From b340ca7f7611e59fb6dfd1cc48954158d461efa8 Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Mon, 6 Apr 2026 06:08:11 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 254 +++++++++++++++++++++---------------------------------- 1 file changed, 95 insertions(+), 159 deletions(-) diff --git a/main.cpp b/main.cpp index 085492523..c2b9c5150 100644 --- a/main.cpp +++ b/main.cpp @@ -1,173 +1,109 @@ -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include +#include +#include +#include #include -#include "dobby.h" +#include +#include +#include +#include "memory_utils.h" -// ImGui 核心与 OpenGL3 后端 -#include "imgui.h" -#include "backends/imgui_impl_opengl3.h" +// --- 全局变量与原始函数指针 --- +using T_eglSwapBuffers = EGLBoolean (*)(EGLDisplay, EGLSurface); +T_eglSwapBuffers orig_eglSwapBuffers = nullptr; -#define TAG "JKMenu_TRACE" -#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__) -#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__) - -// --- 全局变量 --- bool g_Initialized = false; bool g_ShowMenu = true; -int g_FrameCount = 0; -EGLBoolean (*old_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface) = nullptr; -// 获取模块基址 -uintptr_t get_module_base(const char* name) { - FILE* fp = fopen("/proc/self/maps", "r"); - char line[1024]; - uintptr_t base = 0; - while (fp && fgets(line, sizeof(line), fp)) { - if (strstr(line, name)) { - base = (uintptr_t)strtoull(line, NULL, 16); - break; - } - } - if (fp) fclose(fp); - return base; -} - -// --- 渲染保护与 UI 绘制 --- -void DrawImGui(int width, int height) { - if (!g_ShowMenu) return; - - // 1. 保存当前所有可能被 ImGui 改变的 GL 状态 (全量保存) - GLint last_program, last_texture, last_array_buffer, last_vao; - glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); - glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vao); - - GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); - GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); - GLboolean last_enable_blend = glIsEnabled(GL_BLEND); - GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); - GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); - GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); - - // 2. ImGui 渲染帧启动 - ImGui_ImplOpenGL3_NewFrame(); - ImGui::NewFrame(); - - ImGui::SetNextWindowSize(ImVec2(400, 250), ImGuiCond_FirstUseEver); - if (ImGui::Begin("JKMenu Render Test", &g_ShowMenu)) { - ImGui::Text("Render Status: Active"); - ImGui::Text("GL Version: %s", glGetString(GL_VERSION)); - ImGui::Separator(); - - static float f = 0.5f; - ImGui::SliderFloat("Alpha Test", &f, 0.0f, 1.0f); - - if (ImGui::Button("Close Menu")) { - g_ShowMenu = false; - } - } - ImGui::End(); - - // 3. 提交绘制 - ImGui::Render(); - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - - // 4. 恢复原始状态 - glUseProgram(last_program); - glBindTexture(GL_TEXTURE_2D, last_texture); - glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); - glBindVertexArray(last_vao); - glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); - glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); - - if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); - if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); - if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); - if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); -} - -// --- EGL SwapBuffers Hook --- -EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { - static bool is_rendering = false; - if (is_rendering) return old_eglSwapBuffers(dpy, surface); - is_rendering = true; - - g_FrameCount++; - - // 初始化逻辑 +// --- 渲染状态备份 (王者荣耀专项优化:深度还原) --- +void Hook_eglSwapBuffers(EGLDisplay display, EGLSurface surface) { if (!g_Initialized) { - EGLContext ctx = eglGetCurrentContext(); - // 降低门槛:只要有 Context 且 帧数 > 10 就可以尝试初始化 - if (ctx != EGL_NO_CONTEXT && g_FrameCount > 60) { - LOGI("[TRACE] Step 3: Attempting ImGui Init with Context: %p", ctx); - - IMGUI_CHECKVERSION(); - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); - io.IniFilename = nullptr; - io.FontGlobalScale = 2.0f; // 适配移动端高分屏 + // 1. 