CSGO逆向2 配置GLFW+imgui创建透明窗口

总结摘要
配置好一个透明窗口,随后只要用imgui在这个透明窗口上绘制人物坐标,一个透视就写好了,我们下一篇文章就会写出一个透视来,我在2025年更新了一次文章,imgui属于老技术了,容易被检测到了

开发环境

Visual Studio 2017

1. 配置glfw

在github上下载GLFW https://github.com/glfw/glfw ,github上的版本会比官网的高

解压后使用Visual Studio打开文件夹

选择生成32位项目

选择全部重新生成,然后选择 安装->glfw

在下面的生成信息可以看到需要的文件生成的位置

打开后,将include、lib文件夹复制到自己的工程文件夹

加入后配置自己的工程

项目属性->c/c++ ->常规 下的附加包含目录,输入$(ProjectDir)include 添加

项目属性->链接器->常规 下的附加库目录 ,输入$(ProjectDir)lib 添加

项目属性->链接器->输入 下的附加依赖项 输入 glfw3.lib;opengl32.lib; 添加

配置好后,用代码测试一下

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#include <GLFW/glfw3.h>
#pragma comment(lib,"glfw3.lib")
int main(void)
{
    GLFWwindow* window;

    /* Initialize the library */
    if (!glfwInit())
        return -1;

    /* Create a windowed mode window and its OpenGL context */
    window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
    if (!window)
    {
        glfwTerminate();
        return -1;
    }

    /* Make the window's context current */
    glfwMakeContextCurrent(window);

    /* Loop until the user closes the window */
    while (!glfwWindowShouldClose(window))
    {
        /* Render here */
        glClear(GL_COLOR_BUFFER_BIT);

        /* Swap front and back buffers */
        glfwSwapBuffers(window);

        /* Poll for and process events */
        glfwPollEvents();
    }

    glfwTerminate();
    return 0;
}

如果出现一个窗口则说明配置正确,配置有问题的可以检查一下包含的目录 是不是 自己复制到的目录

2.配置IMGUI+glfw

打开 glfw 下载Binaries

打开 glfw 下载Binaries

把文件夹里的glew32s.lib复制到自己项目的lib文件夹里

把GL文件夹复制到之前的include文件夹里

在项目属性->链接器->输入 下的附加依赖项 中增加 glew32s.lib;

在项目属性 ->c/c++ ->预处理器 的预处理定义下增加GLEW_STATIC

在实例代码中增加头文件 #include<GL/glew.h>

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if (!glfwInit())
    return -1;
后增加代码
glewInit(); (增加的代码),成功运行则配置成功

下载 IMGUI

在自己项目的include文件夹下新建一个imgui文件夹,将imgui-master中以下的文件复制进去

打开imgui的example项目,找到example_glfw_opengl3,在自己项目include文件夹中,创建这五个同名文件,将内容保存进去(其实就是把这几个文件也复制过去)

在自己的项目中新建筛选器(imgui),添加现有项,将include/imgui文件夹里的cpp文件都添加进去

测试代码,如果正常创建则环境正常

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// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs

#include "imgui/imgui.h"
#include "imgui/imgui_impl_glfw.h"
#include "imgui/imgui_impl_opengl3.h"
#include <stdio.h>
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#endif
#include <GLFW/glfw3.h> // Will drag system OpenGL headers

// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
#endif

static void glfw_error_callback(int error, const char* description)
{
    fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}

int main(int, char**)
{
    // Setup window
    glfwSetErrorCallback(glfw_error_callback);
    if (!glfwInit())
        return 1;

    // Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
    // GL ES 2.0 + GLSL 100
    const char* glsl_version = "#version 100";
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
    glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(__APPLE__)
    // GL 3.2 + GLSL 150
    const char* glsl_version = "#version 150";
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 3.2+ only
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);            // Required on Mac
#else
    // GL 3.0 + GLSL 130
    const char* glsl_version = "#version 130";
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
    //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 3.2+ only
    //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);            // 3.0+ only
#endif

    // Create window with graphics context
    GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
    if (window == NULL)
        return 1;
    glfwMakeContextCurrent(window);
    glfwSwapInterval(1); // Enable vsync

    // Setup Dear ImGui context
    IMGUI_CHECKVERSION();
    ImGui::CreateContext();
    ImGuiIO& io = ImGui::GetIO(); (void)io;
    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls

    // Setup Dear ImGui style
    ImGui::StyleColorsDark();
    //ImGui::StyleColorsLight();

    // Setup Platform/Renderer backends
    ImGui_ImplGlfw_InitForOpenGL(window, true);
    ImGui_ImplOpenGL3_Init(glsl_version);

    // Load Fonts
    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
    // - Read 'docs/FONTS.md' for more instructions and details.
    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
    //io.Fonts->AddFontDefault();
    //io.Fonts->AddFontFromFileTTF("//misc/fonts/Roboto-Medium.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("//misc/fonts/Cousine-Regular.ttf", 15.0f);
    //io.Fonts->AddFontFromFileTTF("//misc/fonts/DroidSans.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("//misc/fonts/ProggyTiny.ttf", 10.0f);
    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
    //IM_ASSERT(font != NULL);

