = D3DCOLOR_ARGB(255, 198, 255, 0);
D3DCOLOR SKY BLUE = D3DCOLOR_ARGB(255, 0, 180, 255);
D3DCOLOR MAROON = D3DCOLOR_ARGB(255, 142, 30, 0);
D3DCOLOR LGRAY = D3DCOLOR_ARGB(255, 174, 174, 174); //Light Gray
D3DCOLOR DGRAY = D3DCOLOR_ARGB(255, 71, 65, 64); //Dark Gray
D3DCOLOR BROWN = D3DCOLOR_ARGB(255, 77, 46, 38);
D3DCOLOR SHIT = D3DCOLOR_ARGB(255, 74, 38, 38); //Shit and brown aint much different
Generate Texture Function:
Code:
HRESULT GenerateTexture(IDirect3DDevice9 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32)
{
if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex,NULL)) )
return E_FAIL;
WORD colour16 = ((WORD)((colour32>>28)&0xF)<<12)
|(WORD)(((colour32>>20)&0xF)< |(WORD)(((colour32>>12)&0xF)<<4)
|(WORD)(((colour32>>4)&0xF)<<0);
D3DLOCKED_RECT d3dlr;
(*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
WORD *pDst16 = (WORD*)d3dlr.pBits;
for(int xy=0; xy < 8*8; xy++)
*pDst16++ = colour16;
(*ppD3Dtex)->UnlockRect(0);
return S_OK;
}
EndScene(vTable 42):
Code:
typedef HRESULT (WINAPI* oEndScene)(LPDIRECT3DDEVICE9 pDevice);
oEndScene pEndScene;
Code:
HRESULT WINAPI EndScene(LPDIRECT3DDEVICE9 pDevice)
{
return pEndScene(pDevice);
}
Reset(vTable 16):
Code:
typedef HRESULT ( WINAPI* oReset )( LPDIRECT3DDEVICE9 pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters );
oReset pReset;
Code:
HRESULT WINAPI Reset(IDirect3DDevice9* pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters )
{
return pReset(pDevice, pPresentationParameters);
}
Draw Indexed Primitive[DIP (vTable 82)]:
Code:
typedef HRESULT (WINAPI* oDIP)(LPDIRECT3DDEVICE9 pDevice,D3DPRIMITIVETYPE,int,UINT,UINT,UINT,UINT);
oDIP pDIP;
Code:
HRESULT WINAPI DIP(LPDIRECT3DDEVICE9 pDevice,D3DPRIMITIVETYPE Type,int BaseVertexIndex,UINT MinIndex,UINT NumVertices,UINT StartIndex,UINT PrimCount)
{
return pDIP(pDevice, Type, BaseVertexIndex, MinIndex, NumVertices, StartIndex, PrimCount);
}
Find Pattern Function:
Code:
bool bCompare(const BYTE* pData, const BYTE* bMask, const char* szMask)
{
for(;*szMask;++szMask,++pData,++bMask)
if(*szMask=='x' && *pData!=*bMask)
return 0;
return (*szMask) == NULL;
}
DWORD FindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask)
{
for(DWORD i=0; i if (bCompare((BYTE*)(dwAddress+i),bMask,szMask))
return (DWORD)(dwAddress+i);
return 0;
}
Detour Create Function:
Code:
void *DetourCreate(BYTE *src, const BYTE *dst, const int len)
{
BYTE *jmp = (BYTE*)malloc(len+5);
DWORD dwBack;
VirtualProtect(src, len, PAGE_EXECUTE_READWRITE, &dwBack);
memcpy(jmp, src, len);
jmp += len;
jmp[0] = 0xE9;
*(DWORD*)(jmp+1) = (DWORD)(src+len - jmp) - 5;
src[0] = 0xE9;
*(DWORD*)(src+1) = (DWORD)(dst - src) - 5;
for (int i=5; i VirtualProtect(src, len, dwBack, &dwBack);
return (jmp-len);
}
Picture Background:
Code:
D3DXCreateTextureFromFileInMemory(pDevice,imagebytes,size,LPDIRECT3DTEXTURE9);
PrintText Function
Code:
void PrintText(LPD3DXFONT Font, long x, long y, D3DCOLOR fontColor, char *text, ...)
