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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#include "matsys_controls/vmtpreviewpanel.h"
#include "matsys_controls/matsyscontrols.h"
#include "matsys_controls/sheetsequencepanel.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "materialsystem/MaterialSystemUtil.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/itexture.h"
#include "materialsystem/imesh.h"
#include "tier1/keyvalues.h"
#include "bitmap/psheet.h"
#include "materialsystem/imaterialvar.h"
#include "tier1/utlbuffer.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
using namespace vgui;
#define FOV 90.0f
#define ZNEAR 0.1f
#define ZFAR 2000.0f
#define ROTATION_SPEED 40.0f // degrees/sec
#define VIEW_DISTANCE 12.0f
//-----------------------------------------------------------------------------
//
// VMT Preview panel
//
//-----------------------------------------------------------------------------
CVMTPreviewPanel::CVMTPreviewPanel( vgui::Panel *pParent, const char *pName ) : BaseClass( pParent, pName ) { m_pMaterialSheet = NULL;
SetVMT( "//platform/materials/vgui/vtfnotloaded" );
m_pLightmapTexture.Init( "//platform/materials/debug/defaultlightmap", "editor" ); m_DefaultEnvCubemap.Init( "editor/cubemap", "editor", true ); m_LightDirection.Init( 0.0f, 1.0f, -1.0f ); m_LightColor.SetColor( 255, 255, 255, 255 ); m_flLightIntensity = 2.0f; m_bDrawIn3DMode = false;
m_flSheetPreviewSpeed = 750.0f; m_nCurrentSheetSequence = 0; m_nCurrentSecondarySheetSequence = 0;
// Reset the camera direction
m_vecCameraDirection.Init( 1.0f, 0.0f, 0.0f ); m_flLastRotationTime = Plat_FloatTime(); m_flLastSwitchTime = Plat_FloatTime(); }
//-----------------------------------------------------------------------------
// Sets the current VMT
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::SetVMT( const char *pMaterialName ) { m_Material.Init( pMaterialName, "editor material" ); m_VMTName = pMaterialName;
m_flLastSwitchTime = Plat_FloatTime();
if ( m_pMaterialSheet ) { delete m_pMaterialSheet; }
if ( m_bDrawIn3DMode ) { m_pMaterialSheet = new CSheetExtended( m_Material ); } else { m_pMaterialSheet = NULL; }
m_nCurrentSheetSequence = 0; m_nCurrentSecondarySheetSequence = 0; }
void CVMTPreviewPanel::SetSheetPreviewSpeed( float flPreviewSpeed ) { m_flSheetPreviewSpeed = flPreviewSpeed; }
//-----------------------------------------------------------------------------
// Gets the current VMT
//-----------------------------------------------------------------------------
const char *CVMTPreviewPanel::GetVMT() const { return m_VMTName; }
CSheetExtended* CVMTPreviewPanel::GetSheet() { return m_pMaterialSheet; }
IMaterial* CVMTPreviewPanel::GetMaterial() { return m_Material; }
//-----------------------------------------------------------------------------
// View it in 3D or 2D mode
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::DrawIn3DMode( bool b3DMode ) { m_bDrawIn3DMode = b3DMode; }
//-----------------------------------------------------------------------------
// Sets up lighting state
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::SetupLightingState() { MaterialLightingState_t state; memset( &state, 0, sizeof(state) );
state.m_nLocalLightCount = 1; LightDesc_t &desc = state.m_pLocalLightDesc[0];
desc.m_Type = MATERIAL_LIGHT_DIRECTIONAL;
desc.m_Color[0] = m_LightColor.r(); desc.m_Color[1] = m_LightColor.g(); desc.m_Color[2] = m_LightColor.b(); desc.m_Color *= m_flLightIntensity / 255.0f;
desc.m_Attenuation0 = 1.0f; desc.m_Attenuation1 = 0.0f; desc.m_Attenuation2 = 0.0f;
desc.m_Direction = m_LightDirection; VectorNormalize( desc.m_Direction );
desc.m_Theta = 0.0f; desc.m_Phi = 0.0f; desc.m_Falloff = 1.0f; desc.RecalculateDerivedValues();
CMatRenderContextPtr pRenderContext( MaterialSystem() ); pRenderContext->SetLightingState( state ); }
//-----------------------------------------------------------------------------
// Draw a sphere
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi ) { int nVertices = nTheta * nPhi; int nIndices = 2 * ( nTheta + 1 ) * ( nPhi - 1 ); CMatRenderContextPtr pRenderContext( MaterialSystem() );
IMesh* pMesh = pRenderContext->GetDynamicMesh();
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, nVertices, nIndices );
bool bIsUsingLightmap = m_Material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP ); bool bIsUsingBumpedLightmap = m_Material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS );
int nLightmapWidth = m_pLightmapTexture->GetActualWidth(); float flHalfLuxel = 0.5f / nLightmapWidth;
//
// Build the index buffer.
