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    Useful D3D9/C++ Info, Functions, Cham Alternations, and more!


    Here is a list of useful D3D9 Functions, info, and other misc items.

    If you would like to add a function, post it below(with credits) and I will add it in here! Also, if I missed any credits, please say so, so that I can add them!

    This post actually has enough info for you to make your own D3D9 Base.

    Enjoy!

    D3D9 vTable Values(Credits to Str1k3r21):

    Code:
    QueryInterface // 0
    AddRef // 1
    Release // 2
    TestCooperativeLevel // 3
    GetAvailableTextureMem // 4
    EvictManagedResources // 5
    GetDirect3D // 6
    GetDeviceCaps // 7
    GetDisplayMode // 8
    GetCreationParameters // 9
    SetCursorProperties // 10
    SetCursorPosition // 11
    ShowCursor // 12
    CreateAdditionalSwapChain // 13
    GetSwapChain // 14
    GetNumberOfSwapChains // 15
    Reset // 16
    Present // 17
    GetBackBuffer // 18
    GetRasterStatus // 19
    SetDialogBoxMode // 20
    SetGammaRamp // 21
    GetGammaRamp // 22
    CreateTexture // 23
    CreateVolumeTexture // 24
    CreateCubeTexture // 25
    CreateVertexBuffer // 26
    CreateIndexBuffer // 27
    CreateRenderTarget // 28
    CreateDepthStencilSurface // 29
    UpdateSurface // 30
    UpdateTexture // 31
    GetRenderTargetData // 32
    GetFrontBufferData // 33
    StretchRect // 34
    ColorFill // 35
    CreateOffscreenPlainSurface // 36
    SetRenderTarget // 37
    GetRenderTarget // 38
    SetDepthStencilSurface // 39
    GetDepthStencilSurface // 40
    BeginScene // 41
    EndScene // 42
    Clear // 43
    SetTransform // 44
    GetTransform // 45
    MultiplyTransform // 46
    SetViewport // 47
    GetViewport // 48
    SetMaterial // 49
    GetMaterial // 50
    SetLight // 51
    GetLight // 52
    LightEnable // 53
    GetLightEnable // 54
    SetClipPlane // 55
    GetClipPlane // 56
    SetRenderState // 57
    GetRenderState // 58
    CreateStateBlock // 59
    BeginStateBlock // 60
    EndStateBlock // 61
    SetClipStatus // 62
    GetClipStatus // 63
    GetTexture // 64
    SetTexture // 65
    GetTextureStageState // 66
    SetTextureStageState // 67
    GetSamplerState // 68
    SetSamplerState // 69
    ValidateDevice // 70
    SetPaletteEntries // 71
    GetPaletteEntries // 72
    SetCurrentTexturePalette // 73
    GetCurrentTexturePalette // 74
    SetScissorRect // 75
    GetScissorRect // 76
    SetSoftwareVertexProcessing // 77
    GetSoftwareVertexProcessing // 78
    SetNPatchMode // 79
    GetNPatchMode // 80
    DrawPrimitive // 81
    DrawIndexedPrimitive // 82
    DrawPrimitiveUP // 83
    DrawIndexedPrimitiveUP // 84
    ProcessVertices // 85
    CreateVertexDeclaration // 86
    SetVertexDeclaration // 87
    GetVertexDeclaration // 88
    SetFVF // 89
    GetFVF // 90
    CreateVertexShader // 91
    SetVertexShader // 92
    GetVertexShader // 93
    SetVertexShaderConstantF // 94
    GetVertexShaderConstantF // 95
    SetVertexShaderConstantI // 96
    GetVertexShaderConstantI // 97
    SetVertexShaderConstantB // 98
    GetVertexShaderConstantB // 99
    SetStreamSource // 100
    GetStreamSource // 101
    SetStreamSourceFreq // 102
    GetStreamSourceFreq // 103
    SetIndices // 104
    GetIndices // 105
    CreatePixelShader // 106
    SetPixelShader // 107
    GetPixelShader // 108
    SetPixelShaderConstantF // 109
    GetPixelShaderConstantF // 110
    SetPixelShaderConstantI // 111
    GetPixelShaderConstantI // 112
    SetPixelShaderConstantB // 113
    GetPixelShaderConstantB // 114
    DrawRectPatch // 115
    DrawTriPatch // 116
    DeletePatch // 117
    CreateQuery // 118
    D3D ARGB Colors:

