标签:d3d

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D3D函数hook 编辑
2024-03-01 逆向编译 79

目前讲的内容已经足够制作大部分游戏的修改器了,主要看你对API的熟悉程度和逆向调试的经验

再深入讲的话就是系统内核层了,比如SSDT hook什么的,而一般单机游戏不会用到内核层的保护(但是大部分网游会),而且调试和修改内核层的东西比较麻烦,很容易蓝屏,所以不打算讲内核的东西

本章介绍怎么hook D3D函数,实现在游戏画面中显示自己的文字,阅读之前最好补习下D3D编程的知识,本章以D3D9、32位程序为例,编译程序需要安装DirectX 9 SDK

虚函数表hook
要在D3D程序里绘制自己的东西一般要hook IDirect3DDevice9的EndScene函数,调用这个函数时原程序的绘制已经完成,可以轮到我们绘制了

可以用inline hook来hook这个函数,但是流行的做法是虚函数表hook

先来看看EndScene是怎么被调用的:
image.png

虚函数表hook的原理就是修改虚函数表中的函数地址,使它指向我们的函数(是不是很像IAT hook)
这里说明一下一般成员函数的调用约定默认是thiscall,也就是从ecx寄存器传入this指针,但是也可以手动声明成其他调用约定,比如stdcall,这时就从堆栈传入this指针,相当于this指针是函数的第一个参数。

D3D所有成员函数的调用约定都是__stdcall,这就方便了我们获取this指针,直接声明成第一个参数就行了(否则要用内联汇编取ecx的值)

虚函数表hook实现

BOOL hookVTable(void* pInterface, int index, void* hookFunction, void** oldAddress)  
{  
    void** address = &(*(void***)pInterface)[index];  
    if (address == NULL)  
        return FALSE;  
    // 保存原函数地址  
    if (oldAddress != NULL)  
        *oldAddress = *address;  
    // 修改虚函数表中地址为hookFunction  
    DWORD oldProtect, oldProtect2;  
    VirtualProtect(address, sizeof(DWORD), PAGE_READWRITE, &oldProtect);  
    *address = hookFunction;  
    VirtualProtect(address, sizeof(DWORD), oldProtect, &oldProtect2);  
    return TRUE;  
}  

BOOL unhookVTable(void* pInterface, int index, void* oldAddress)  
{  
    // 修改回原函数地址  
    return hookVTable(pInterface, index, oldAddress, NULL);  
}  

(其实就是拿IATHook改的)
hook EndScene

方法1

为了在程序初始化前hook我们要在主线程运行前远线程注入,首先hook Direct3DCreate9,然后是CreateDevice和EndScene

typedef IDirect3D9* (WINAPI* Direct3DCreate9Type)(UINT SDKVersion);
typedef HRESULT(STDMETHODCALLTYPE* CreateDeviceType)(IDirect3D9* thiz, UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DDevice9** ppReturnedDeviceInterface);
typedef HRESULT(STDMETHODCALLTYPE* EndSceneType)(IDirect3DDevice9* thiz);
Direct3DCreate9Type RealDirect3DCreate9 = NULL;
CreateDeviceType RealCreateDevice = NULL;
EndSceneType RealEndScene = NULL;

IDirect3D9* g_d3d9 = NULL;
IDirect3DDevice9* g_device = NULL;


HRESULT STDMETHODCALLTYPE MyEndScene(IDirect3DDevice9* thiz)
{
    // 这里放我们的绘制代码
    return RealEndScene(thiz);
}

HRESULT STDMETHODCALLTYPE MyCreateDevice(IDirect3D9* thiz, UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DDevice9** ppReturnedDeviceInterface)
{
    unhookVTable(g_d3d9, 16, RealCreateDevice);
    HRESULT res = RealCreateDevice(thiz, Adapter, DeviceType, hFocusWindow, BehaviorFlags, pPresentationParameters, ppReturnedDeviceInterface);
    g_device = *ppReturnedDeviceInterface;
    hookVTable(g_device, 42, MyEndScene, &RealEndScene); // EndScene是IDirect3DDevice9第43个函数
    return res;
}

IDirect3D9* WINAPI MyDirect3DCreate9(UINT SDKVersion)
{
    unhookIAT(GetModuleHandle(NULL), "d3d9.dll", "Direct3DCreate9");
    g_d3d9 = RealDirect3DCreate9(SDKVersion);
    hookVTable(g_d3d9, 16, MyCreateDevice, &RealCreateDevice); // CreateDevice是IDirect3D9第17个函数
    return g_d3d9;
}


BOOL APIENTRY DllMain( HMODULE hModule,
                       DWORD  ul_reason_for_call,
                       LPVOID lpReserved
                     )
{
    switch (ul_reason_for_call)
    {
    case DLL_PROCESS_ATTACH:
        hookIAT(GetModuleHandle(NULL), "d3d9.dll", "Direct3DCreate9", MyDirect3DCreate9, &RealDirect3DCreate9);
        break;

    case DLL_PROCESS_DETACH:
        if (g_device != NULL && RealEndScene != NULL)
            unhookVTable(g_device, 42, RealEndScene);
        break;

    case DLL_THREAD_ATTACH:
    case DLL_THREAD_DETACH:
        break;
    }
    return TRUE;
}

方法2

这个方法不需要在主线程运行前注入,CE和直播软件OBS也是用了这个方法,所以推荐使用

理论上同一个类的虚函数地址是一样的,所以我们可以自己创建一个IDirect3DDevice9,然后就能获取虚函数地址了
经测试不同IDirect3DDevice9的虚函数表指针不一样,所以只能用inline hook,不能用虚函数表hook

void* endSceneAddr = NULL;
BYTE endSceneOldCode[sizeof(JmpCode)];