//
int i, j; for ( i = 0; i < nPhi; ++i ) { for ( j = 0; j < nTheta; ++j ) { float u = j / ( float )(nTheta - 1); float v = i / ( float )(nPhi - 1); float theta = ( j != nTheta-1 ) ? 2.0f * M_PI * u : 0.0f; float phi = M_PI * v;
Vector vecPos; vecPos.x = flRadius * sin(phi) * cos(theta); vecPos.y = flRadius * sin(phi) * sin(theta); vecPos.z = flRadius * cos(phi); Vector vecNormal = vecPos; VectorNormalize( vecNormal );
Vector4D vecTangentS; Vector vecTangentT; vecTangentS.Init( vecPos.z, -vecPos.x, 0.0f, 1.0f ); if ( VectorNormalize( vecTangentS.AsVector3D() ) == 0.0f ) { vecTangentS.Init( 1.0f, 0.0f, 0.0f, 1.0f ); }
CrossProduct( vecNormal, vecTangentS.AsVector3D(), vecTangentT );
unsigned char red = (int)( u * 255.0f ); unsigned char green = (int)( v * 255.0f ); unsigned char blue = (int)( v * 255.0f ); unsigned char alpha = (int)( v * 255.0f );
vecPos += vCenter;
float u1, u2, v1, v2; u1 = u2 = u; v1 = v2 = v;
if ( bIsUsingLightmap ) { u1 = RemapVal( u1, 0.0f, 1.0f, flHalfLuxel, 0.25 - flHalfLuxel );
if ( bIsUsingBumpedLightmap ) { u2 = 0.25f; v2 = 0.0f; } } meshBuilder.Position3fv( vecPos.Base() ); meshBuilder.Normal3fv( vecNormal.Base() ); meshBuilder.Color4ub( red, green, blue, alpha ); meshBuilder.TexCoord4f( 0, 2.0f * u, v, 0, 0 ); meshBuilder.TexCoord4f( 1, u1, v1, 0, 0 ); meshBuilder.TexCoord4f( 2, u2, v2, 0, 0 ); meshBuilder.TexCoord4f( 3, u1, v1, 0, 0 ); meshBuilder.TexCoord4f( 4, u2, v2, 0, 0 ); meshBuilder.TangentS3fv( vecTangentS.Base() ); meshBuilder.TangentT3fv( vecTangentT.Base() ); meshBuilder.BoneWeight( 0, 1.0f ); meshBuilder.BoneMatrix( 0, 0 ); meshBuilder.UserData( vecTangentS.Base() ); meshBuilder.AdvanceVertex(); } }
//
// Emit the triangle strips.
//
int idx = 0; for ( i = 0; i < nPhi - 1; ++i ) { for ( j = 0; j < nTheta; ++j ) { idx = nTheta * i + j;
meshBuilder.FastIndex( idx ); meshBuilder.FastIndex( idx + nTheta ); }
//
// Emit a degenerate triangle to skip to the next row without
// a connecting triangle.
