Update main.cpp

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gggaa2152 2026-04-06 05:34:27 +08:00 committed by GitHub
parent 48fdc5a56c
commit b855ec7ace
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@ -23,7 +23,7 @@
// --- 全局变量 ---
bool g_Initialized = false;
bool g_ShowMenu = true;
int g_FrameCount = 0; // 帧计数器
int g_FrameCount = 0;
pthread_mutex_t g_CtxMutex = PTHREAD_MUTEX_INITIALIZER;
EGLBoolean (*old_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface) = nullptr;
@ -46,21 +46,11 @@ uintptr_t get_module_base(const char* name) {
return base;
}
// --- 终极 GL 状态保护 (针对重度 3D 游戏闪退修复) ---
// --- 增强版 GL 状态保护 ---
struct GLStateBackup {
GLint last_program;
GLint last_texture;
GLint last_active_texture;
GLint last_array_buffer;
GLint last_element_array_buffer;
GLint last_vertex_array;
GLint last_viewport[4];
GLint last_scissor_box[4];
GLint last_fbo; // 新增 FBO 保护
GLboolean last_enable_blend;
GLboolean last_enable_cull_face;
GLboolean last_enable_depth_test;
GLboolean last_enable_scissor_test;
GLint last_program, last_texture, last_active_texture, last_array_buffer, last_element_array_buffer;
GLint last_vertex_array, last_fbo, last_viewport[4], last_scissor_box[4];
GLboolean last_enable_blend, last_enable_cull_face, last_enable_depth_test, last_enable_scissor_test;
void Backup() {
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
@ -69,10 +59,9 @@ struct GLStateBackup {
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &last_fbo);
glGetIntegerv(GL_VIEWPORT, last_viewport);
glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &last_fbo); // 记录当前 FBO
last_enable_blend = glIsEnabled(GL_BLEND);
last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
@ -80,19 +69,17 @@ struct GLStateBackup {
}
void Restore() {
glBindFramebuffer(GL_FRAMEBUFFER, last_fbo); // 恢复 FBO
glUseProgram(last_program);
glBindFramebuffer(GL_FRAMEBUFFER, last_fbo);
glActiveTexture(last_active_texture);
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
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);
glViewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3]);
}
@ -101,32 +88,33 @@ struct GLStateBackup {
void DrawImGui(int width, int height) {
if (!g_ShowMenu) return;
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2(g_Touch.x, g_Touch.y);
io.MouseDown[0] = g_Touch.down;
GLStateBackup gl_state;
gl_state.Backup();
// 关键修复:强制解绑 FBO 和 VAO
// 核心保护:强制切断与游戏原有渲染管线的所有联系
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisable(GL_SCISSOR_TEST); // 防止 ImGui 窗口被游戏的裁剪区域切掉
for (int i = 0; i < 8; i++) glDisableVertexAttribArray(i);
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2(g_Touch.x, g_Touch.y);
io.MouseDown[0] = g_Touch.down;
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
ImGui::SetNextWindowPos(ImVec2(width * 0.1f, height * 0.1f), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(500, 350), ImGuiCond_FirstUseEver);
if (ImGui::Begin("JKMenu v4.5 - Stable Mode", &g_ShowMenu)) {
ImGui::Text("Frames Observed: %d", g_FrameCount);
ImGui::Text("FPS: %.1f", io.Framerate);
if (ImGui::Begin("JKMenu v4.6 - Android 15 Master", &g_ShowMenu)) {
ImGui::TextColored(ImVec4(0, 1, 0, 1), "Safe Rendering Enabled");
ImGui::Text("Frames: %d | FPS: %.1f", g_FrameCount, io.Framerate);
ImGui::Separator();
static bool esp = false;
ImGui::Checkbox("Enemy ESP Overlay", &esp);
ImGui::Checkbox("Enemy ESP", &esp);
if (ImGui::Button("Hide Menu")) g_ShowMenu = false;
}
ImGui::End();
@ -148,8 +136,8 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
eglQuerySurface(dpy, surface, EGL_WIDTH, &width);
eglQuerySurface(dpy, surface, EGL_HEIGHT, &height);
// 延迟初始化:等到第 120 帧再开始(约 2 秒后),确保游戏环境绝对稳定
if (!g_Initialized && g_FrameCount > 120 && width > 0 && height > 0) {
// 增加延迟,确保游戏已经完全进入稳定渲染循环
if (!g_Initialized && g_FrameCount > 200 && width > 0 && height > 0) {
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
@ -158,7 +146,7 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
if (ImGui_ImplOpenGL3_Init("#version 300 es")) {
g_Initialized = true;
LOGI("Safe ImGui Init Success at %dx%d (Frame: %d)", width, height, g_FrameCount);
LOGI("ImGui Context Initialized (Frame: %d)", g_FrameCount);
}
}
@ -204,7 +192,6 @@ void* init_thread(void*) {
DobbyHook(sym_input, (void*)hook_AInputEvent_getType, (void**)&old_AInputEvent_getType);
LOGI("AInputEvent_getType Hook applied.");
}
return nullptr;
}