{
RECT rct;
rct.left = x - 1;
rct.right = x + 1;
rct.top = y - 1 ;
rct.bottom = y + 1;
if(!text) { return; }
va_list va_alist;
char logbuf[256] = {0};
va_start (va_alist, text);
_vsnprintf (logbuf+strlen(logbuf), sizeof(logbuf) - strlen(logbuf), text, va_alist);
va_end (va_alist);
RECT FontRect = { x, y, x, y };
pFont->DrawText(NULL, logbuf, -1, &rct, DT_NOCLIP, fontColor);
}
Draw Box Function
Code:
void FillRGB( int x, int y, int w, int h, D3DCOLOR color, IDirect3DDevice9* pDevice )
{
D3DRECT rec = { x, y, x + w, y + h };
pDevice->Clear( 1, &rec, D3DCLEAR_TARGET, color, 0, 0 );
}
Draw Border Function
Code:
void DrawBorder( int x, int y, int w, int h, int px, D3DCOLOR BorderColor, IDirect3DDevice9* pDevice )
{
FillRGB( x, (y + h - px), w, px, BorderColor, pDevice );
FillRGB( x, y, px, h, BorderColor, pDevice );
FillRGB( x, y, w, px, BorderColor, pDevice );
FillRGB( (x + w - px), y, px, h, BorderColor, pDevice );
}
Draw Box with Border
Function
Code:
void DrawBox( int x, int y, int w, int h, D3DCOLOR BoxColor, D3DCOLOR BorderColor, IDirect3DDevice9* pDevice )
{
FillRGB( x, y, w, h, BoxColor, pDevice );
DrawBorder( x, y, w, h, 1, BorderColor, pDevice );
}
Draw CrossHair Function(Credits To ac1d_bUrn(giving it to me)):
Code:
void DrawCrosshair(LPDIRECT3DDEVICE9 pDevice, int size, int strong, D3DCOLOR xcolor)
{
int iCenterX = GetSystemMetrics( 0 ) / 2;
int iCenterY = GetSystemMetrics( 1 ) / 2;
if( iCenterX < 20 && iCenterY < 20 )
{
iCenterX = ( GetSystemMetrics( 0 ) / 2 );
iCenterY = ( GetSystemMetrics( 1 ) / 2 );
}
D3DRECT rec2 = { iCenterX- size, iCenterY, iCenterX+ size, iCenterY+ strong};
D3DRECT rec3 = { iCenterX, iCenterY- size, iCenterX+ strong,iCenterY+ size};
pDevice->Clear(1, &rec2, D3DCLEAR_TARGET, xcolor, 1000, 0);
pDevice->Clear(1, &rec3, D3DCLEAR_TARGET, xcolor, 100, 0);
}
Draw Healthbar Function
Code:
void DrawHealthBar(int x, int y, int w, int h, D3DCOLOR color, D3DCOLOR BorderColor, int hp, int maxhp)
{
FillRGB(x, y, ( hp / (double)maxhp ) * w, h, color, g_pDevice);
DrawBorder(x, y, w, h, 1, BorderColor, g_pDevice);
}
Moving Your Menu to Mouse Coordinates On Button:
Code:
int MoveMenu;
if(GetAsyncKeyState(VK_DELETE)) MoveMenu = (!MoveMenu);
if( MoveMenu ) {
POINT myCursor;
GetCursorPos(&myCursor); // get the cursor position.
if(GetAsyncKeyState(VK_LBUTTON)) {
menu.x = myCursor.x; // set the x of your menu to the cursor x position.
menu.y = myCursor.y; // set the y of your menu to the cursor y position.
