//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef VMTPREVIEWPANEL_H #define VMTPREVIEWPANEL_H #ifdef _WIN32 #pragma once #endif #include "materialsystem/MaterialSystemUtil.h" #include "mathlib/vector.h" #include "tier1/utlstring.h" #include "vgui_controls/Panel.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // VMT Preview panel // //----------------------------------------------------------------------------- class CVMTPreviewPanel : public vgui::Panel { DECLARE_CLASS_SIMPLE(CVMTPreviewPanel, vgui::Panel); public: // constructor CVMTPreviewPanel(vgui::Panel *pParent, const char *pName); void SetVMT(const char *pMaterialName); const char *GetVMT() const; // Paints the texture virtual void Paint(void); // View it in 3D or 2D mode void DrawIn3DMode(bool b3DMode); private: // Two different preview methods void DrawSphere(void); void DrawRectangle(void); // Set up a projection matrix for a 90 degree fov void SetupProjectionMatrix(int nWidth, int nHeight); void SetupOrthoMatrix(int nWidth, int nHeight); // Sets the camera to look at the the thing we're spinning around void LookAt(const Vector &vecLookAt, float flRadius); // Sets up lighting state void SetupLightingState(); // Draw a sphere void RenderSphere(const Vector &vCenter, float flRadius, int nTheta, int nPhi); // Draw sprite-card based materials void RenderSpriteCard(const Vector &vCenter, float flRadius); CUtlString m_VMTName; CMaterialReference m_Material; CTextureReference m_pLightmapTexture; CTextureReference m_DefaultEnvCubemap; Vector m_LightDirection; Color m_LightColor; float m_flLightIntensity; Vector m_vecCameraDirection; float m_flLastRotationTime; bool m_bDrawIn3DMode; }; #endif // VMTPREVIEWPANEL_H