    Code:
    //Colors are A,R,G,B meaning alpha(opacity), red, green, blue
    D3DCOLOR RED = D3DCOLOR_ARGB(255, 255, 0, 0);
    D3DCOLOR GREEN = D3DCOLOR_ARGB(255, 0, 255, 0);
    D3DCOLOR BLUE = D3DCOLOR_ARGB(255, 0, 0, 255);
    D3DCOLOR WHITE = D3DCOLOR_ARGB(255, 255, 255, 255);
    D3DCOLOR BLACK = D3DCOLOR_ARGB(255, 0, 0, 0);
    D3DCOLOR YELLOW = D3DCOLOR_ARGB(255, 255, 255, 0);
    D3DCOLOR TEAL = D3DCOLOR_ARGB(255, 0, 255, 255);
    D3DCOLOR PINK = D3DCOLOR_ARGB(255, 255, 240, 0);
    D3DCOLOR ORANGE = D3DCOLOR_ARGB(255, 255, 132, 0);
    D3DCOLOR LIME = D3DCOLOR_ARGB(255, 198, 255, 0);
    D3DCOLOR SKY BLUE = D3DCOLOR_ARGB(255, 0, 180, 255);
    D3DCOLOR MAROON = D3DCOLOR_ARGB(255, 142, 30, 0);
    D3DCOLOR LGRAY = D3DCOLOR_ARGB(255, 174, 174, 174); //Light Gray
    D3DCOLOR DGRAY = D3DCOLOR_ARGB(255, 71, 65, 64); //Dark Gray
    D3DCOLOR BROWN = D3DCOLOR_ARGB(255, 77, 46, 38);
    D3DCOLOR SHIT = D3DCOLOR_ARGB(255, 74, 38, 38); //Shit and brown aint much different

    Generate Texture Function(Credits to Azorbix):

    Code:
    HRESULT GenerateTexture(IDirect3DDevice9 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32)
    {
    	if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex,NULL)) )
    		return E_FAIL;
    	
    	WORD colour16 =	((WORD)((colour32>>28)&0xF)<<12)
    			|(WORD)(((colour32>>20)&0xF)<<8)
    			|(WORD)(((colour32>>12)&0xF)<<4)
    			|(WORD)(((colour32>>4)&0xF)<<0);
    
    	D3DLOCKED_RECT d3dlr;    
    	(*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
    	WORD *pDst16 = (WORD*)d3dlr.pBits;
    
    	for(int xy=0; xy < 8*8; xy++)
    		*pDst16++ = colour16;
    
    	(*ppD3Dtex)->UnlockRect(0);
    
    	return S_OK;
    }
    EndScene(vTable 42):
    Code:
    typedef HRESULT (WINAPI* oEndScene)(LPDIRECT3DDEVICE9 pDevice);
    oEndScene pEndScene;
    Code:
    HRESULT WINAPI EndScene(LPDIRECT3DDEVICE9 pDevice)
    {
    	return pEndScene(pDevice);
    }

    Reset(vTable 16):

    Code:
    typedef HRESULT ( WINAPI* oReset )( LPDIRECT3DDEVICE9 pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters );
    oReset pReset;
    Code:
    HRESULT WINAPI Reset(IDirect3DDevice9* pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters )
    {
    
    	return pReset(pDevice, pPresentationParameters);
    }
    Draw Indexed Primitive[DIP (vTable 82)]:
    Code:
    typedef HRESULT (WINAPI* oDIP)(LPDIRECT3DDEVICE9 pDevice,D3DPRIMITIVETYPE,int,UINT,UINT,UINT,UINT); 
    oDIP pDIP;
    Code:
    HRESULT WINAPI DIP(LPDIRECT3DDEVICE9 pDevice,D3DPRIMITIVETYPE Type,int BaseVertexIndex,UINT MinIndex,UINT NumVertices,UINT StartIndex,UINT PrimCount)
    {
    	return pDIP(pDevice, Type, BaseVertexIndex, MinIndex, NumVertices, StartIndex, PrimCount);
    }

