#include #include #include #include #include #include #include #include "memory_utils.h" // --- 全局变量与原始函数指针 --- using T_eglSwapBuffers = EGLBoolean (*)(EGLDisplay, EGLSurface); T_eglSwapBuffers orig_eglSwapBuffers = nullptr; bool g_Initialized = false; bool g_ShowMenu = true; // --- 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) { // 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; } 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); } // 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); } } }