Counter Strike : Global Offensive Source Code
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//====== Copyright � 1996-2003, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef VTFPREVIEWPANEL_H
#define VTFPREVIEWPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/Panel.h"
#include "tier1/utlstring.h"
#include "materialsystem/MaterialSystemUtil.h"
#include "mathlib/vector.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 ); void SetVTF( const char *pFullPath, bool bLoadImmediately = true ); void SetTwoVTFs( const char *pFullPath, const char *pSecondFullPath ); const char *GetVTF() const; const char *GetSecondVTF() 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; CUtlString m_SecondVTFName; CTextureReference m_PreviewTexture; CTextureReference m_SecondPreviewTexture; CMaterialReference m_PreviewMaterial; int m_nTextureID; Vector m_vecCameraDirection; float m_flLastRotationTime; };
#endif // VTFPREVIEWPANEL_H
|