HRESULT STDMETHODCALLTYPE MyEndScene(IDirect3DDevice9* thiz)
{
    // 这里放我们的绘制代码

    unhook(endSceneAddr, endSceneOldCode);
    HRESULT hr = thiz->EndScene();
    hook(endSceneAddr, MyEndScene, endSceneOldCode);
    return hr;
}

DWORD WINAPI initHookThread(LPVOID dllMainThread)
{
    // 等待DllMain(LoadLibrary线程)结束
    WaitForSingleObject(dllMainThread, INFINITE);
    CloseHandle(dllMainThread);

    // 创建一个窗口用于初始化D3D

    WNDCLASSEX wc = {};
    wc.cbSize = sizeof(wc);
    wc.style = CS_OWNDC;
    wc.hInstance = GetModuleHandle(NULL);
    wc.lpfnWndProc = DefWindowProc;
    wc.lpszClassName = _T("DummyWindow");
    if (RegisterClassEx(&wc) == 0)
    {
        MessageBox(NULL, _T("注册窗口类失败"), _T(""), MB_OK);
        return 0;
    }

    HWND hwnd = CreateWindowEx(0, wc.lpszClassName, _T(""), WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, NULL, NULL, wc.hInstance, NULL);
    if (hwnd == NULL)
    {
        MessageBox(NULL, _T("创建窗口失败"), _T(""), MB_OK);
        return 0;
    }

    // 初始化D3D

    IDirect3D9* d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
    if (d3d9 == NULL)
    {
        MessageBox(NULL, _T("创建D3D失败"), _T(""), MB_OK);
        DestroyWindow(hwnd);
        return 0;
    }

    D3DPRESENT_PARAMETERS pp = {};
    pp.Windowed = TRUE;
    pp.SwapEffect = D3DSWAPEFFECT_COPY;

    IDirect3DDevice9* device;
    if (FAILED(d3d9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, 
        D3DCREATE_SOFTWARE_VERTEXPROCESSING, &pp, &device)))
    {
        MessageBox(NULL, _T("创建设备失败"), _T(""), MB_OK);
        d3d9->Release();
        DestroyWindow(hwnd);
        return 0;
    }

    // hook EndScene
    endSceneAddr = (*(void***)device)[42]; // EndScene是IDirect3DDevice9第43个函数
    hook(endSceneAddr, MyEndScene, endSceneOldCode);

    // 释放
    d3d9->Release();
    device->Release();
    DestroyWindow(hwnd);
    return 0;
}


BOOL APIENTRY DllMain(HMODULE hModule,
    DWORD  ul_reason_for_call,
    LPVOID lpReserved
    )
{
    switch (ul_reason_for_call)
    {
    case DLL_PROCESS_ATTACH:
        // 取当前线程句柄
        HANDLE curThread;
        if (!DuplicateHandle(GetCurrentProcess(), GetCurrentThread(), GetCurrentProcess(), &curThread, SYNCHRONIZE, FALSE, 0))
            return FALSE;
        // DllMain中不能使用COM组件,所以要在另一个线程初始化
        CloseHandle(CreateThread(NULL, 0, initHookThread, curThread, 0, NULL));
        break;

    case DLL_PROCESS_DETACH:
        if (endSceneAddr != NULL)
            unhook(endSceneAddr, endSceneOldCode);
        break;

    case DLL_THREAD_ATTACH:
    case DLL_THREAD_DETACH:
        break;
    }
    return TRUE;
}

绘制文字

这部分就直接用D3D的API了,不懂的去看看D3D教程..

HRESULT STDMETHODCALLTYPE MyEndScene(IDirect3DDevice9* thiz)
{
    static RECT rect = { 0, 0, 200, 200 };
    g_font->DrawText(NULL, _T("Hello World"), -1, &rect, DT_TOP | DT_LEFT, D3DCOLOR_XRGB(255, 0, 0));

    return RealEndScene(thiz);
}

HRESULT STDMETHODCALLTYPE MyCreateDevice(IDirect3D9* thiz, UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* pPresentationParameters, IDirect3DDevice9** ppReturnedDeviceInterface)
{
    unhookVTable(g_d3d9, 16, RealCreateDevice);
    HRESULT res = RealCreateDevice(thiz, Adapter, DeviceType, hFocusWindow, BehaviorFlags, pPresentationParameters, ppReturnedDeviceInterface);
    g_device = *ppReturnedDeviceInterface;

    D3DXFONT_DESC d3dFont = {};
    d3dFont.Height = 25;
    d3dFont.Width = 12;
    d3dFont.Weight = 500;
    d3dFont.Italic = FALSE;
    d3dFont.CharSet = DEFAULT_CHARSET;
    wcscpy_s(d3dFont.FaceName, L"Times New Roman");
    D3DXCreateFontIndirect(g_device, &d3dFont, &g_font);

    // 测试中不知道为什么第一次调用DrawText后device的虚函数表会恢复,没办法只好在hook前调用一次
    static RECT rect = { 0, 0, 200, 200 };
    g_font->DrawText(NULL, _T("Hello World"), -1, &rect, DT_TOP | DT_LEFT, D3DCOLOR_XRGB(255, 0, 0));

    hookVTable(g_device, 42, MyEndScene, &RealEndScene); // EndScene是IDirect3DDevice9第43个函数

    return res;
}

效果

注意左上角出现了我们绘制的"Hello World"

本章完整源码

hook D3D函数可以实现在游戏中显示自己的UI(播放Bad Apple),或者在绘制某些东西的时候禁用Z轴缓冲实现透视

原文链接:https://blog.csdn.net/xfgryujk/article/details/52739486

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