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// world.cpp — world/sky material colour modulation.
//
// Same mechanism Amalgam uses for its "World modulation": walk every material
// in the material system and call IMaterial::ColorModulate on the ones whose
// texture group is the world (or the skybox). This multiplies the material's
// albedo; it does not touch lightmaps, so it is cheap and does not recompile
// shaders.
//
// HL2's materialsystem.so registers "VMaterialSystem080" (the SDK 2013 name
// for the modern layout) and exports CreateInterface, so the interface is
// obtained exactly like VClient017/VGUI_Surface030 elsewhere in this cheat.
//
// Vtable slots are taken from the 2013 SDK headers:
// IMaterialSystem: FirstMaterial=73 NextMaterial=74 InvalidMaterial=75
// GetMaterial=76 GetNumMaterials=77
// IMaterial: GetName=0 GetTextureGroupName=1 ColorModulate=28
#include "hl2h.h"
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <dlfcn.h>
namespace {
constexpr int MATSYS_FirstMaterial = 73;
constexpr int MATSYS_NextMaterial = 74;
constexpr int MATSYS_InvalidMaterial = 75;
constexpr int MATSYS_GetMaterial = 76;
constexpr int MATSYS_GetNumMaterials = 77;
constexpr int MAT_GetName = 0;
constexpr int MAT_GetTextureGroupName = 1;
constexpr int MAT_ColorModulate = 28;
constexpr const char *GROUP_WORLD = "World textures";
constexpr const char *GROUP_SKYBOX = "SkyBox textures";
void *g_matsys = nullptr;
bool g_matsys_tried = false;
bool g_matsys_failed = false;
bool g_matsys_logged = false;
// Last state handed to the material system. Colour changes are applied when
// this differs from the desired state, so the all-material walk runs only on
// toggles/colour edits/level changes, never every frame.
struct Tint {
bool valid;
int world_r, world_g, world_b;
int sky_r, sky_g, sky_b;
int prop_r, prop_g, prop_b;
};
Tint g_applied{false, 255, 255, 255, 255, 255, 255, 255, 255, 255};
// Static props and prop_physics share their model materials; every stock HL2
// map prop lives under models/props*, which keeps NPC/player/weapon materials
// out of the prop pass.
bool is_prop_material(const char *name) {
return name && strncmp(name, "models/props", 12) == 0;
}
struct MatCalls {
using FirstFn = unsigned short (*)(void *);
using NextFn = unsigned short (*)(void *, unsigned short);
using InvalidFn = unsigned short (*)(void *);
using GetFn = void *(*)(void *, unsigned short);
using CountFn = int (*)(void *);
using NameFn = const char *(*)(void *);
using GroupFn = const char *(*)(void *);
using ModulateFn = void (*)(void *, float, float, float);
};
// Reject obviously bogus strings returned by a mis-mapped vtable slot instead
// of walking thousands of materials with garbage pointers.
bool plausible_name(const char *s) {
if (!s || !*s)
return false;
size_t n = strnlen(s, 512);
if (n == 0 || n >= 512)
return false;
for (size_t i = 0; i < n; i++) {
unsigned char c = (unsigned char)s[i];
if (c < 0x20 || c == 0x7f)
return false;
}
return true;
}
std::string find_loaded_module(const char *needle) {
FILE *maps = fopen("/proc/self/maps", "r");
if (!maps)
return {};
char line[1024];
std::string found;
while (fgets(line, sizeof(line), maps)) {
char *p = strchr(line, '/');
if (!p)
continue;
size_t pl = strlen(p);
while (pl && (p[pl - 1] == '\n' || p[pl - 1] == '\r'))
p[--pl] = 0;
if (!strstr(p, needle) || !strstr(p, ".so"))
continue;
found = p;
if (!strstr(p, "(deleted)"))
break;
}
fclose(maps);
return found;
}
void *material_system() {
if (g_matsys_tried)
return g_matsys;
g_matsys_tried = true;
std::string path = find_loaded_module("materialsystem");
void *h = nullptr;
if (!path.empty())
h = dlopen(path.c_str(), RTLD_NOLOAD | RTLD_LAZY | RTLD_GLOBAL);
// The engine always dlopens the module by name; NOLOAD only attaches to the
// already-mapped copy, so we never spawn a second material system.