}
}
Generate Material(Credits to zombie):
Code:
D3DMATERIAL9 GenerateMaterial(int r, int g, int b){
D3DMATERIAL9 myMaterial;
D3DCOLORVALUE myColor;
myColor.a = 255;
myColor.r = (float)r / 255;
myColor.g = (float)g / 255;
myColor.b = (float)b / 255;
myMaterial.Ambient = myColor;
myMaterial.Diffuse = myColor;
myMaterial.Emissive = myColor;
myMaterial.Specular = myColor;
return myMaterial;
}
Cham Alterations(NOOB PROOF):
Light Chams(Credits to Kernel, modified for D3D9 by Owneer420):
Code:
void SetLightChams(float A, float R, float G, float B, IDirect3DDevice9 *pDevice)
{
D3DMATERIAL9 pMaterial;
ZeroMemory(&pMaterial, sizeof(D3DMATERIAL9));
pDevice->SetRenderState(D3DRS_LIGHTING, TRUE); //Enable Lighting
//Ambient
pMaterial.Ambient.a = (A/255);
pMaterial.Ambient.r = (R/255);
pMaterial.Ambient.g = (G/255);
pMaterial.Ambient.b = (B/255);
//Diffuse
pMaterial.Diffuse.a = (A/255);
pMaterial.Diffuse.r = (R/255);
pMaterial.Diffuse.g = (G/255);
pMaterial.Diffuse.b = (B/255);
//Specular
pMaterial.Specular.a = (A/255);
pMaterial.Specular.r = (R/255);
pMaterial.Specular.g = (G/255);
pMaterial.Specular.b = (B/255);
pDevice->SetMaterial(&pMaterial);
}
How To Use(In DIP):
Code:
//ZBUFFER OFF(Any Real Coder would know what this is! )
SetLightChams(255,255,0,0, pDevice);
pDIP;
//ZBUFFER ON
SetLightChams(255,0,0,255, pDevice);
Result:
This image has been resized. Click this bar to view the full image. The original image is sized 1024x768.
Ampliar esta imagen.Reducir esta imagen Clic aquí para ver su tamaño original
Overlay Chams/No Texture Chams(Credits to Pheron):
Code:
//ZBUFFER OFF
pDevice->SetRenderState(D3DRS_LIGHTING, true);
pDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
pDevice->SetRenderState(D3DRS_FOGENABLE, false);
pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,255,0,0));
pDIP;
//ZBUFFER ON
pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,255,0));
Result:
This image has been resized. Click this bar to view the full image. The original image is sized 1024x768.
Ampliar esta imagen.Reducir esta imagen Clic aquí para ver su tamaño original
Ghost Chams:
Code:
pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCCOLOR);
//ZBUFFER OFF
pDIP;
pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCCOLOR);
//ZBUFFER ON
Result:
This image has been resized. Click this bar to view the full image. The original image is sized 1024x768.
Ampliar esta imagen.Reducir esta imagen Clic aquí para ver su tamaño original
Phantom Chams:
Code:
pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCALPHA);
//ZBUFFER OFF
pDIP;
pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCALPHA);
//ZBUFFER ON
Result:
This image has been resized. Click this bar to view the full image. The original image is sized 1024x768.
Ampliar esta imagen.Reducir esta imagen Clic aquí para ver su tamaño original
Si desea agregar una función, puesto que a continuación (con créditos) y lo añadiré aquí! Además, si me perdí todo crédito, por favor dígalo, para que pueda añadirlos!
Este post en realidad tiene suficiente información para que usted pueda hacer su propia Base D3D9.
Disfrute!