//
if ( i < nPhi - 2 ) { meshBuilder.FastIndex( idx + 1 ); meshBuilder.FastIndex( idx + 1 + nTheta ); } }
meshBuilder.End(); pMesh->Draw(); }
//-----------------------------------------------------------------------------
// Draw sprite-card based materials
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::RenderSheet( const Vector &vCenter, float flRadius ) { CMatRenderContextPtr pRenderContext( MaterialSystem() ); IMesh *pMesh = pRenderContext->GetDynamicMesh();
if ( !m_pMaterialSheet->ValidSheetData() ) return;
float flAge = fmodf( Plat_FloatTime() - m_flLastSwitchTime, m_pMaterialSheet->GetSequenceTimeSpan( m_nCurrentSheetSequence ) ); m_pMaterialSheet->DrawSheet( pMesh, vCenter, flRadius, m_nCurrentSheetSequence, flAge, m_flSheetPreviewSpeed, true, m_nCurrentSecondarySheetSequence ); }
//-----------------------------------------------------------------------------
// Paints a regular texture
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::DrawRectangle( void ) { // Get the aspect ratio of the material
int tw = m_Material->GetMappingWidth(); int th = m_Material->GetMappingHeight();
if ( tw <= 0 || th <= 0 ) return;
int w, h; GetSize( w, h ); if ( w == 0 || h == 0 ) return;
SetupOrthoMatrix( w, h ); SetupLightingState();
CMatRenderContextPtr pRenderContext( MaterialSystem() );
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->LoadIdentity();
pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->LoadIdentity();
IMesh* pMesh = pRenderContext->GetDynamicMesh();
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, 4, 4 );
bool bIsUsingLightmap = m_Material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP ); bool bIsUsingBumpedLightmap = m_Material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS );
int nLightmapWidth = m_pLightmapTexture->GetActualWidth(); float flHalfLuxel = 0.5f / nLightmapWidth; Vector2D halfTexel( 0.5f / tw, 0.5f / th );
Vector vecNormal( 0.0f, 0.0f, 1.0f ); Vector4D vecTangentS( 1.0f, 0.0f, 0.0f, 1.0f ); Vector vecTangentT; CrossProduct( vecNormal, vecTangentS.AsVector3D(), vecTangentT );
float screenaspect = (float)tw / (float)th; float aspect = (float)w / (float)h;
float ratio = screenaspect / aspect; // Screen is wider, need bars at top and bottom
int x2, y2; int x, y; x = y = 0; int nXBorder = w > 15 ? 5 : w / 3; int nYBorder = h > 15 ? 5 : h / 3; w -= 2 * nXBorder; h -= 2 * nYBorder; if ( ratio > 1.0f ) { int usetall = (float)w / screenaspect; y = ( h - usetall ) / 2; h = usetall; } // Screen is narrower, need bars at left/right
else { int usewide = (float)h * screenaspect; x = ( w - usewide ) / 2; w = usewide; } x += nXBorder; y += nYBorder;
x2 = x+w; y2 = y+h;
float u = halfTexel.x; float v = halfTexel.y;
float u1_l, u1_r, v1_t, v1_b; float u2_l, u2_r, v2_t, v2_b;
u1_l = u2_l = u; u1_r = u2_r = 1.0f - u; v1_t = v2_t = v; v1_b = v2_b = 1.0f - v;
