Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef VMTPREVIEWPANEL_H
#define VMTPREVIEWPANEL_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
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
// VMT Preview panel
//
//-----------------------------------------------------------------------------
class CVMTPreviewPanel : public vgui::Panel { DECLARE_CLASS_SIMPLE( CVMTPreviewPanel, vgui::Panel );
public: // constructor
CVMTPreviewPanel( vgui::Panel *pParent, const char *pName ); void SetVMT( const char *pMaterialName ); const char *GetVMT() const;
// Paints the texture
virtual void Paint( void );
// View it in 3D or 2D mode
void DrawIn3DMode( bool b3DMode );
private: // Two different preview methods
void DrawSphere( void ); void DrawRectangle( void );
// Set up a projection matrix for a 90 degree fov
void SetupProjectionMatrix( int nWidth, int nHeight ); void SetupOrthoMatrix( int nWidth, int nHeight );
// Sets the camera to look at the the thing we're spinning around
void LookAt( const Vector &vecLookAt, float flRadius );
// Sets up lighting state
void SetupLightingState();
// Draw a sphere
void RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi );
// Draw sprite-card based materials
void RenderSpriteCard( const Vector &vCenter, float flRadius );
CUtlString m_VMTName; CMaterialReference m_Material; CTextureReference m_pLightmapTexture; CTextureReference m_DefaultEnvCubemap; Vector m_LightDirection; Color m_LightColor; float m_flLightIntensity; Vector m_vecCameraDirection; float m_flLastRotationTime; bool m_bDrawIn3DMode; };
#endif // VMTPREVIEWPANEL_H
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