if (!h)
h = dlopen("materialsystem.so", RTLD_NOLOAD | RTLD_LAZY | RTLD_GLOBAL);
if (!h) {
g_matsys_failed = true;
logf("tint: materialsystem.so not loaded");
return nullptr;
}
auto cf = (CreateInterfaceFn)dlsym(h, "CreateInterface");
if (!cf) {
g_matsys_failed = true;
logf("tint: materialsystem CreateInterface missing");
return nullptr;
}
static const char *names[] = {"VMaterialSystem080", "VMaterialSystem082",
"VMaterialSystem081", nullptr};
for (const char **n = names; *n; n++) {
int ret = 0;
void *ms = cf(*n, &ret);
if (!ms)
continue;
g_matsys = ms;
logf("tint: %s = %p via %s", *n, ms,
path.empty() ? "materialsystem.so" : path.c_str());
return ms;
}
g_matsys_failed = true;
logf("tint: material system interface not exposed");
return nullptr;
}
// Push one colour pair over all materials. Groups that are off get white so a
// previously tinted world is restored.
bool apply_tint(int world_r, int world_g, int world_b, int sky_r, int sky_g,
int sky_b, int prop_r, int prop_g, int prop_b) {
void *ms = material_system();
if (!ms)
return false;
auto invalid = vfunc<MatCalls::InvalidFn>(ms, MATSYS_InvalidMaterial);
auto first = vfunc<MatCalls::FirstFn>(ms, MATSYS_FirstMaterial);
auto next = vfunc<MatCalls::NextFn>(ms, MATSYS_NextMaterial);
auto get = vfunc<MatCalls::GetFn>(ms, MATSYS_GetMaterial);
auto count = vfunc<MatCalls::CountFn>(ms, MATSYS_GetNumMaterials);
int total = count(ms);
if (total <= 0 || total > 200000) {
logf("tint: GetNumMaterials() = %d (unexpected; disabled)", total);
g_matsys_failed = true;
toastf(TOAST_ERROR, "World tint: material system layout mismatch");
return false;
}
float wr = world_r / 255.0f, wg = world_g / 255.0f, wb = world_b / 255.0f;
float sr = sky_r / 255.0f, sg = sky_g / 255.0f, sb = sky_b / 255.0f;
float pr = prop_r / 255.0f, pg = prop_g / 255.0f, pb = prop_b / 255.0f;
unsigned short inv = invalid(ms);
int seen = 0, world_hits = 0, sky_hits = 0, prop_hits = 0;
for (unsigned short h = first(ms); h != inv; h = next(ms, h)) {
if (++seen > total + 16) {
logf("tint: material walk runaway (%d > %d); stopped", seen, total);
break;
}
void *mat = get(ms, h);
if (!mat)
continue;
auto name_fn = vfunc<MatCalls::NameFn>(mat, MAT_GetName);
auto group_fn = vfunc<MatCalls::GroupFn>(mat, MAT_GetTextureGroupName);
auto mod_fn = vfunc<MatCalls::ModulateFn>(mat, MAT_ColorModulate);
const char *name = name_fn(mat);
const char *group = group_fn(mat);
if (!plausible_name(name) || !plausible_name(group))
continue;
// The first material's name also validates the IMaterial vtable mapping
// before we poke any colour state.
if (!g_matsys_logged) {
g_matsys_logged = true;
logf("tint: first material \"%s\" group \"%s\"", name, group);
}
bool is_world = strncmp(group, GROUP_WORLD, strlen(GROUP_WORLD)) == 0;
bool is_sky = strncmp(group, GROUP_SKYBOX, strlen(GROUP_SKYBOX)) == 0 ||
strstr(name, "sky") != nullptr;
if (is_world && !strstr(name, "sky")) {
mod_fn(mat, wr, wg, wb);
world_hits++;
} else if (is_sky) {
mod_fn(mat, sr, sg, sb);
sky_hits++;
} else if (is_prop_material(name)) {
mod_fn(mat, pr, pg, pb);
prop_hits++;
}
}
logf("tint: applied world=%d(%d,%d,%d) sky=%d(%d,%d,%d) props=%d(%d,%d,%d) "
"of %d materials",
world_hits, world_r, world_g, world_b, sky_hits, sky_r, sky_g, sky_b,
prop_hits, prop_r, prop_g, prop_b, total);
return true;
}
} // namespace
void world_tint_invalidate() { g_applied.valid = false; }
void world_tint_update() {
bool on = feature_active(FEAT_WORLD_TINT);
bool world_on = on && g_tint_world_on;
bool sky_on = on && g_tint_sky_on;
bool prop_on = on && g_tint_prop_on;
int wr = world_on ? g_tint_world_rgb[0] : 255;
int wg = world_on ? g_tint_world_rgb[1] : 255;
int wb = world_on ? g_tint_world_rgb[2] : 255;
int sr = sky_on ? g_tint_sky_rgb[0] : 255;
int sg = sky_on ? g_tint_sky_rgb[1] : 255;
int sb = sky_on ? g_tint_sky_rgb[2] : 255;
int pr = prop_on ? g_tint_prop_rgb[0] : 255;
int pg = prop_on ? g_tint_prop_rgb[1] : 255;
int pb = prop_on ? g_tint_prop_rgb[2] : 255;
bool white = wr == 255 && wg == 255 && wb == 255 && sr == 255 &&
sg == 255 && sb == 255 && pr == 255 && pg == 255 && pb == 255;
if (g_applied.valid && g_applied.world_r == wr && g_applied.world_g == wg &&
g_applied.world_b == wb && g_applied.sky_r == sr &&
g_applied.sky_g == sg && g_applied.sky_b == sb &&
g_applied.prop_r == pr && g_applied.prop_g == pg &&
g_applied.prop_b == pb)
return;
// Nothing was ever tinted and nothing is requested: no need to walk the
// material list just to write white over white.