if ( bIsUsingLightmap ) { u1_l = v1_t = flHalfLuxel; u1_r = v1_b = 0.25 - flHalfLuxel; if ( bIsUsingBumpedLightmap ) { u2_l = u2_r = 0.25f; v2_t = v2_b = 0.0f; } }
bool m_bPreviewVertexColors = false; meshBuilder.Position3f( x, y2, 0.0f ); meshBuilder.Normal3fv( vecNormal.Base() ); if ( m_bPreviewVertexColors ) { meshBuilder.Color4ub( 255, 0, 0, 255 ); } else { meshBuilder.Color4ub( 255, 255, 255, 255 ); } meshBuilder.TexCoord4f( 0, u, v, 0, 0 ); meshBuilder.TexCoord4f( 1, u1_l, v1_t, 0, 0 ); meshBuilder.TexCoord4f( 2, u2_l, v2_t, 0, 0 ); meshBuilder.TexCoord4f( 3, u1_l, v1_t, 0, 0 ); meshBuilder.TexCoord4f( 4, u2_l, v2_t, 0, 0 ); meshBuilder.TexCoord4f( 5, u1_l, v1_t, 0, 0 ); meshBuilder.TexCoord4f( 6, u2_l, v2_t, 0, 0 ); meshBuilder.TexCoord4f( 7, u1_l, v1_t, 0, 0 ); meshBuilder.TangentS3fv( vecTangentS.Base() ); meshBuilder.TangentT3fv( vecTangentT.Base() ); meshBuilder.BoneWeight( 0, 1.0f ); meshBuilder.BoneMatrix( 0, 0 ); meshBuilder.UserData( vecTangentS.Base() ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( x, y, 0.0f ); meshBuilder.Normal3fv( vecNormal.Base() ); if ( m_bPreviewVertexColors ) { meshBuilder.Color4ub( 255, 255, 255, 64 ); } else { meshBuilder.Color4ub( 255, 255, 255, 255 ); } meshBuilder.TexCoord4f( 0, u, 1.0f - v, 0, 0 ); meshBuilder.TexCoord4f( 1, u1_l, v1_b, 0, 0 ); meshBuilder.TexCoord4f( 2, u2_l, v2_b, 0, 0 ); meshBuilder.TexCoord4f( 3, u1_l, v1_b, 0, 0 ); meshBuilder.TexCoord4f( 4, u2_l, v2_b, 0, 0 ); meshBuilder.TexCoord4f( 5, u1_l, v1_b, 0, 0 ); meshBuilder.TexCoord4f( 6, u2_l, v2_b, 0, 0 ); meshBuilder.TexCoord4f( 7, u1_l, v1_b, 0, 0 ); meshBuilder.TangentS3fv( vecTangentS.Base() ); meshBuilder.TangentT3fv( vecTangentT.Base() ); meshBuilder.BoneWeight( 0, 1.0f ); meshBuilder.BoneMatrix( 0, 0 ); meshBuilder.UserData( vecTangentS.Base() ); meshBuilder.AdvanceVertex(); meshBuilder.Position3f( x2, y2, 0.0f ); meshBuilder.Normal3fv( vecNormal.Base() ); if ( m_bPreviewVertexColors ) { meshBuilder.Color4ub( 0, 0, 255, 255 ); } else { meshBuilder.Color4ub( 255, 255, 255, 255 ); } meshBuilder.TexCoord4f( 0, 1.0f - u, v, 0, 0 ); meshBuilder.TexCoord4f( 1, u1_r, v1_t, 0, 0 ); meshBuilder.TexCoord4f( 2, u2_r, v2_t, 0, 0 ); meshBuilder.TexCoord4f( 3, u1_r, v1_t, 0, 0 ); meshBuilder.TexCoord4f( 4, u2_r, v2_t, 0, 0 ); meshBuilder.TexCoord4f( 5, u1_r, v1_t, 0, 0 ); meshBuilder.TexCoord4f( 6, u2_r, v2_t, 0, 0 ); meshBuilder.TexCoord4f( 7, u1_r, v1_t, 0, 0 ); meshBuilder.TangentS3fv( vecTangentS.Base() ); meshBuilder.TangentT3fv( vecTangentT.Base() ); meshBuilder.BoneWeight( 0, 1.0f ); meshBuilder.BoneMatrix( 0, 0 ); meshBuilder.UserData( vecTangentS.Base() ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x2, y, 0.0f ); meshBuilder.Normal3fv( vecNormal.Base() ); if ( m_bPreviewVertexColors ) { meshBuilder.Color4ub( 0, 255, 0, 64 ); } else { meshBuilder.Color4ub( 255, 255, 255, 255 ); } meshBuilder.TexCoord4f( 0, 1.0f - u, 1.0f - v, 0, 0 ); meshBuilder.TexCoord4f( 1, u1_r, v1_b, 0, 0 ); meshBuilder.TexCoord4f( 2, u2_r, v2_b, 0, 0 ); meshBuilder.TexCoord4f( 3, u1_r, v1_b, 0, 0 ); meshBuilder.TexCoord4f( 4, u2_r, v2_b, 0, 0 ); meshBuilder.TexCoord4f( 5, u1_r, v1_b, 0, 0 ); meshBuilder.TexCoord4f( 6, u2_r, v2_b, 0, 0 ); meshBuilder.TexCoord4f( 7, u1_r, v1_b, 0, 0 ); meshBuilder.TangentS3fv( vecTangentS.Base() ); meshBuilder.TangentT3fv( vecTangentT.Base() ); meshBuilder.BoneWeight( 0, 1.0f ); meshBuilder.BoneMatrix( 0, 0 ); meshBuilder.UserData( vecTangentS.Base() ); meshBuilder.AdvanceVertex(); meshBuilder.FastIndex( 0 ); meshBuilder.FastIndex( 1 ); meshBuilder.FastIndex( 2 ); meshBuilder.FastIndex( 3 );
meshBuilder.End(); pMesh->Draw(); }
//-----------------------------------------------------------------------------
// Paints a cubemap texture
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::DrawSphere( void ) { float flNewTime = Plat_FloatTime();
// Circle the camera around the origin
VMatrix rot; MatrixBuildRotateZ( rot, ROTATION_SPEED * (flNewTime - m_flLastRotationTime ) ); Vector vecTemp; Vector3DMultiply( rot, m_vecCameraDirection, vecTemp ); m_vecCameraDirection = vecTemp; m_flLastRotationTime = flNewTime;
int w, h; GetSize( w, h ); SetupProjectionMatrix( w, h ); SetupLightingState();
LookAt( vec3_origin, VIEW_DISTANCE );
// Draw a sphere at the origin
// RenderSphere( vec3_origin, 10.0f, 20, 20 );
if ( m_pMaterialSheet && m_pMaterialSheet->ValidSheetData() ) { RenderSheet( vec3_origin, 10.0f ); } else { RenderSphere( vec3_origin, 10.0f, 20, 20 ); } }
//-----------------------------------------------------------------------------
// Sets the camera to look at the the thing we're spinning around
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::LookAt( const Vector &vecLookAt, float flRadius ) { // Compute the distance to the camera for the object based on its
// radius and fov.
// since tan( fov/2 ) = f/d
// cos( fov/2 ) = r / r' where r = sphere radius, r' = perp distance from sphere center to max extent of camera
// d/f = r'/d' where d' is distance of camera to sphere
// d' = r' / tan( fov/2 ) * r' = r / ( cos (fov/2) * tan( fov/2 ) ) = r / sin( fov/2 )
float flFOVx = FOV;
// Compute fov/2 in radians
flFOVx *= M_PI / 360.0f;
// Compute an effective fov based on the aspect ratio
// if the height is smaller than the width
int w, h; GetSize( w, h ); if ( h < w ) { flFOVx = atan( h * tan( flFOVx ) / w ); }
float flDistance = flRadius / sin( flFOVx );
Vector vecMDLOrigin = vecLookAt; Vector vecCameraOrigin; VectorMA( vecMDLOrigin, -flDistance, m_vecCameraDirection, vecCameraOrigin );
CMatRenderContextPtr pRenderContext( MaterialSystem() ); QAngle angles; VectorAngles( m_vecCameraDirection, angles );
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->LoadIdentity();
// convert from a right handed system to a left handed system
// since dx for wants it that way.