    Find Pattern Function(Credits to d0m1n1c):

    Code:
    bool bCompare(const BYTE* pData, const BYTE* bMask, const char* szMask)
    {
    	for(;*szMask;++szMask,++pData,++bMask)
    		if(*szMask=='x' && *pData!=*bMask)  
    			return 0;
    	return (*szMask) == NULL;
    }
    
    DWORD FindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask)
    {
    	for(DWORD i=0; i<dwLen; i++)
    		if (bCompare((BYTE*)(dwAddress+i),bMask,szMask))  
    			return (DWORD)(dwAddress+i);
    	return 0;
    }

    Detour Create Function(Credits to Azorbix):

    Code:
    void *DetourCreate(BYTE *src, const BYTE *dst, const int len)
    {
    	BYTE *jmp = (BYTE*)malloc(len+5);
    	DWORD dwBack;
    
    	VirtualProtect(src, len, PAGE_EXECUTE_READWRITE, &dwBack);
    	memcpy(jmp, src, len);	
    	jmp += len;
    	jmp[0] = 0xE9;
    	*(DWORD*)(jmp+1) = (DWORD)(src+len - jmp) - 5;
    	src[0] = 0xE9;
    	*(DWORD*)(src+1) = (DWORD)(dst - src) - 5;
    	for (int i=5; i<len; i++)  src[i]=0x90;
    	VirtualProtect(src, len, dwBack, &dwBack);
    	return (jmp-len);
    }
    Picture Background(Create Texture from File in Memory):
    Code:
    D3DXCreateTextureFromFileInMemory(pDevice,imagebytes,size,LPDIRECT3DTEXTURE9);
    PrintText Function(Credits To ac1d_bUrn, he gave it to me to add to the list):
    Code:
    void PrintText(LPD3DXFONT Font, long x, long y, D3DCOLOR fontColor, char *text, ...)
    {  
        RECT rct;    
        rct.left     = x - 1;    
        rct.right    = x + 1;    
        rct.top      = y - 1 ;    
        rct.bottom   = y + 1;  
    
        if(!text) { return; } 
        va_list va_alist; 
        char logbuf[256] = {0}; 
        va_start (va_alist, text); 
        _vsnprintf (logbuf+strlen(logbuf), sizeof(logbuf) - strlen(logbuf), text, va_alist); 
        va_end (va_alist); 
        RECT FontRect = { x, y, x, y }; 
        pFont->DrawText(NULL, logbuf, -1, &rct, DT_NOCLIP, fontColor);  
    }
    Draw Box Function(Credits To ac1d_bUrn, he gave it to me to add to the list):
    Code:
    void FillRGB( int x, int y, int w, int h, D3DCOLOR color, IDirect3DDevice9* pDevice )
    {
    	D3DRECT rec = { x, y, x + w, y + h };
    	pDevice->Clear( 1, &rec, D3DCLEAR_TARGET, color, 0, 0 );
    }
    Draw Border Function(Credits To ac1d_bUrn, he gave it to me to add to the list):
    Code:
    void DrawBorder( int x, int y, int w, int h, int px, D3DCOLOR BorderColor, IDirect3DDevice9* pDevice )
    {
    	FillRGB( x, (y + h - px), w, px,	BorderColor, pDevice );
    	FillRGB( x, y, px, h,				BorderColor, pDevice );
    	FillRGB( x, y, w, px,				BorderColor, pDevice );
    	FillRGB( (x + w - px), y, px, h,	BorderColor, pDevice );
    }
    Draw Box with Border Function(Credits To ac1d_bUrn, he gave it to me to add to the list)(You will need above 2 functions to use it)
    Code:
    void DrawBox( int x, int y, int w, int h, D3DCOLOR BoxColor, D3DCOLOR BorderColor, IDirect3DDevice9* pDevice )
    {
    	FillRGB( x, y, w, h,		BoxColor, pDevice );
    	DrawBorder( x, y, w, h, 1,	BorderColor, pDevice );
    }