if (!g_applied.valid && white) {
g_applied = {true, wr, wg, wb, sr, sg, sb, pr, pg, pb};
return;
}
if (g_matsys_failed && !world_on && !sky_on && !prop_on) {
g_applied = {true, wr, wg, wb, sr, sg, sb, pr, pg, pb};
return;
}
if (!apply_tint(wr, wg, wb, sr, sg, sb, pr, pg, pb)) {
if (g_matsys_failed)
g_applied = {true, wr, wg, wb, sr, sg, sb, pr, pg, pb};
return;
}
g_applied = {true, wr, wg, wb, sr, sg, sb, pr, pg, pb};
}
// ---------------------------------------------------------------------------
// Fog override (engine console commands; no render hooks)
// ---------------------------------------------------------------------------
namespace {
struct FogState {
bool valid;
bool on;
bool disable;
int r, g, b;
int start, end;
bool skybox;
};
FogState g_fog_applied{false, false, false, 0, 0, 0, 0, 0, false};
} // namespace
void fog_invalidate() { g_fog_applied.valid = false; }
void fog_update() {
bool on = feature_active(FEAT_FOG);
bool disable = on && g_fog_disable;
int r = g_fog_rgb[0], g = g_fog_rgb[1], b = g_fog_rgb[2];
int start = g_fog_start;
int end = g_fog_end;
if (end <= start)
end = start + 1;
bool skybox = on && g_fog_skybox;
if (g_fog_applied.valid && g_fog_applied.on == on &&
g_fog_applied.disable == disable && g_fog_applied.r == r &&
g_fog_applied.g == g && g_fog_applied.b == b &&
g_fog_applied.start == start && g_fog_applied.end == end &&
g_fog_applied.skybox == skybox)
return;
if (!on) {
if (g_fog_applied.valid && g_fog_applied.on)
console_cmd("fog_override 0");
g_fog_applied = {true, false, false, 0, 0, 0, 0, 0, false};
return;
}
console_cmd("fog_override 1");
char cmd[128];
if (disable) {
console_cmd("fog_enable 0");
if (skybox)
console_cmd("fog_enableskybox 0");
} else {
console_cmd("fog_enable 1");
snprintf(cmd, sizeof(cmd), "fog_color %d %d %d", r, g, b);
console_cmd(cmd);
snprintf(cmd, sizeof(cmd), "fog_start %d", start);
console_cmd(cmd);
snprintf(cmd, sizeof(cmd), "fog_end %d", end);
console_cmd(cmd);
if (skybox) {
console_cmd("fog_enableskybox 1");
snprintf(cmd, sizeof(cmd), "fog_colorskybox %d %d %d", r, g, b);
console_cmd(cmd);
snprintf(cmd, sizeof(cmd), "fog_startskybox %d", start);
console_cmd(cmd);
snprintf(cmd, sizeof(cmd), "fog_endskybox %d", end);
console_cmd(cmd);
} else {
console_cmd("fog_enableskybox 0");
}
}
g_fog_applied = {true, on, disable, r, g, b, start, end, skybox};
logf("fog: %s colour=(%d,%d,%d) start=%d end=%d skybox=%d", disable ? "off"
: "on", r, g, b, start, end, (int)skybox);
}
// ---------------------------------------------------------------------------
// Skybox changer (sv_skyname; same mechanism as the skybox_swapper entity)
// ---------------------------------------------------------------------------
namespace {
// HL2's skybox set. Index 0 means "do not force a sky"; the rest are the
// base names the engine expands to skybox/<name>{rt,bk,lf,ft,up,dn}.