    // Our state
    bool show_demo_window = true;
    bool show_another_window = false;
    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

    // Main loop
    while (!glfwWindowShouldClose(window))
    {
        // Poll and handle events (inputs, window resize, etc.)
        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
        glfwPollEvents();

        // Start the Dear ImGui frame
        ImGui_ImplOpenGL3_NewFrame();
        ImGui_ImplGlfw_NewFrame();
        ImGui::NewFrame();

        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
        if (show_demo_window)
            ImGui::ShowDemoWindow(&show_demo_window);

        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
        {
            static float f = 0.0f;
            static int counter = 0;

            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.

            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
            ImGui::Checkbox("Another Window", &show_another_window);

            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color

            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
                counter++;
            ImGui::SameLine();
            ImGui::Text("counter = %d", counter);

            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
            ImGui::End();
        }

        // 3. Show another simple window.
        if (show_another_window)
        {
            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
            ImGui::Text("Hello from another window!");
            if (ImGui::Button("Close Me"))
                show_another_window = false;
            ImGui::End();
        }

        // Rendering
        ImGui::Render();
        int display_w, display_h;
        glfwGetFramebufferSize(window, &display_w, &display_h);
        glViewport(0, 0, display_w, display_h);
        glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
        glClear(GL_COLOR_BUFFER_BIT);
        ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());

        glfwSwapBuffers(window);
    }

    // Cleanup
    ImGui_ImplOpenGL3_Shutdown();
    ImGui_ImplGlfw_Shutdown();
    ImGui::DestroyContext();

    glfwDestroyWindow(window);
    glfwTerminate();

    return 0;
}

至此,环境配置完毕

需要补充几个用得到glfw代码:

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让鼠标事件透过创建的窗口
    glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);
让窗口透明
    glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, true);
置顶窗口
    glfwWindowHint(GLFW_FLOATING, true);
禁止更改窗口大小
    glfwWindowHint(GLFW_RESIZABLE, false);
窗口最大化
    glfwWindowHint(GLFW_MAXIMIZED, true);
设置没有标题栏
    glfwSetWindowAttrib(window, GLFW_DECORATED, false);

删除掉没有用的代码,删掉界面显示的代码,设置窗口透明,设置窗口最大化,设置鼠标通过,设置窗口不允许resize,就可以得到一个透明的窗口,即下面的代码

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#include <stdio.h>
#include<Windows.h>
#include <GLFW/glfw3.h>
#include "imgui/imgui.h"
#include "imgui/imgui_impl_glfw.h"
#include "imgui/imgui_impl_opengl3.h"
#include "imgui/alifont.hpp"

static void glfw_error_callback(int error, const char* description)
{
    fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}

int main()
{
    glfwSetErrorCallback(glfw_error_callback);
    if (!glfwInit())
        return 1;
    GLFWmonitor *monitor = glfwGetPrimaryMonitor();
    //###########################设置窗口###########################
    const char* glsl_version = "#version 130";
    int Height = glfwGetVideoMode(monitor)->height;
    int Width = glfwGetVideoMode(monitor)->width;
    glfwWindowHint(GLFW_FLOATING, true);
    glfwWindowHint(GLFW_RESIZABLE, false);
    glfwWindowHint(GLFW_MAXIMIZED, true);
    glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, true);
    glfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);

    //###########################设置窗口###########################
    GLFWwindow* window = glfwCreateWindow(Width, Height, "titile", NULL, NULL);
    if (window == NULL)
        return 1;
    glfwSetWindowAttrib(window, GLFW_DECORATED, false); //设置没有标题栏
    ShowWindow(GetConsoleWindow(), SW_HIDE);
    glfwMakeContextCurrent(window);
    glfwSwapInterval(1);
    IMGUI_CHECKVERSION();
    ImGui::CreateContext();
    ImGuiIO& io = ImGui::GetIO(); (void)io;
    ImGui::StyleColorsDark();
    ImGui_ImplGlfw_InitForOpenGL(window, true);
    ImGui_ImplOpenGL3_Init(glsl_version);
    while (!glfwWindowShouldClose(window))
    {
        glfwPollEvents();
        glClear(GL_COLOR_BUFFER_BIT);
        ImGui_ImplOpenGL3_NewFrame();
        ImGui_ImplGlfw_NewFrame();
        ImGui::NewFrame();

        ImGui::Render();
        int display_w, display_h;
        glfwGetFramebufferSize(window, &display_w, &display_h);
        glViewport(0, 0, display_w, display_h);
        ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
        glfwSwapBuffers(window);
    }

    // Cleanup
    ImGui_ImplOpenGL3_Shutdown();
    ImGui_ImplGlfw_Shutdown();
    ImGui::DestroyContext();
    glfwDestroyWindow(window);
    glfwTerminate();

    return 0;
}