    Draw CrossHair Function(Credits To ac1d_bUrn(giving it to me)):

    Code:
    void DrawCrosshair(LPDIRECT3DDEVICE9 pDevice, int size, int strong,  D3DCOLOR xcolor)
    {
    	int iCenterX = GetSystemMetrics( 0 ) / 2;
    	int iCenterY = GetSystemMetrics( 1 ) / 2;
    	if( iCenterX < 20 && iCenterY < 20 )
    	{
    		iCenterX = ( GetSystemMetrics( 0 ) / 2 );
    		iCenterY = ( GetSystemMetrics( 1 ) / 2 );
    	}
    	D3DRECT rec2 = { iCenterX- size, iCenterY, iCenterX+ size, iCenterY+ strong};
    	D3DRECT rec3 = { iCenterX, iCenterY- size, iCenterX+ strong,iCenterY+ size};
    	pDevice->Clear(1, &rec2, D3DCLEAR_TARGET, xcolor, 1000,  0);
    	pDevice->Clear(1, &rec3, D3DCLEAR_TARGET, xcolor, 100,  0);
    }

    Draw Healthbar Function(Credits To Crash for Coding it, ac1d_bUrn, he gave it to me to add to the list)

    Code:
    void DrawHealthBar(int x, int y, int w, int h, D3DCOLOR color, D3DCOLOR BorderColor, int hp, int maxhp)
    {
    	FillRGB(x, y, ( hp / (double)maxhp ) * w, h, color, g_pDevice);
    	DrawBorder(x, y, w, h, 1, BorderColor, g_pDevice);
    }

    Moving Your Menu to Mouse Coordinates On Button(Credits to Zanza):

    Code:
    int MoveMenu;
    
    if(GetAsyncKeyState(VK_DELETE)) MoveMenu = (!MoveMenu);
    
    if( MoveMenu ) {
       POINT myCursor; 
       GetCursorPos(&myCursor); // get the cursor position.
       if(GetAsyncKeyState(VK_LBUTTON)) {
          menu.x = myCursor.x; // set the x of your menu to the cursor x position.
          menu.y = myCursor.y; // set the y of your menu to the cursor y position.
       }
    }
    Generate Material(Credits to Crash):
    Code:
    D3DMATERIAL9 GenerateMaterial(int r, int g, int b){
    
    	D3DMATERIAL9 myMaterial;
    	D3DCOLORVALUE myColor;
    
    	myColor.a = 255;
    	myColor.r = (float)r / 255;
    	myColor.g = (float)g / 255;
    	myColor.b = (float)b / 255;
    
    	myMaterial.Ambient = myColor;
    	myMaterial.Diffuse = myColor;
    	myMaterial.Emissive = myColor;
    	myMaterial.Specular = myColor;
    
    	return myMaterial;
    
    }
    Cham Alterations(NOOB PROOF):

    Light Chams(Credits to Kernel, modified for D3D9 by CodeDemon):
    Code:
    void SetLightChams(float A, float R, float G, float B, IDirect3DDevice9 *pDevice)
    {
        D3DMATERIAL9 pMaterial;
        ZeroMemory(&pMaterial, sizeof(D3DMATERIAL9));
    	pDevice->SetRenderState(D3DRS_LIGHTING, TRUE); //Enable Lighting
    	//Ambient
    	pMaterial.Ambient.a     =  (A/255);
        pMaterial.Ambient.r     =  (R/255);
        pMaterial.Ambient.g     =  (G/255);
        pMaterial.Ambient.b     =  (B/255);
    	//Diffuse
    	pMaterial.Diffuse.a     = (A/255);
        pMaterial.Diffuse.r     = (R/255);
        pMaterial.Diffuse.g     = (G/255);
        pMaterial.Diffuse.b     = (B/255);
    	//Specular
    	pMaterial.Specular.a = (A/255);
    	pMaterial.Specular.r = (R/255);
        pMaterial.Specular.g = (G/255);
        pMaterial.Specular.b = (B/255);
        pDevice->SetMaterial(&pMaterial);
    }
    How To Use(In DIP):
    Code:
    //ZBUFFER OFF(Any Real Coder would know what this is! )
    SetLightChams(255,255,0,0, pDevice);
    
