Viewmodel Blood Splatter Overlay: Difference between revisions
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== Introduction == | == Introduction == | ||
In this tutorial, we'll be setting up a simple material proxy system that we can use to overlay a blood detail texture onto our viewmodel based on close-quarters combat. | |||
Final results that | Final results that can be made from this are, for example, hands and weapons covered in goo, acid, blood, water, animated raindrop water normals, and many more visual design elements. | ||
== Requirements == | == Requirements == | ||
* A Source SDK 2013 engine branch mod. | |||
* Beginner/Intermediate knowledge of C++. | * Beginner/Intermediate knowledge of C++. | ||
* Knowledge and familiarity with textures and materials. | * Knowledge and familiarity with textures and materials. | ||
== What You Will Learn == | == What You Will Learn == | ||
* To create a new material proxy system using the [[$detail]] parameter. | * To create a new material proxy system using the [[$detail]] parameter. | ||
* To create an overlay of blood onto a viewmodel after shooting flesh or blood materials (NPCs included of course) at close quarters. | * To create an overlay of blood onto a viewmodel after shooting flesh or blood materials (NPCs included of course) at close-quarters. | ||
== | == The Implementation == | ||
=== bloodoverlayproxy.cpp === | |||
On the client-side, create a file called '''bloodoverlayproxy.cpp''' and copypaste the following in it: | |||
<source lang=cpp> | |||
//========= Copyright Bernt Andreas Eide, All rights reserved. ============// | |||
// | |||
// Purpose: When you take damage or you damage someone and blood splats on | |||
// you then you'll draw that blood on your hands/weapon. (overlay) | |||
// | |||
//=============================================================================// | |||
#include "cbase.h" | #include "cbase.h" | ||
#include "materialsystem/imaterialvar.h" | |||
#include "materialsystem/imaterialproxy.h" | |||
#include "materialsystem/ | #include "baseviewmodel_shared.h" | ||
#include "materialsystem/ | #include "c_baseplayer.h" | ||
#include " | |||
#include " | |||
#include "toolframework_client.h" | #include "toolframework_client.h" | ||
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#include "tier0/memdbgon.h" | #include "tier0/memdbgon.h" | ||
class C_BloodyTextureProxy : public IMaterialProxy | |||
void | { | ||
public: | |||
C_BloodyTextureProxy(); | |||
virtual ~C_BloodyTextureProxy(); | |||
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues ); | |||
C_BaseEntity *BindArgToEntity( void *pArg ); | |||
virtual void OnBind( void *pC_BaseEntity ); | |||
virtual void Release() { delete this; } | |||
IMaterial *GetMaterial(); | |||
private: | |||
IMaterialVar *m_pBlendFactor; | |||
}; | |||
//----------------------------------------------------------------------------- | //----------------------------------------------------------------------------- | ||
// Purpose: | // Purpose: Constructor | ||
//----------------------------------------------------------------------------- | //----------------------------------------------------------------------------- | ||
C_BloodyTextureProxy::C_BloodyTextureProxy() | |||
{ | { | ||
m_pBlendFactor = NULL; | |||
} | } | ||
//----------------------------------------------------------------------------- | //----------------------------------------------------------------------------- | ||
// Purpose: | // Purpose: Destructor | ||
//----------------------------------------------------------------------------- | //----------------------------------------------------------------------------- | ||
C_BloodyTextureProxy::~C_BloodyTextureProxy() | |||
{ | { | ||
} | } | ||
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// Purpose: | // Purpose: | ||
//----------------------------------------------------------------------------- | //----------------------------------------------------------------------------- | ||
