//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= #ifndef POTTERYWHEELPANEL_H #define POTTERYWHEELPANEL_H #ifdef _WIN32 #pragma once #endif #include "vgui_controls/EditablePanel.h" #include "materialsystem/MaterialSystemUtil.h" #include "mathlib/camera.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class IManipulator; class CPotteryWheelManip; class CBaseManipulator; class CTransformManipulator; class CRotationManipulator; class CTranslationManipulator; class CZoomManipulator; class CDmxElement; namespace vgui { class IScheme; } //----------------------------------------------------------------------------- // Pottery wheel Panel //----------------------------------------------------------------------------- class CPotteryWheelPanel : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CPotteryWheelPanel, vgui::EditablePanel ); public: // constructor, destructor CPotteryWheelPanel( vgui::Panel *pParent, const char *pName ); virtual ~CPotteryWheelPanel(); // Overriden methods of vgui::Panel virtual void Paint(); virtual void RenderCapture(); virtual void OnKeyCodePressed ( vgui::KeyCode code ); virtual void OnKeyCodeReleased( vgui::KeyCode code ); virtual void OnMousePressed ( vgui::MouseCode code ); virtual void OnMouseDoublePressed( vgui::MouseCode code ); virtual void OnMouseReleased( vgui::MouseCode code ); virtual void OnCursorMoved( int x, int y ); virtual void OnMouseWheeled( int delta ); virtual void OnTick(); virtual void OnMouseCaptureLost(); // Sets the camera to look at the the thing we're spinning around void LookAt( const Vector &vecCenter, float flRadius ); void LookAt( float flRadius ); void ComputePanelPosition( const Vector &vecPosition, Vector2D *pPanelPos ); void SetBackgroundColor( int r, int g, int b ); void SetBackgroundColor( const Color& c ); const Color& GetBackgroundColor() const; void SetGridColor( int r, int g, int b ); // Light probe void SetLightProbe( CDmxElement *pLightProbe ); // Simple light controls void ClearDirectionalLights(); void AddDirectionalLight( const Color& color, const Vector& direction ); void UpdateDirectionalLight( int idx, const Color& color, const Vector& direction ); void SetLightAmbient( const Vector& ambient ); // Camera. int GetCameraFOV( void ); void SetCameraFOV( float flFOV ); void SetCameraPositionAndAngles( const Vector &vecPos, const QAngle &angDir ); void GetCameraPositionAndAngles( Vector &vecPos, QAngle &angDir ); void SetCameraOffset( const Vector &vecOffset ); void GetCameraOffset( Vector &vecOffset ); void ResetCameraPivot( void ); void ComputeCameraTransform( matrix3x4_t *pWorldToCamera ); void UpdateCameraTransform(); virtual void ResetView(); // Allow the parent to be notified of mouse actions void SetParentMouseNotify( bool bParentMouseNotify ); void EnableRenderingWithFlashlight( void *pvConfiguration ); void * GetRenderingWithFlashlightConfiguration() const { return m_pvRenderingWithFlashlightConfiguration; } void SetSetupRenderStateDelayed( bool bDeferred ) { m_bSetupRenderStateDelayed = bDeferred; } void SetupRenderStateDelayed( ) { if ( m_bSetupRenderStateDelayed ) SetupRenderState( m_nRenderWidth, m_nRenderHeight ); } void SetRender3DSupersampled( bool bSupersampled ) { m_bRender3DSupersampled = bSupersampled; } protected: // Inherited classes must implement this virtual void OnPaint3D() = 0; bool IsPaint3dForRenderCapture() const { return m_bInRender3dForRenderCapture; } protected: enum ManipulationMode_t { CAMERA_ROTATE, CAMERA_TRANSLATE, CAMERA_ZOOM, LIGHT_MODE, }; virtual void EnterManipulationMode( ManipulationMode_t manipMode, bool bMouseCapture = true, vgui::MouseCode mouseCode = vgui::MouseCode( -1 ) ); void Select(); void AcceptManipulation( bool bReleaseMouseCapture = true ); void CancelManipulation(); void EnableMouseCapture( bool enable, vgui::MouseCode code = vgui::MouseCode( -1 ) ); bool WarpMouse( int &x, int &y ); void CreateDefaultLights(); MaterialLightingState_t m_LightingState; matrix3x4_t m_LightToWorld[MATERIAL_MAX_LIGHT_COUNT]; IManipulator *m_pCurrentManip; int m_nManipStartX, m_nManipStartY; bool HasLightProbe() const; ITexture *GetLightProbeCubemap( bool bHDR ); void DrawGrid(); IMaterial *GetWireframeMaterial(); Camera_t & GetCameraSettings() { return m_Camera; } private: void SetupRenderState( int nDisplayWidth, int nDisplayHeight ); void DestroyLights(); CMaterialReference m_Wireframe; CMaterialReference m_LightProbeBackground; CMaterialReference m_LightProbeHDRBackground; CTextureReference m_LightProbeCubemap; CTextureReference m_LightProbeHDRCubemap; Camera_t m_Camera; matrix3x4_t m_CameraPivot; Color m_ClearColor; Color m_GridColor; Vector m_vecCameraOffset; CRotationManipulator *m_pCameraRotate; CTranslationManipulator *m_pCameraTranslate; CZoomManipulator *m_pCameraZoom; CPotteryWheelManip *m_pLightManip; vgui::MouseCode m_nCaptureMouseCode; int m_xoffset, m_yoffset; bool m_bHasLightProbe : 1; bool m_bParentMouseNotify : 1; bool m_bSetupRenderStateDelayed : 1; bool m_bRender3DSupersampled : 1; bool m_bInRender3dForRenderCapture : 1; void * m_pvRenderingWithFlashlightConfiguration; int m_nRenderWidth, m_nRenderHeight; CPanelAnimationVar( bool, m_bUseParentBG, "useparentbg", "0" ); }; #endif // SIMPLEPOTTERYWHEELPANEL_H