//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef VTFPREVIEWPANEL_H #define VTFPREVIEWPANEL_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 //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // VTF Preview panel // //----------------------------------------------------------------------------- class CVTFPreviewPanel : public vgui::Panel { DECLARE_CLASS_SIMPLE(CVTFPreviewPanel, vgui::Panel); public: // constructor CVTFPreviewPanel(vgui::Panel *pParent, const char *pName); virtual ~CVTFPreviewPanel(); void SetVTF(const char *pFullPath, bool bLoadImmediately = true); const char *GetVTF() const; // Paints the texture virtual void Paint(void); private: void PaintNormalMapTexture(void); void PaintCubeTexture(void); void PaintStandardTexture(void); void PaintVolumeTexture(void); // Set up a projection matrix for a 90 degree fov void SetupProjectionMatrix(int nWidth, int nHeight); // Sets the camera to look at the the thing we're spinning around void LookAt(const Vector &vecLookAt, float flRadius); // Draw a sphere void RenderSphere(const Vector &vCenter, float flRadius, int nTheta, int nPhi); CUtlString m_VTFName; CTextureReference m_PreviewTexture; CMaterialReference m_PreviewMaterial; int m_nTextureID; Vector m_vecCameraDirection; float m_flLastRotationTime; }; #endif // VTFPREVIEWPANEL_H