初始化 ImGui 上下文 + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + io.IniFilename = nullptr; // 不保存配置文件,防止被游戏扫描到 + + // 2. 初始化后台渲染器 (王者荣耀使用 GLES3) + ImGui_ImplOpenGL3_Init("#version 300 es"); + + g_Initialized = true; + } - // 优先尝试 300 es,如果失败尝试 nullptr 让后端自动检测 - if (ImGui_ImplOpenGL3_Init("#version 300 es")) { - g_Initialized = true; - LOGI("[TRACE] Step 4: Render Init SUCCESS on Frame %d", g_FrameCount); - } else { - LOGE("[TRACE] ERROR: ImGui_ImplOpenGL3_Init Failed! GL Error: %d", glGetError()); - // 如果 300 失败,清理掉 Context 准备下一帧重试或报错 - ImGui::DestroyContext(); + if (g_ShowMenu) { + // --- [核心:全状态备份] 学习自高级 Hook 逻辑 --- + GLint last_program, last_vertex_array, last_array_buffer, last_element_array_buffer; + GLint last_viewport[4]; + GLint last_scissor_box[4]; + + glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); + glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + glGetIntegerv(GL_VIEWPORT, last_viewport); + glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + + // 备份关键能力开关 + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + + // --- 开始 ImGui 帧 --- + ImGui_ImplOpenGL3_NewFrame(); + ImGui::NewFrame(); + + // 绘制王者荣耀专属风格菜单 + ImGui::SetNextWindowSize(ImVec2(400, 320), ImGuiCond_FirstUseEver); + if (ImGui::Begin("JKInternal - SGame (王者荣耀)", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "渲染注入成功: libEGL.so -> eglSwapBuffers"); + ImGui::Separator(); + + static bool esp_box = false; + static bool esp_line = false; + ImGui::Checkbox("英雄方框", &esp_box); + ImGui::SameLine(); + ImGui::Checkbox("英雄射线", &esp_line); + + static float draw_color[4] = { 1.0f, 0.0f, 0.0f, 1.0f }; + ImGui::ColorEdit4("绘制颜色", draw_color); + + ImGui::Separator(); + if (ImGui::Button("隐藏菜单 (按音量键恢复-未实现)")) { + g_ShowMenu = false; } } + ImGui::End(); + + // --- 渲染 ImGui --- + ImGui::Render(); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + + // --- [核心:全状态还原] 让游戏管线无感知 --- + glUseProgram(last_program); + glBindVertexArray(last_vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); + + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); } - if (g_Initialized && g_ShowMenu) { - EGLint w, h; - eglQuerySurface(dpy, surface, EGL_WIDTH, &w); - eglQuerySurface(dpy, surface, EGL_HEIGHT, &h); - - ImGui::GetIO().DisplaySize = ImVec2((float)w, (float)h); - DrawImGui(w, h); + // 调用原始函数指针,完成屏幕交换 + orig_eglSwapBuffers(display, surface); +} + +// --- 注入入口 --- +__attribute__((constructor)) +void MainEntry() { + // 动态获取 eglSwapBuffers 地址并进行 Dobby Hook + void* handle = dlopen("libEGL.so", RTLD_LAZY); + if (handle) { + void* target = dlsym(handle, "eglSwapBuffers"); + if (target) { + DobbyHook(target, (void*)Hook_eglSwapBuffers, (void**)&orig_eglSwapBuffers); + } } - - is_rendering = false; - return old_eglSwapBuffers(dpy, surface); -} - -// --- 初始化线程 --- -void* init_thread(void*) { - LOGI("[TRACE] Step 1: Plugin Thread Started"); - - // 等待核心图形库加载 - while (!get_module_base("libEGL.so") || !get_module_base("libGLESv3.so")) { - usleep(100000); - } - - // 使用 RTLD_DEFAULT 确保拿到的是进程内正在运行的 eglSwapBuffers - void* sym_egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); - if (sym_egl) { - DobbyHook(sym_egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); - LOGI("[TRACE] Step 2: eglSwapBuffers Hooked (Render Only)"); - } else { - LOGE("[TRACE] FATAL: Could not find eglSwapBuffers symbol!"); - } - - return nullptr; -} - -__attribute__((constructor)) void _init() { - pthread_t tid; - pthread_create(&tid, nullptr, init_thread, nullptr); - pthread_detach(tid); -} - -JNIEXPORT jint JNICALL JNI_OnLoad(JavaVM* vm, void* reserved) { - return JNI_VERSION_1_6; }