Hi!
Danke für den Hinweis. Der Fehler hatte sich wohl durchs viele "Herumprobieren" eingeschlichen.
Hier der nun funktionierende Code:
Delphi-Quellcode:
library d3d9;
uses
Windows,
SysUtils,
Classes,
DirectCreate in 'DirectCreate.pas';
{$R *.res}
exports
Direct3DCreate9;
procedure DLLEntryPoint(reason : Integer);
begin
case reason of
DLL_PROCESS_DETACH :
begin
ExitInstance;
end;
DLL_PROCESS_ATTACH :
begin
InitInstance;
end;
DLL_THREAD_DETACH : exit;
DLL_THREAD_ATTACH : exit;
end;
end;
begin
DLLProc := @DLLEntryPoint;
DLLEntryPoint(DLL_PROCESS_ATTACH);
end.
Delphi-Quellcode:
unit DirectCreate;
interface
uses
Windows,
SysUtils,
Classes,
ShareMem,
Direct3D9,
d3dx9;
var
gl_hOriginalDll : THandle;
Direct3DCreate9original:
function(SDKVersion: cardinal): Pointer;
stdcall;
function Direct3DCreate9(SDKVersion: cardinal): Pointer;
stdcall;
procedure LoadOriginalDLL;
procedure InitInstance;
procedure ExitInstance;
implementation
function Direct3DCreate9(SDKVersion: LongWord): Pointer;
begin
if gl_hOriginalDll = 0
then LoadOriginalDLL;
@Direct3DCreate9original := GetProcAddress(gl_hOriginalDll, '
Direct3DCreate9');;
result := Direct3DCreate9original(SDKVersion);
end;
procedure LoadOriginalDLL;
var
SystemPath:
array[0..MAX_PATH]
of char;
SysDir :
String;
begin
GetSystemDirectory(SystemPath, SizeOf(SystemPath));
SysDir := SystemPath+'
\d3d9.dll';
gl_hOriginalDll := LoadLibrary(PChar(SysDir));
end;
procedure InitInstance;
begin
gl_hOriginalDll := 0;
end;
procedure ExitInstance;
begin
if gl_hOriginalDll <> 0
then begin
FreeLibrary(gl_hOriginalDll);
gl_hOriginalDll := 0;
end;
end;
end.
Das funktioniert nun soweit. Jetzt müsste ich noch heraus bekommen, wie man das
IDirect3D9 überschreibt um Zugriff auf die einzellnen Funktionen zu bekommen. Das Aufrufende Programm bekomm ja einen
Pointer(xxxxx) of IDirect3D9 zurück ?!
Der C++ Aufruf sieht so aus :
Code:
// Create my IDirect3D8 object and store pointer to original object there.
// note: the object will delete itself once Ref count is zero (similar to
COM objects)
gl_pmyIDirect3D9 = new myIDirect3D9(pIDirect3D9_orig);
// Return pointer to hooking Object instead of "real one"
return (gl_pmyIDirect3D9);
Un die dazu gehörige Klasse (nur ein Teil sonst wird es zu lang):
Code:
// myIDirect3D9.cpp
#include "StdAfx.h"
myIDirect3D9::myIDirect3D9(IDirect3D9 *pOriginal)
{
m_pIDirect3D9 = pOriginal;
}
myIDirect3D9::~myIDirect3D9(void)
{
}
HRESULT __stdcall myIDirect3D9::QueryInterface(REFIID riid, void** ppvObj)
{
*ppvObj = NULL;
// call this to increase AddRef at original object
// and to check if such an interface is there
HRESULT hRes = m_pIDirect3D9->QueryInterface(riid, ppvObj);
if (hRes == NOERROR) // if OK, send our "fake" address
{
*ppvObj = this;
}
return hRes;
}
ULONG __stdcall myIDirect3D9::AddRef(void)
{
return(m_pIDirect3D9->AddRef());
}
ULONG __stdcall myIDirect3D9::Release(void)
{
extern myIDirect3D9* gl_pmyIDirect3D9;
// call original routine
ULONG count = m_pIDirect3D9->Release();
// in case no further Ref is there, the Original Object has deleted itself
// so do we here
if (count == 0)
{
gl_pmyIDirect3D9 = NULL;
delete(this);
}
return(count);
}
HRESULT __stdcall myIDirect3D9::RegisterSoftwareDevice(void* pInitializeFunction)
{
return(m_pIDirect3D9->RegisterSoftwareDevice(pInitializeFunction));
}
UINT __stdcall myIDirect3D9::GetAdapterCount(void)
{
return(m_pIDirect3D9->GetAdapterCount());
}
Wie bereits erwähnt... bin für jede Hilfe / Anregung offen...
CU
GOOFY