D3D9 VTABLE Valores ( Créditos a OWNEER420>:3 ):
QueryInterface // 0
AddRef // 1
Release // 2
TestCooperativeLevel // 3
GetAvailableTextureMem // 4
EvictManagedResources // 5
GetDirect3D // 6
GetDeviceCaps // 7
GetDisplayMode // 8
GetCreationParameters // 9
SetCursorProperties // 10
SetCursorPosition // 11
ShowCursor // 12
CreateAdditionalSwapChain // 13
GetSwapChain // 14
GetNumberOfSwapChains // 15
Reset // 16
Present // 17
GetBackBuffer // 18
GetRasterStatus // 19
SetDialogBoxMode // 20
SetGammaRamp // 21
GetGammaRamp // 22
CreateTexture // 23
CreateVolumeTexture // 24
CreateCubeTexture // 25
CreateVertexBuffer // 26
CreateIndexBuffer // 27
CreateRenderTarget // 28
CreateDepthStencilSurface // 29
UpdateSurface // 30
UpdateTexture // 31
GetRenderTargetData // 32
GetFrontBufferData // 33
StretchRect // 34
ColorFill // 35
CreateOffscreenPlainSurface // 36
SetRenderTarget // 37
GetRenderTarget // 38
SetDepthStencilSurface // 39
GetDepthStencilSurface // 40
BeginScene // 41
EndScene // 42
Clear // 43
SetTransform // 44
GetTransform // 45
MultiplyTransform // 46
SetViewport // 47
GetViewport // 48
SetMaterial // 49
GetMaterial // 50
SetLight // 51
GetLight // 52
LightEnable // 53
GetLightEnable // 54
SetClipPlane // 55
GetClipPlane // 56
SetRenderState // 57
GetRenderState // 58
CreateStateBlock // 59
BeginStateBlock // 60
EndStateBlock // 61
SetClipStatus // 62
GetClipStatus // 63
GetTexture // 64
SetTexture // 65
GetTextureStageState // 66
SetTextureStageState // 67
GetSamplerState // 68
SetSamplerState // 69
ValidateDevice // 70
SetPaletteEntries // 71
GetPaletteEntries // 72
SetCurrentTexturePalette // 73
GetCurrentTexturePalette // 74
SetScissorRect // 75
GetScissorRect // 76
SetSoftwareVertexProcessing // 77
GetSoftwareVertexProcessing // 78
SetNPatchMode // 79
GetNPatchMode // 80
DrawPrimitive // 81
DrawIndexedPrimitive // 82
DrawPrimitiveUP // 83
DrawIndexedPrimitiveUP // 84
ProcessVertices // 85
CreateVertexDeclaration // 86
SetVertexDeclaration // 87
GetVertexDeclaration // 88
SetFVF // 89
GetFVF // 90
CreateVertexShader // 91
SetVertexShader // 92
GetVertexShader // 93
SetVertexShaderConstantF // 94
GetVertexShaderConstantF // 95
SetVertexShaderConstantI // 96
GetVertexShaderConstantI // 97
SetVertexShaderConstantB // 98
GetVertexShaderConstantB // 99
SetStreamSource // 100
GetStreamSource // 101
SetStreamSourceFreq // 102
GetStreamSourceFreq // 103
SetIndices // 104
GetIndices // 105
CreatePixelShader // 106
SetPixelShader // 107
GetPixelShader // 108
SetPixelShaderConstantF // 109
GetPixelShaderConstantF // 110
SetPixelShaderConstantI // 111
GetPixelShaderConstantI // 112
SetPixelShaderConstantB // 113
GetPixelShaderConstantB // 114
DrawRectPatch // 115
DrawTriPatch // 116
DeletePatch // 117
CreateQuery // 118
D3D ARGB Colors:
Code:
//Colors are A,R,G,B meaning alpha(opacity), red, green, blue
D3DCOLOR RED = D3DCOLOR_ARGB(255, 255, 0, 0);
D3DCOLOR GREEN = D3DCOLOR_ARGB(255, 0, 255, 0);
D3DCOLOR BLUE = D3DCOLOR_ARGB(255, 0, 0, 255);
D3DCOLOR WHITE = D3DCOLOR_ARGB(255, 255, 255, 255);