bool C_BloodyTextureProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues ) | |||
{ | { | ||
bool found; | |||
m_pBlendFactor = pMaterial->FindVar( "$detailblendfactor", &found, false ); | |||
if ( !found ) | |||
return false; | |||
return true; | |||
} | |||
} | |||
//----------------------------------------------------------------------------- | //----------------------------------------------------------------------------- | ||
// Purpose: | // Purpose: | ||
//----------------------------------------------------------------------------- | //----------------------------------------------------------------------------- | ||
C_BaseEntity *C_BloodyTextureProxy::BindArgToEntity( void *pArg ) | |||
{ | { | ||
IClientRenderable *pRend = (IClientRenderable *)pArg; | |||
return pRend ? pRend->GetIClientUnknown()->GetBaseEntity() : NULL; | |||
} | } | ||
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// Purpose: | // Purpose: | ||
//----------------------------------------------------------------------------- | //----------------------------------------------------------------------------- | ||
void C_BloodyTextureProxy::OnBind( void *pC_BaseEntity ) | |||
{ | { | ||
if ( !pC_BaseEntity ) | |||
return; | |||
C_BaseEntity *pEntity = BindArgToEntity( pC_BaseEntity ); | |||
C_BaseViewModel *pViewModel = dynamic_cast<C_BaseViewModel *>( pEntity ); | |||
if ( | if ( pViewModel ) | ||
{ | { | ||
C_BasePlayer *pOwner = ToBasePlayer( pViewModel->GetOwner() ); | |||
if ( pOwner ) | |||
m_pBlendFactor->SetFloatValue( pOwner->m_bShouldDrawBloodOverlay ? 1.0f : 0.0f ); | |||
} | } | ||
if ( ToolsEnabled() ) | |||
ToolFramework_RecordMaterialParams( GetMaterial() ); | |||
} | } | ||
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// Purpose: | // Purpose: | ||
//----------------------------------------------------------------------------- | //----------------------------------------------------------------------------- | ||
IMaterial *C_BloodyTextureProxy::GetMaterial() | |||
{ | { | ||
return m_pBlendFactor->GetOwningMaterial(); | |||
if ( | } | ||
EXPOSE_INTERFACE( C_BloodyTextureProxy, IMaterialProxy, "BloodyTexture" IMATERIAL_PROXY_INTERFACE_VERSION ); | |||
</source> | |||
=== c_baseplayer.h === | |||
In '''c_baseplayer.h''', inside the <code>public:</code> section, add the following line: | |||
<source lang=cpp> | |||
bool m_bShouldDrawBloodOverlay; | |||
</source> | |||
=== c_baseplayer.cpp === | |||
In '''c_baseplayer.cpp''', below <code>RecvPropString( RECVINFO(m_szLastPlaceName) ),</code> add: | |||
<source lang=cpp> | |||
RecvPropBool( RECVINFO(m_bShouldDrawBloodOverlay) ), | |||
</source> | |||
Then in the constructor, below <code>ListenForGameEvent( "base_player_teleported" );</code>, add: | |||
<source lang=cpp> | |||
m_bShouldDrawBloodOverlay = false; | |||
</source> | |||
=== player.h === | |||
In '''player.h''', inside the <code>public:</code> section, add the following line: | |||
<source lang=cpp> | |||
CNetworkVar( bool, m_bShouldDrawBloodOverlay ); // Have we been hit or have blood splatted on us? | |||
</source> | |||
=== player.cpp === | |||
In '''player.cpp''', inside the constructor and below <code>m_bitsDamageType = 0;</code>, add: | |||
<source lang=cpp> | |||
m_bShouldDrawBloodOverlay = false; | |||
</source> | |||
At the bottom of the <code>InitialSpawn( void )</code> function, add: | |||
<source lang=cpp> | |||
m_bShouldDrawBloodOverlay = false; // Reset blood overlay | |||
</source> | |||
Then inside <code>IMPLEMENT_SERVERCLASS_ST( CBasePlayer, DT_BasePlayer )</code>, below <code>SendPropString (SENDINFO(m_szLastPlaceName) ),</code>, add: | |||
<source lang=cpp> | |||
SendPropBool( SENDINFO(m_bShouldDrawBloodOverlay) ), | |||
</source> | |||
=== basecombatcharacter.cpp === | |||
In '''basecombatcharacter.cpp''', inside the <code>OnTakeDamage_Alive( const CTakeDamageInfo &info )</code> function above <code>return 1;</code>, add: | |||
