The renderer becomes two programs: the adapter (t5deRenderEngine.dll, 32-bit, in IMVU's process) and a 64-bit renderer process (t5de-renderer.exe) drawing with Diligent Engine, fetched with FetchContent and pinned. For now a spike: the adapter starts the renderer process for each engine and signals each frame through a shared memory channel, and the renderer process draws a box into a child window in the client's 3D view. Co-Authored-By: Claude Opus 5.5 <[email protected]>
60 lines
2.3 KiB
C++
60 lines
2.3 KiB
C++
// The renderer plugin's entry points, which SceneWindow.dll's createDLLRenderer looks up by name (exported
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// undecorated by plugin.def). For now the renderer is the pass-through: IMVU's Direct3D engine, wrapped.
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#include <windows.h>
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#include <exception>
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#include "log.hpp"
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#include "passthrough_engine.hpp"
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#include "renderer_process.hpp"
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#include "t5de/imvu/render_engine.hpp"
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namespace {
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using namespace t5de;
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// IMVU's Direct3D 9 engine, made by SceneWindow.dll (already loaded: it's what loads this plugin). Direct3D
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// rather than IMVU's OpenGL engine, which needs a real graphics driver: Direct3D also works on Windows' basic
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// display driver (virtual machines), and it's what most players use.
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imvu::SharedPtr<imvu::PiRenderEngine> create_imvu_engine(imvu::SharedPtr<imvu::INativeWindow> window)
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{
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HMODULE scene_window = GetModuleHandleW(L"SceneWindow.dll");
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auto create = scene_window == nullptr
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? nullptr
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: reinterpret_cast<imvu::CreateRenderer>(GetProcAddress(scene_window, imvu::createRendererName));
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if (create == nullptr) {
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log::info("SceneWindow.dll's createRenderer not found");
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return {};
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}
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return create(std::move(window), imvu::RendererType::Direct3D);
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}
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} // namespace
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extern "C" int __cdecl isRenderEngineSupported() { return 1; }
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// Returns a C++ object from a C-linkage function: fine here, the caller is C++ built for the same ABI.
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#pragma warning(suppress : 4190)
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extern "C" imvu::SharedPtr<imvu::PiRenderEngine> __cdecl createRenderEngine(imvu::SharedPtr<imvu::INativeWindow> window)
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{
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try {
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log::info("createRenderEngine: window {}", static_cast<void*>(window.get()));
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HWND hwnd = window ? window->getPlatformWindow() : nullptr;
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auto inner = create_imvu_engine(std::move(window));
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if (!inner) {
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return {};
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}
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auto renderer = hwnd != nullptr ? RendererProcess::start(hwnd) : nullptr;
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return imvu::SharedPtr<imvu::PiRenderEngine>(
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std::make_unique<PassthroughEngine>(std::move(inner), std::move(renderer)));
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} catch (const std::exception& e) {
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// Exceptions mustn't cross into IMVU's code (a different C++ runtime).
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log::info("createRenderEngine failed: {}", e.what());
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return {};
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} catch (...) {
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log::info("createRenderEngine failed");
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return {};
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}
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}
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