const char *const kSkyboxLabels[] = {
"Map default", "sky_day01_01", "sky_day01_04", "sky_day01_05",
"sky_day01_06", "sky_day01_07", "sky_day01_08", "sky_day01_09",
"sky_day02_01", "sky_day02_02", "sky_day02_03", "sky_day02_04",
"sky_day02_05", "sky_day02_06", "sky_day02_07", "sky_day02_09",
"sky_day02_10", "sky_day03_01", "sky_day03_02", "sky_day03_03",
"sky_day03_04", "sky_day03_05", "sky_day03_06", "sky_day03_06b",
"sky_day03_06c", "sky_wasteland02", "sky_borealis01", "sky_fog_002",
"sky_fake_white"};
std::string g_sky_original; // map's own sky, captured before overriding
bool g_sky_original_valid = false;
std::string g_sky_active; // value we forced, empty when not forcing
// "skybox/sky_day01_01_hdrrt" -> "sky_day01_01"
bool parse_sky_material(const char *mat, char *out, size_t outn) {
if (!mat)
return false;
const char *n = mat;
if (strncmp(n, "skybox/", 7) == 0)
n += 7;
size_t len = strlen(n);
if (len < 4)
return false;
static const char *faces[] = {"rt", "bk", "lf", "ft", "up", "dn", nullptr};
const char *suf = n + len - 2;
bool face = false;
for (int i = 0; faces[i]; i++) {
if (strcmp(suf, faces[i]) == 0) {
face = true;
break;
}
}
if (!face)
return false;
size_t blen = len - 2;
if (blen > 4 && (strncmp(n + blen - 4, "_hdr", 4) == 0 ||
strncmp(n + blen - 4, "_ldr", 4) == 0))
blen -= 4;
if (blen == 0 || blen >= outn)
return false;
memcpy(out, n, blen);
out[blen] = 0;
return true;
}
void capture_map_sky() {
if (g_sky_original_valid)
return;
g_sky_original_valid = true; // one attempt per map, even on failure
void *ms = material_system();
if (!ms)
return;
auto invalid = vfunc<MatCalls::InvalidFn>(ms, MATSYS_InvalidMaterial);
auto first = vfunc<MatCalls::FirstFn>(ms, MATSYS_FirstMaterial);
auto next = vfunc<MatCalls::NextFn>(ms, MATSYS_NextMaterial);
auto get = vfunc<MatCalls::GetFn>(ms, MATSYS_GetMaterial);
auto count = vfunc<MatCalls::CountFn>(ms, MATSYS_GetNumMaterials);
int total = count(ms);
if (total <= 0 || total > 200000)
return;
unsigned short inv = invalid(ms);
int seen = 0;
std::string last;
for (unsigned short h = first(ms); h != inv; h = next(ms, h)) {
if (++seen > total + 16)
break;
void *mat = get(ms, h);
if (!mat)
continue;
const char *name = vfunc<MatCalls::NameFn>(mat, MAT_GetName)(mat);
const char *group =
vfunc<MatCalls::GroupFn>(mat, MAT_GetTextureGroupName)(mat);
if (!plausible_name(name) || !plausible_name(group))
continue;
if (strncmp(group, GROUP_SKYBOX, strlen(GROUP_SKYBOX)) != 0)
continue;
char base[128];
if (parse_sky_material(name, base, sizeof(base)))
last = base; // newest loaded sky materials win after a level change
}
if (last.empty()) {
logd("skybox: could not capture the map sky");
return;
}
g_sky_original = last;
logf("skybox: map sky is %s", g_sky_original.c_str());
}
} // namespace
int skybox_option_count() {
return (int)(sizeof(kSkyboxLabels) / sizeof(kSkyboxLabels[0]));
}
const char *skybox_option_name(int i) {
int n = skybox_option_count();
return (i >= 0 && i < n) ? kSkyboxLabels[i] : kSkyboxLabels[0];
}
const char *const *skybox_options() { return kSkyboxLabels; }
void skybox_invalidate() {
// Level change: the engine sets sv_skyname from worldspawn again, so there is
// nothing to restore. Forget the captured base and let it recapture.
g_sky_original.clear();
g_sky_original_valid = false;
g_sky_active.clear();
}
void skybox_update() {
bool on = feature_active(FEAT_SKYBOX);
int choice = g_skybox_choice;
int n = skybox_option_count();
if (choice < 0 || choice >= n)
choice = 0;
if (!on || choice == 0) {
if (g_sky_active.empty())
return;
if (g_sky_original_valid && !g_sky_original.empty() &&
g_sky_original != g_sky_active) {
char cmd[160];
snprintf(cmd, sizeof(cmd), "sv_skyname %s", g_sky_original.c_str());
console_cmd(cmd);
logf("skybox: restored %s", g_sky_original.c_str());
world_tint_invalidate(); // the new sky materials need the sky tint
}
g_sky_active.clear();
return;
}
capture_map_sky(); // before the first override of this map
const char *want = skybox_option_name(choice);
if (g_sky_active == want)
return;
char cmd[160];
snprintf(cmd, sizeof(cmd), "sv_skyname %s", want);
console_cmd(cmd);
logf("skybox: %s", want);
g_sky_active = want;
world_tint_invalidate(); // tint materials for the freshly loaded sky
}
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