<source lang=cpp> | |||
// Handle the viewmodel blood splatter overlay effect here: | |||
if ( ( info.GetDamageType() & ( DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB | DMG_BUCKSHOT ) ) ) | |||
{ | { | ||
if ( | CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); | ||
if ( pPlayer == this ) | |||
pPlayer->m_bShouldDrawBloodOverlay = true; | |||
pPlayer = ToBasePlayer( info.GetAttacker() ); | |||
if ( pPlayer && ( this->BloodColor() != BLOOD_COLOR_MECH ) ) | |||
{ | { | ||
if ( pPlayer->GetAbsOrigin().DistTo( this->GetAbsOrigin() ) < 200.0f ) | |||
pPlayer->m_bShouldDrawBloodOverlay = true; | |||
} | |||
} | |||
</source> | |||
== The Materials == | |||
=== Viewmodel VMTs === | |||
Now you'll have to edit every single viewmodel '''.vmt''' to include the following snippet of code: | |||
<source lang="text" highlight=5-15> | |||
"VertexLitGeneric" | |||
{ | |||
... | |||
"$detail" "detail/blood_detail" | |||
"$detailblendmode" "2" | |||
"$detailblendfactor" "0.0" | |||
"$detailscale" "1.0" | |||
"Proxies" | |||
{ | |||
"BloodyTexture" | |||
{ | { | ||
} | } | ||
} | } | ||
} | } | ||
</source> | |||
// | Notice how we're calling for '''materials/detail/blood_detail.vtf''', this is the blood detail texture that gets placed on top of our viewmodel. | ||
== Conclusion == | |||
Now all that remains is making your own blood detail texture for this, but for convenience/testing sake, you can download the included placeholder texture found in the "External links" section down below. | |||
And that's all there is to it, if set up right you should now be able to see the blood splatter texture appear on your viewmodel based on the snippet of code we placed into '''basecombatcharacter.cpp'''. | |||
==== | == External links == | ||
[https://mega.nz/file/RsNm2DgK#qHysT50ZYbX_WyXg8FcnyO7Bwb88lfHE1qlXo__9FAI Download BloodDetailTexture.rar] - A placeholder blood detail texture by [[User:GamerDude27|Ian B.]] | |||
[[Category: Programming]] [[Category: Tutorials]] [[Category: | [[Category:Programming]] | ||
[[Category:Tutorials]] | |||
[[Category:Free source code]] |
Revision as of 19:43, 19 April 2021
Introduction
In this tutorial, we'll be setting up a simple material proxy system that we can use to overlay a blood detail texture onto our viewmodel based on close-quarters combat.
Final results that can be made from this are, for example, hands and weapons covered in goo, acid, blood, water, animated raindrop water normals, and many more visual design elements.
Requirements
- A Source SDK 2013 engine branch mod.
- Beginner/Intermediate knowledge of C++.
- Knowledge and familiarity with textures and materials.
What You Will Learn
- To create a new material proxy system using the $detail parameter.
- To create an overlay of blood onto a viewmodel after shooting flesh or blood materials (NPCs included of course) at close-quarters.
The Implementation
bloodoverlayproxy.cpp
On the client-side, create a file called bloodoverlayproxy.cpp and copypaste the following in it:
//========= Copyright Bernt Andreas Eide, All rights reserved. ============//
//
// Purpose: When you take damage or you damage someone and blood splats on
// you then you'll draw that blood on your hands/weapon. (overlay)
//
//=============================================================================//
#include "cbase.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/imaterialproxy.h"
#include "baseviewmodel_shared.h"
#include "c_baseplayer.h"
#include "toolframework_client.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class C_BloodyTextureProxy : public IMaterialProxy
{
public:
C_BloodyTextureProxy();
virtual ~C_BloodyTextureProxy();
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
C_BaseEntity *BindArgToEntity( void *pArg );
virtual void OnBind( void *pC_BaseEntity );
virtual void Release() { delete this; }
IMaterial *GetMaterial();
private:
IMaterialVar *m_pBlendFactor;
};
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