// pRenderContext->Scale( 1.0f, 1.0f, -1.0f );
pRenderContext->Rotate( -90, 1, 0, 0 ); // put Z going up
pRenderContext->Rotate( 90, 0, 0, 1 ); // put Z going up
pRenderContext->Rotate( -angles[2], 1, 0, 0 ); pRenderContext->Rotate( -angles[0], 0, 1, 0 ); pRenderContext->Rotate( -angles[1], 0, 0, 1 ); pRenderContext->Translate( -vecCameraOrigin[0], -vecCameraOrigin[1], -vecCameraOrigin[2] ); }
//-----------------------------------------------------------------------------
// Set up a projection matrix for a 90 degree fov
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::SetupProjectionMatrix( int nWidth, int nHeight ) { VMatrix proj; float flFOV = FOV; float flZNear = ZNEAR; float flZFar = ZFAR; float flApsectRatio = (nHeight != 0.0f) ? (float)nWidth / (float)nHeight : 100.0f;
float halfWidth = tan( flFOV * M_PI / 360.0 ); float halfHeight = halfWidth / flApsectRatio;
memset( proj.Base(), 0, sizeof( proj ) ); proj[0][0] = 1.0f / halfWidth; proj[1][1] = 1.0f / halfHeight; proj[2][2] = flZFar / ( flZNear - flZFar ); proj[3][2] = -1.0f; proj[2][3] = flZNear * flZFar / ( flZNear - flZFar );
CMatRenderContextPtr pRenderContext( MaterialSystem() ); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->LoadMatrix( proj ); }
//-----------------------------------------------------------------------------
// Set up a orthographic projection matrix
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::SetupOrthoMatrix( int nWidth, int nHeight ) { CMatRenderContextPtr pRenderContext( MaterialSystem() ); pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->LoadIdentity(); pRenderContext->Ortho( 0, 0, nWidth, nHeight, -1.0f, 1.0f ); }
//-----------------------------------------------------------------------------
// Power of two FB texture
//-----------------------------------------------------------------------------
static CTextureReference s_pPowerOfTwoFrameBufferTexture;
static ITexture *GetPowerOfTwoFrameBufferTexture( void ) { if ( !s_pPowerOfTwoFrameBufferTexture ) { s_pPowerOfTwoFrameBufferTexture.Init( vgui::MaterialSystem()->FindTexture( "_rt_PowerOfTwoFB", TEXTURE_GROUP_RENDER_TARGET ) ); } return s_pPowerOfTwoFrameBufferTexture; }
//-----------------------------------------------------------------------------
// Paints the texture
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::Paint( void ) { CMatRenderContextPtr pRenderContext( MaterialSystem() ); int w, h; GetSize( w, h ); vgui::MatSystemSurface()->Begin3DPaint( 0, 0, w, h );
// Deal with refraction
if ( m_Material->NeedsPowerOfTwoFrameBufferTexture() ) { ITexture *pTexture = GetPowerOfTwoFrameBufferTexture(); if ( pTexture && !pTexture->IsError() ) { pRenderContext->CopyRenderTargetToTexture( pTexture ); pRenderContext->SetFrameBufferCopyTexture( pTexture ); } }
pRenderContext->ClearColor4ub( 76, 88, 68, 255 ); pRenderContext->ClearBuffers( true, true ); pRenderContext->FogMode( MATERIAL_FOG_NONE ); pRenderContext->SetNumBoneWeights( 0 ); pRenderContext->Bind( m_Material ); pRenderContext->BindLightmapTexture( m_pLightmapTexture ); pRenderContext->BindLocalCubemap( m_DefaultEnvCubemap );
if ( m_bDrawIn3DMode ) { DrawSphere(); } else { DrawRectangle(); }
vgui::MatSystemSurface()->End3DPaint( ); }
bool CVMTPreviewPanel::VMTUsesSheets() { return m_pMaterialSheet != NULL; }
int CVMTPreviewPanel::GetSheetSequenceCount() { if ( m_pMaterialSheet == NULL ) { return 0; }
return m_pMaterialSheet->GetSheetSequenceCount(); }
// TODO: sort this out - sequence #n != nth sequence
int CVMTPreviewPanel::GetCurrentSequence() { return m_nCurrentSheetSequence; }
int CVMTPreviewPanel::GetCurrentSecondarySequence() { return m_nCurrentSecondarySheetSequence; }
int CVMTPreviewPanel::GetRealSequenceNumber() { return m_nCurrentSheetSequence; }
void CVMTPreviewPanel::SetSheetSequence( int nSequence ) { if ( m_pMaterialSheet == NULL ) { return; }
m_nCurrentSheetSequence = m_pMaterialSheet->GetNthSequenceIndex(nSequence); }
void CVMTPreviewPanel::SetSecondarySheetSequence( int nSequence ) { if ( m_pMaterialSheet == NULL ) { return; }
m_nCurrentSecondarySheetSequence = m_pMaterialSheet->GetNthSequenceIndex(nSequence); }
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