Hooking EndScene
Hey guys, umm i was trying to hook endscene using detours and i used a method that i hooked many other functions with before but it just doesnt seem to work.
Here is what i have:
DWORD ThreadID;
LPDIRECT3DDEVICE9 pDEVICE;
D3DCOLOR fontRed = D3DCOLOR_ARGB(, , , );
Hacks hack; HRESULT (APIENTRY *oEndScene)(LPDIRECT3DDEVICE9 pDevice); HRESULT APIENTRY dEndScene(LPDIRECT3DDEVICE9 pDevice)
{
DrawBorderBox(, , , , , fontRed, pDevice); return oEndScene(pDevice);
} void APIENTRY HookAPI(LPVOID param)
{
HANDLE Endsceneaddy = GetProcAddress(GetModuleHandleA("d3d9.dll"),"EndScene"); if (Endsceneaddy)
{
oEndScene = (HRESULT (WINAPI *)(LPDIRECT3DDEVICE9 pDevice))(DetourFunction((PBYTE)Endsceneaddy,(PBYTE)dEndScene));
}
}; bool __stdcall DllMain(HINSTANCE hinst, DWORD _Reason, _In_opt_ LPVOID _Reserved)
{
DisableThreadLibraryCalls(hinst); CreateThread(,,(LPTHREAD_START_ROUTINE)HookAPI,,,&ThreadID); return true;
} void Hacks::DrawBorderBox( int x, int y, int w, int h, int thickness, D3DCOLOR Colour, IDirect3DDevice9 *pDevice)
{
//Top horiz line
DrawFilledRect( x, y, w, thickness, Colour, pDevice );
//Left vertical line
DrawFilledRect( x, y, thickness, h, Colour, pDevice );
//right vertical line
DrawFilledRect( (x + w), y, thickness, h, Colour, pDevice );
//bottom horiz line
DrawFilledRect( x, y + h, w+thickness, thickness, Colour, pDevice );
} //We receive the 2-D Coordinates the colour and the device we want to use to draw those colours with
void Hacks::DrawFilledRect(int x, int y, int w, int h, D3DCOLOR color, IDirect3DDevice9* dev)
{
//We create our rectangle to draw on screen
D3DRECT BarRect = { x, y, x + w, y + h };
//We clear that portion of the screen and display our rectangle
dev->Clear(, &BarRect, D3DCLEAR_TARGET | D3DCLEAR_TARGET, color, , );
}
I have no idea y this code does not seem to work
Please help me
Thanks,
Konsowa.
Answer:
What learn_more said..

You would have to do something on the lines of Create a Device and get the EndScene address or you could retrieve it with a Byte Pattern such as
Patterns.AddPattern( "DirectX9 VirtualTable", (PBYTE)"\xC7\x06\x00\x00\x00\x00\x89\x86\x00\x00\x00\x00\x89\x86", "xx????xx????xx", NULL, "d3d9.dll" ); Functions.MemoryCopy( &Renderer_DX9.m_VTable, (void*)( Patterns.FindPatternByName( "DirectX9 VirtualTable" ).m_Address + ), );
void APIENTRY HookAPI(LPVOID param)
{
HANDLE Endsceneaddy = GetProcAddress(GetModuleHandleA("d3d9.dll"),"EndScene"); if (Endsceneaddy)
{
oEndScene = (HRESULT (WINAPI *)(LPDIRECT3DDEVICE9 pDevice))(DetourFunction((PBYTE)Endsceneaddy,(PBYTE)dEndScene));
}
};
that code not retrieve correct EndScene address because EndScene not exported in d3d9.dll
try this:
bool bCompare(const BYTE* pData, const BYTE* bMask, const char* szMask)
{
for(;*szMask;++szMask,++pData,++bMask)
if(*szMask=='x' && *pData!=*bMask )
return false; return (*szMask) == NULL;
}
DWORD FindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask)
{
for(DWORD i=; i < dwLen; i++)
if( bCompare( (BYTE*)( dwAddress+i ),bMask,szMask) )
return (DWORD)(dwAddress+i); return ;
} DWORD EndSceneaddy;
void APIENTRY HookAPI(LPVOID param)
{
DWORD* vtbl = ;
DWORD table = FindPattern((DWORD)GetModuleHandle("d3d9.dll"), 0x128000, (PBYTE)"\xC7\x06\x00\x00\x00\x00\x89\x86\x00\x00\x00\x00\x89\x86", "xx????xx????xx");
memcpy(&vtbl, (void*)(table+), );
EndSceneaddy = vtbl[];
if (Endsceneaddy)
{
oEndScene = (HRESULT (WINAPI *)(LPDIRECT3DDEVICE9 pDevice))(DetourFunction((PBYTE)Endsceneaddy,(PBYTE)dEndScene));
} }
it's a different way of doing the same,
but that is not going to work with GetProcAddress either,
if you want the addresses of these functions you will have to create a dummy dx device, and get them from the vtable (more than enough examples around for that)
They are virtual functions which is why they aren't exported.
You can also do a simple vtable hook on them depending on A/C.
I love that question 
Seems you can't do a straight up VMT hook so explore other hook methods of functions to hook. If we all said here is our undetected hook for a game it would then become detected. It all depends on game and A/C used so you need to get creative and come up with your own.
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