    pDIP;
    //ZBUFFER ON
    SetLightChams(255,0,0,255, pDevice);
    Result:



    Overlay Chams/No Texture Chams(Credits to Pheron):

    Code:
    //ZBUFFER OFF
    pDevice->SetRenderState(D3DRS_LIGHTING, true);
    pDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
    pDevice->SetRenderState(D3DRS_FOGENABLE, false);
    pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,255,0,0));
    
    pDIP;
    //ZBUFFER ON
    pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,255,0));
    Result:


    Ghost Chams(Credits to Jeff):
    Code:
    pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
    pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
    pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCCOLOR);
    //ZBUFFER OFF
    		
    pDIP;
    
    pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
    pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
    pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCCOLOR);
    //ZBUFFER ON
    Result:


    Phantom Chams(Credits to Jeff):
    Code:
    pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
    pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
    pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCALPHA);
    //ZBUFFER OFF
    
    pDIP;
    
    pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
    pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
    pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCALPHA);
    //ZBUFFER ON
    Result:


    Last edited by J; 11-29-2011 at 04:53 PM.

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  3. #2
    mmbob's Avatar
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    Credits to Azorbix for GenerateTexture. Other than that, good job

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    mrcolls (10-25-2010)

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    Quote Originally Posted by mmbob View Post
    Credits to Azorbix for GenerateTexture. Other than that, good job
    Thank you, adding that now

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    bloodymac144 (10-27-2010)

  7. #4
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    I vote for Stickie!!!

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    Very Nice Actually.
    Quotes I live by.


    A foolish person learns from his mistakes, I wise person learns from others.
    Quote Originally Posted by AVGN View Post



    mhm

    i live in texas

    i was at the grocery store with my son. He saw a mexican guy, and he said "Look daddy! a mower man!"

    he's 4 yrs old

  9. #6
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    Quote Originally Posted by whatup777 View Post
    Very Nice Actually.
    Thank you

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    bloodymac144 (10-27-2010)

  11. #7
    ipwnuuaal5's Avatar
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    the dip bypass.

  12. #8
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    Lol Cant believe we went 1 month on MPGH with no DIP. /
    Quotes I live by.


    A foolish person learns from his mistakes, I wise person learns from others.
    Quote Originally Posted by AVGN View Post



    mhm

    i live in texas

    i was at the grocery store with my son. He saw a mexican guy, and he said "Look daddy! a mower man!"

    he's 4 yrs old

  13. #9
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    Lol I call Light chams overlay chams...

  14. #10
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    DIP is easy LOL

  15. #11
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    Quote Originally Posted by Stephen View Post
    DIP is easy LOL
    trollollooloolol

  16. #12
    Stephen's Avatar
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    Nope. When you get back ill give to you. dont leeeecchhhh it tho

  17. #13
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    Quote Originally Posted by Crash View Post
    trollollooloolol
    And what about your sig.
    Quotes I live by.


    A foolish person learns from his mistakes, I wise person learns from others.
    Quote Originally Posted by AVGN View Post



    mhm

    i live in texas

    i was at the grocery store with my son. He saw a mexican guy, and he said "Look daddy! a mower man!"

    he's 4 yrs old

  18. #14
    Crash's Avatar
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    Quote Originally Posted by Stephen View Post
    Nope. When you get back ill give to you. dont leeeecchhhh it tho
    I am back son.

  19. #15
    Stephen's Avatar
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    Oh. Im at school. Sooo stay on the comp for like 3 more hours XD

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