D3DCOLOR BLACK = D3DCOLOR_ARGB(255, 0, 0, 0);
D3DCOLOR YELLOW = D3DCOLOR_ARGB(255, 255, 255, 0);
D3DCOLOR TEAL = D3DCOLOR_ARGB(255, 0, 255, 255);
D3DCOLOR PINK = D3DCOLOR_ARGB(255, 255, 240, 0);
D3DCOLOR ORANGE = D3DCOLOR_ARGB(255, 255, 132, 0);
D3DCOLOR LIME = D3DCOLOR_ARGB(255, 198, 255, 0);
D3DCOLOR SKY BLUE = D3DCOLOR_ARGB(255, 0, 180, 255);
D3DCOLOR MAROON = D3DCOLOR_ARGB(255, 142, 30, 0);
D3DCOLOR LGRAY = D3DCOLOR_ARGB(255, 174, 174, 174); //Light Gray
D3DCOLOR DGRAY = D3DCOLOR_ARGB(255, 71, 65, 64); //Dark Gray
D3DCOLOR BROWN = D3DCOLOR_ARGB(255, 77, 46, 38);
D3DCOLOR SHIT = D3DCOLOR_ARGB(255, 74, 38, 38); //Shit and brown aint much different
Generate Texture Function:
Code:
HRESULT GenerateTexture(IDirect3DDevice9 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32)
{
if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex,NULL)) )
return E_FAIL;
WORD colour16 = ((WORD)((colour32>>28)&0xF)<<12)
|(WORD)(((colour32>>20)&0xF)<
|(WORD)(((colour32>>4)&0xF)<<0);
D3DLOCKED_RECT d3dlr;
(*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
WORD *pDst16 = (WORD*)d3dlr.pBits;
for(int xy=0; xy < 8*8; xy++)
*pDst16++ = colour16;
(*ppD3Dtex)->UnlockRect(0);
return S_OK;
}
EndScene(vTable 42):
Code:
typedef HRESULT (WINAPI* oEndScene)(LPDIRECT3DDEVICE9 pDevice);
oEndScene pEndScene;
Code:
HRESULT WINAPI EndScene(LPDIRECT3DDEVICE9 pDevice)
{
return pEndScene(pDevice);
}
Reset(vTable 16):
Code:
typedef HRESULT ( WINAPI* oReset )( LPDIRECT3DDEVICE9 pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters );
oReset pReset;
Code:
HRESULT WINAPI Reset(IDirect3DDevice9* pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters )
{
return pReset(pDevice, pPresentationParameters);
}
Draw Indexed Primitive[DIP (vTable 82)]:
Code:
typedef HRESULT (WINAPI* oDIP)(LPDIRECT3DDEVICE9 pDevice,D3DPRIMITIVETYPE,int,UINT,UINT,UINT,UINT);
oDIP pDIP;
Code:
HRESULT WINAPI DIP(LPDIRECT3DDEVICE9 pDevice,D3DPRIMITIVETYPE Type,int BaseVertexIndex,UINT MinIndex,UINT NumVertices,UINT StartIndex,UINT PrimCount)
{
return pDIP(pDevice, Type, BaseVertexIndex, MinIndex, NumVertices, StartIndex, PrimCount);
}
Find Pattern Function:
Code:
bool bCompare(const BYTE* pData, const BYTE* bMask, const char* szMask)
{
for(;*szMask;++szMask,++pData,++bMask)
if(*szMask=='x' && *pData!=*bMask)
return 0;
return (*szMask) == NULL;
}
DWORD FindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask)
{
for(DWORD i=0; i
return (DWORD)(dwAddress+i);
return 0;
}
Detour Create Function:
Code:
void *DetourCreate(BYTE *src, const BYTE *dst, const int len)
{
BYTE *jmp = (BYTE*)malloc(len+5);
DWORD dwBack;
VirtualProtect(src, len, PAGE_EXECUTE_READWRITE, &dwBack);
memcpy(jmp, src, len);
jmp += len;
jmp[0] = 0xE9;
*(DWORD*)(jmp+1) = (DWORD)(src+len - jmp) - 5;
src[0] = 0xE9;
*(DWORD*)(src+1) = (DWORD)(dst - src) - 5;
for (int i=5; i
return (jmp-len);
}
Picture Background:
Code:
D3DXCreateTextureFromFileInMemory(pDevice,imagebytes,size,LPDIRECT3DTEXTURE9);
PrintText Function
Code:
void PrintText(LPD3DXFONT Font, long x, long y, D3DCOLOR fontColor, char *text, ...)