C_BloodyTextureProxy::C_BloodyTextureProxy()
{
m_pBlendFactor = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
C_BloodyTextureProxy::~C_BloodyTextureProxy()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BloodyTextureProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
bool found;
m_pBlendFactor = pMaterial->FindVar( "$detailblendfactor", &found, false );
if ( !found )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BaseEntity *C_BloodyTextureProxy::BindArgToEntity( void *pArg )
{
IClientRenderable *pRend = (IClientRenderable *)pArg;
return pRend ? pRend->GetIClientUnknown()->GetBaseEntity() : NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BloodyTextureProxy::OnBind( void *pC_BaseEntity )
{
if ( !pC_BaseEntity )
return;
C_BaseEntity *pEntity = BindArgToEntity( pC_BaseEntity );
C_BaseViewModel *pViewModel = dynamic_cast<C_BaseViewModel *>( pEntity );
if ( pViewModel )
{
C_BasePlayer *pOwner = ToBasePlayer( pViewModel->GetOwner() );
if ( pOwner )
m_pBlendFactor->SetFloatValue( pOwner->m_bShouldDrawBloodOverlay ? 1.0f : 0.0f );
}
if ( ToolsEnabled() )
ToolFramework_RecordMaterialParams( GetMaterial() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
IMaterial *C_BloodyTextureProxy::GetMaterial()
{
return m_pBlendFactor->GetOwningMaterial();
}
EXPOSE_INTERFACE( C_BloodyTextureProxy, IMaterialProxy, "BloodyTexture" IMATERIAL_PROXY_INTERFACE_VERSION );
c_baseplayer.h
In c_baseplayer.h, inside the public:
section, add the following line:
bool m_bShouldDrawBloodOverlay;
c_baseplayer.cpp
In c_baseplayer.cpp, below RecvPropString( RECVINFO(m_szLastPlaceName) ),
add:
RecvPropBool( RECVINFO(m_bShouldDrawBloodOverlay) ),
Then in the constructor, below ListenForGameEvent( "base_player_teleported" );
, add:
m_bShouldDrawBloodOverlay = false;
player.h
In player.h, inside the public:
section, add the following line:
CNetworkVar( bool, m_bShouldDrawBloodOverlay ); // Have we been hit or have blood splatted on us?
player.cpp
In player.cpp, inside the constructor and below m_bitsDamageType = 0;
, add:
m_bShouldDrawBloodOverlay = false;
At the bottom of the InitialSpawn( void )
function, add:
m_bShouldDrawBloodOverlay = false; // Reset blood overlay
Then inside IMPLEMENT_SERVERCLASS_ST( CBasePlayer, DT_BasePlayer )
, below SendPropString (SENDINFO(m_szLastPlaceName) ),
, add:
SendPropBool( SENDINFO(m_bShouldDrawBloodOverlay) ),
basecombatcharacter.cpp
In basecombatcharacter.cpp, inside the OnTakeDamage_Alive( const CTakeDamageInfo &info )
function above return 1;
, add:
// Handle the viewmodel blood splatter overlay effect here:
if ( ( info.GetDamageType() & ( DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB | DMG_BUCKSHOT ) ) )
{
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if ( pPlayer == this )
pPlayer->m_bShouldDrawBloodOverlay = true;
pPlayer = ToBasePlayer( info.GetAttacker() );
if ( pPlayer && ( this->BloodColor() != BLOOD_COLOR_MECH ) )
{
if ( pPlayer->GetAbsOrigin().DistTo( this->GetAbsOrigin() ) < 200.0f )
pPlayer->m_bShouldDrawBloodOverlay = true;
}
}
The Materials
Viewmodel VMTs
Now you'll have to edit every single viewmodel .vmt to include the following snippet of code:
"VertexLitGeneric"
{
...
"$detail" "detail/blood_detail"
"$detailblendmode" "2"
"$detailblendfactor" "0.0"
"$detailscale" "1.0"
"Proxies"
{
"BloodyTexture"
{
}
}
}
Notice how we're calling for materials/detail/blood_detail.vtf, this is the blood detail texture that gets placed on top of our viewmodel.
Conclusion
Now all that remains is making your own blood detail texture for this, but for convenience/testing sake, you can download the included placeholder texture found in the "External links" section down below.
And that's all there is to it, if set up right you should now be able to see the blood splatter texture appear on your viewmodel based on the snippet of code we placed into basecombatcharacter.cpp.
External links
Download BloodDetailTexture.rar - A placeholder blood detail texture by Ian B.