diff --git a/main.cpp b/main.cpp index f4078582b..90ee6ee48 100644 --- a/main.cpp +++ b/main.cpp @@ -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; }