{
RECT rct;
rct.left = x - 1;
rct.right = x + 1;
rct.top = y - 1 ;
rct.bottom = y + 1;
if(!text) { return; }
va_list va_alist;
char logbuf[256] = {0};
va_start (va_alist, text);
_vsnprintf (logbuf+strlen(logbuf), sizeof(logbuf) - strlen(logbuf), text, va_alist);
va_end (va_alist);
RECT FontRect = { x, y, x, y };
pFont->DrawText(NULL, logbuf, -1, &rct, DT_NOCLIP, fontColor);
}
Draw Box Function
Code:
void FillRGB( int x, int y, int w, int h, D3DCOLOR color, IDirect3DDevice9* pDevice )
{
D3DRECT rec = { x, y, x + w, y + h };
pDevice->Clear( 1, &rec, D3DCLEAR_TARGET, color, 0, 0 );
}
Draw Border Function
Code:
void DrawBorder( int x, int y, int w, int h, int px, D3DCOLOR BorderColor, IDirect3DDevice9* pDevice )
{
FillRGB( x, (y + h - px), w, px, BorderColor, pDevice );
FillRGB( x, y, px, h, BorderColor, pDevice );
FillRGB( x, y, w, px, BorderColor, pDevice );
FillRGB( (x + w - px), y, px, h, BorderColor, pDevice );
}
Draw Box with Border
Function
Code:
void DrawBox( int x, int y, int w, int h, D3DCOLOR BoxColor, D3DCOLOR BorderColor, IDirect3DDevice9* pDevice )
{
FillRGB( x, y, w, h, BoxColor, pDevice );
DrawBorder( x, y, w, h, 1, BorderColor, pDevice );
}
Draw CrossHair Function(Credits To ac1d_bUrn(giving it to me)):
Code:
void DrawCrosshair(LPDIRECT3DDEVICE9 pDevice, int size, int strong, D3DCOLOR xcolor)
{
int iCenterX = GetSystemMetrics( 0 ) / 2;
int iCenterY = GetSystemMetrics( 1 ) / 2;
if( iCenterX < 20 && iCenterY < 20 )
{
iCenterX = ( GetSystemMetrics( 0 ) / 2 );
iCenterY = ( GetSystemMetrics( 1 ) / 2 );
}
D3DRECT rec2 = { iCenterX- size, iCenterY, iCenterX+ size, iCenterY+ strong};
D3DRECT rec3 = { iCenterX, iCenterY- size, iCenterX+ strong,iCenterY+ size};
pDevice->Clear(1, &rec2, D3DCLEAR_TARGET, xcolor, 1000, 0);
pDevice->Clear(1, &rec3, D3DCLEAR_TARGET, xcolor, 100, 0);
}
Draw Healthbar Function
Code:
void DrawHealthBar(int x, int y, int w, int h, D3DCOLOR color, D3DCOLOR BorderColor, int hp, int maxhp)
{
FillRGB(x, y, ( hp / (double)maxhp ) * w, h, color, g_pDevice);
DrawBorder(x, y, w, h, 1, BorderColor, g_pDevice);
}
Moving Your Menu to Mouse Coordinates On Button:
Code:
int MoveMenu;
if(GetAsyncKeyState(VK_DELETE)) MoveMenu = (!MoveMenu);
if( MoveMenu ) {
POINT myCursor;
GetCursorPos(&myCursor); // get the cursor position.
if(GetAsyncKeyState(VK_LBUTTON)) {
menu.x = myCursor.x; // set the x of your menu to the cursor x position.
menu.y = myCursor.y; // set the y of your menu to the cursor y position.
}
}
Generate Material(Credits to zombie):
Code:
D3DMATERIAL9 GenerateMaterial(int r, int g, int b){
D3DMATERIAL9 myMaterial;
D3DCOLORVALUE myColor;
myColor.a = 255;
myColor.r = (float)r / 255;
myColor.g = (float)g / 255;
myColor.b = (float)b / 255;
myMaterial.Ambient = myColor;
myMaterial.Diffuse = myColor;
myMaterial.Emissive = myColor;
myMaterial.Specular = myColor;
return myMaterial;
}
Cham Alterations(NOOB PROOF):
Light Chams(Credits to Kernel, modified for D3D9 by Owneer420):
Code:
void SetLightChams(float A, float R, float G, float B, IDirect3DDevice9 *pDevice)
{
D3DMATERIAL9 pMaterial;
ZeroMemory(&pMaterial, sizeof(D3DMATERIAL9));
pDevice->SetRenderState(D3DRS_LIGHTING, TRUE); //Enable Lighting
//Ambient
pMaterial.Ambient.a = (A/255);
pMaterial.Ambient.r = (R/255);
pMaterial.Ambient.g = (G/255);
pMaterial.Ambient.b = (B/255);
//Diffuse
pMaterial.Diffuse.a = (A/255);
pMaterial.Diffuse.r = (R/255);
pMaterial.Diffuse.g = (G/255);
pMaterial.Diffuse.b = (B/255);
//Specular
pMaterial.Specular.a = (A/255);
pMaterial.Specular.r = (R/255);
pMaterial.Specular.g = (G/255);
pMaterial.Specular.b = (B/255);
pDevice->SetMaterial(&pMaterial);
}
How To Use(In DIP):
Code:
//ZBUFFER OFF(Any Real Coder would know what this is! )
SetLightChams(255,255,0,0, pDevice);
pDIP;
//ZBUFFER ON
SetLightChams(255,0,0,255, pDevice);
Result:
This image has been resized. Click this bar to view the full image. The original image is sized 1024x768.
