"VertexLitGeneric"
{
"$baseTexture" "models\props_equipment/Cargo_container03"
"$Envmap" "env_cubemap"
"$EnvmapMask" "models\props_equipment\Cargo_container03_ref"
"$BlendTintByBaseAlpha" "1"
"$envmapfresnel" "1"
"$envmapFresnelMinMaxExp" "[0.03 0.03 2]"
}
...a .vmt file(Valve Material Type). So we need a way to create these materials at runtime, dynamically.
After looking through the old SDK, and reading about it on valve wiki it was pretty obvious what needed to be done. Please see below code sample.
#define MAT( _TYPE_ ) "\"" + _TYPE_ + "\"\n{\n\t\"$basetexture\" \"VGUI/white_additive\"\n\t\"$ignorez\" \"1\"\n\t\"$nofog\" \"1\"\n\t\"$halflambert\" \"1\"\n}" #define MAT_IGNOREZ( _TYPE_ ) "\"" + _TYPE_ + "\"\n{\n\t\"$basetexture\" \"VGUI/white_additive\"\n\t\"$ignorez\" \"0\"\n\t\"$nofog\" \"1\"\n\t\"$halflambert\" \"1\"\n}" IMaterial* CreateMaterial( bool shouldIgnoreZ ) { static int created = 0; //this is a pointer to the cvar I use for controlling lighting on the materials, //I registered it in the source engines linked list of ConVars, //and it's changable through the games console static ConVar* shadows = Singleton::Get()->Interfaces()->m_Cvar->FindVar( "cheat_chams_shadows" ); std::string type = ( shadows->GetFloat() == 0.f ) ? "UnlitGeneric" : "VertexLitGeneric"; //materialBuffer holds the vmt "script" or what to call it char materialBuffer[2048]; if ( shouldIgnoreZ ) { std::string tmp( MAT( type ) ); sprintf( materialBuffer, tmp.c_str() ); } else { std::string tmp( MAT_IGNOREZ( type ) ); sprintf( materialBuffer, tmp.c_str() ); } //make a unique name for our material char materialName[512]; sprintf( materialName, "custom_material_%i.vmt", created ); ++created; //construct keyvalues based on the material type KeyValues* keyValues = new KeyValues( type.c_str() ); //load vmt "script" into our instance of keyvalues keyValues->LoadFromBuffer( materialName, materialBuffer ); //create the actual material IMaterial* createdMaterial = Singleton::Get()->Interfaces()->m_MaterialSystem->CreateMaterial( materialName, keyValues ); createdMaterial->IncrementReferenceCount(); return createdMaterial; }
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