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2020-08-04 13:13:01 -04:00

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C++

//========= 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