Ampliar esta imagen.Reducir esta imagen Clic aquí para ver su tamaño original
Overlay Chams/No Texture Chams(Credits to Pheron):
Code:
//ZBUFFER OFF
pDevice->SetRenderState(D3DRS_LIGHTING, true);
pDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
pDevice->SetRenderState(D3DRS_FOGENABLE, false);
pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,255,0,0));
pDIP;
//ZBUFFER ON
pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,255,0));
Result:
This image has been resized. Click this bar to view the full image. The original image is sized 1024x768.
Ampliar esta imagen.Reducir esta imagen Clic aquí para ver su tamaño original
Ghost Chams:
Code:
pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCCOLOR);
//ZBUFFER OFF
pDIP;
pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCCOLOR);
//ZBUFFER ON
Result:
This image has been resized. Click this bar to view the full image. The original image is sized 1024x768.
Ampliar esta imagen.Reducir esta imagen Clic aquí para ver su tamaño original
Phantom Chams:
Code:
pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCALPHA);
//ZBUFFER OFF
pDIP;
pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCALPHA);
//ZBUFFER ON
Result:
This image has been resized. Click this bar to view the full image. The original image is sized 1024x768.
Ampliar esta imagen.Reducir esta imagen Clic aquí para ver su tamaño original
owner420- STAFF SERGEANT I
- Advertencias :
Juegos de Preferencia : todos
Barra de Respeto :
Puntos Vit : 5536
Reputación : 65535
Localización : MEXICO
Re: D3D9 útil / C + + mas información, funciones, Cham alternancias, y aunmass "XD owneer420>: 3
Ese Phanton Chams es Me gusta........Hey Owner Esa es una Base???...
You-Know- STAFF SERGEANT II
- Advertencias :
Juegos de Preferencia : Lineage, Combat Arms
Barra de Respeto :
Puntos Vit : 5441
Reputación : 65535
Localización : Honduras...NA
Re: D3D9 útil / C + + mas información, funciones, Cham alternancias, y aunmass "XD owneer420>: 3
SYY WEWW
owner420- STAFF SERGEANT I
- Advertencias :
Juegos de Preferencia : todos
Barra de Respeto :
Puntos Vit : 5536
Reputación : 65535
Localización : MEXICO
Re: D3D9 útil / C + + mas información, funciones, Cham alternancias, y aunmass "XD owneer420>: 3
no es diificil saber que te los has copiado de otra pagina, pero muchas gracias por compartirlo
Nox- SERGEANT FIRST CLASS I
- Barra de Respeto :
Puntos Vit : 5882
Reputación : 0
Localización : Ganando dinero en la red.
Re: D3D9 útil / C + + mas información, funciones, Cham alternancias, y aunmass "XD owneer420>: 3
post copeado ¬.¬
wicho_kozGran ©olaborador♥♥ - Advertencias :
Juegos de Preferencia : combat arms
Barra de Respeto :
Puntos Vit : 5482
Reputación : 65535
Localización : C++ and Visual Basic 2010
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» cham por favor
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PeruHack™ . Comunidad de Games .. Somos Mas Que Un Foro Somos Una Familia... :: FPS/Shooters :: Combat Armas
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