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path: root/vgui2/matsys_controls/vmtpreviewpanel.cpp
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-rw-r--r--vgui2/matsys_controls/vmtpreviewpanel.cpp625
1 files changed, 625 insertions, 0 deletions
diff --git a/vgui2/matsys_controls/vmtpreviewpanel.cpp b/vgui2/matsys_controls/vmtpreviewpanel.cpp
new file mode 100644
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--- /dev/null
+++ b/vgui2/matsys_controls/vmtpreviewpanel.cpp
@@ -0,0 +1,625 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//===========================================================================//
+
+#include "matsys_controls/vmtpreviewpanel.h"
+#include "matsys_controls/matsyscontrols.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"
+
+
+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
+//
+//-----------------------------------------------------------------------------
+
+
+//-----------------------------------------------------------------------------
+// constructor
+//-----------------------------------------------------------------------------
+CVMTPreviewPanel::CVMTPreviewPanel( vgui::Panel *pParent, const char *pName ) :
+ BaseClass( pParent, pName )
+{
+ 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;
+
+ // Reset the camera direction
+ m_vecCameraDirection.Init( 1.0f, 0.0f, 0.0f );
+ m_flLastRotationTime = Plat_FloatTime();
+}
+
+
+//-----------------------------------------------------------------------------
+// Sets the current VMT
+//-----------------------------------------------------------------------------
+void CVMTPreviewPanel::SetVMT( const char *pMaterialName )
+{
+ m_Material.Init( pMaterialName, "editor material" );
+ m_VMTName = pMaterialName;
+}
+
+
+//-----------------------------------------------------------------------------
+// Gets the current VMT
+//-----------------------------------------------------------------------------
+const char *CVMTPreviewPanel::GetVMT() const
+{
+ return m_VMTName;
+}
+
+
+//-----------------------------------------------------------------------------
+// View it in 3D or 2D mode
+//-----------------------------------------------------------------------------
+void CVMTPreviewPanel::DrawIn3DMode( bool b3DMode )
+{
+ m_bDrawIn3DMode = b3DMode;
+}
+
+
+//-----------------------------------------------------------------------------
+// Sets up lighting state
+//-----------------------------------------------------------------------------
+void CVMTPreviewPanel::SetupLightingState()
+{
+ LightDesc_t desc;
+ memset( &desc, 0, sizeof(desc) );
+
+ 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_Flags = LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0;
+
+ desc.m_Direction = m_LightDirection;
+ VectorNormalize( desc.m_Direction );
+
+ desc.m_Theta = 0.0f;
+ desc.m_Phi = 0.0f;
+ desc.m_Falloff = 1.0f;
+
+ CMatRenderContextPtr pRenderContext( MaterialSystem() );
+
+ pRenderContext->SetLight( 0, desc );
+}
+
+
+//-----------------------------------------------------------------------------
+// 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.TexCoord2f( 0, 2.0f * u, v );
+ meshBuilder.TexCoord2f( 1, u1, v1 );
+ meshBuilder.TexCoord2f( 2, u2, v2 );
+ 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::RenderSpriteCard( const Vector &vCenter, float flRadius )
+{
+ CMatRenderContextPtr pRenderContext( MaterialSystem() );
+ IMesh *pMesh = pRenderContext->GetDynamicMesh();
+
+ CMeshBuilder meshBuilder;
+ meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
+
+ // Draw a polygon the size of the panel
+ meshBuilder.Position3fv( vCenter.Base() );
+ meshBuilder.Color4ub( 255, 255, 255, 255 );
+ meshBuilder.TexCoord4f( 0, 0.0f, 0.0f, 1.0f, 1.0f );
+ meshBuilder.TexCoord4f( 1, 0.0f, 0.0f, 1.0f, 1.0f );
+ meshBuilder.TexCoord4f( 2, 0.0f, 0.0f, flRadius, 0.0f );
+ meshBuilder.TexCoord2f( 3, 0, 0 );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3fv( vCenter.Base() );
+ meshBuilder.Color4ub( 255, 255, 255, 255 );
+ meshBuilder.TexCoord4f( 0, 0.0f, 0.0f, 1.0f, 1.0f );
+ meshBuilder.TexCoord4f( 1, 0.0f, 0.0f, 1.0f, 1.0f );
+ meshBuilder.TexCoord4f( 2, 0.0f, 0.0f, flRadius, 0.0f );
+ meshBuilder.TexCoord2f( 3, 0, 1 );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3fv( vCenter.Base() );
+ meshBuilder.Color4ub( 255, 255, 255, 255 );
+ meshBuilder.TexCoord4f( 0, 0.0f, 0.0f, 1.0f, 1.0f );
+ meshBuilder.TexCoord4f( 1, 0.0f, 0.0f, 1.0f, 1.0f );
+ meshBuilder.TexCoord4f( 2, 0.0f, 0.0f, flRadius, 0.0f );
+ meshBuilder.TexCoord2f( 3, 1, 1 );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.Position3fv( vCenter.Base() );
+ meshBuilder.Color4ub( 255, 255, 255, 255 );
+ meshBuilder.TexCoord4f( 0, 0.0f, 0.0f, 1.0f, 1.0f );
+ meshBuilder.TexCoord4f( 1, 0.0f, 0.0f, 1.0f, 1.0f );
+ meshBuilder.TexCoord4f( 2, 0.0f, 0.0f, flRadius, 0.0f );
+ meshBuilder.TexCoord2f( 3, 1, 0 );
+ meshBuilder.AdvanceVertex();
+
+ meshBuilder.End();
+ pMesh->Draw();
+}
+
+
+//-----------------------------------------------------------------------------
+// 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;
+ }
+ }
+
+ meshBuilder.Position3f( x, y2, 0.0f );
+ meshBuilder.Normal3fv( vecNormal.Base() );
+ meshBuilder.Color4ub( 255, 0, 0, 255 );
+ meshBuilder.TexCoord2f( 0, u, v );
+ meshBuilder.TexCoord2f( 1, u1_l, v1_t );
+ meshBuilder.TexCoord2f( 2, u2_l, v2_t );
+ 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() );
+ meshBuilder.Color4ub( 255, 255, 255, 64 );
+ meshBuilder.TexCoord2f( 0, u, 1.0f - v );
+ meshBuilder.TexCoord2f( 1, u1_l, v1_b );
+ meshBuilder.TexCoord2f( 2, u2_l, v2_b );
+ 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() );
+ meshBuilder.Color4ub( 0, 0, 255, 255 );
+ meshBuilder.TexCoord2f( 0, 1.0f - u, v );
+ meshBuilder.TexCoord2f( 1, u1_r, v1_t );
+ meshBuilder.TexCoord2f( 2, u2_r, v2_t );
+ 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() );
+ meshBuilder.Color4ub( 0, 255, 0, 64 );
+ meshBuilder.TexCoord2f( 0, 1.0f - u, 1.0f - v );
+ meshBuilder.TexCoord2f( 1, u1_r, v1_b );
+ meshBuilder.TexCoord2f( 2, u2_r, v2_b );
+ 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
+ if ( !m_Material->IsSpriteCard() )
+ {
+ RenderSphere( vec3_origin, 10.0f, 20, 20 );
+ }
+ else
+ {
+ RenderSpriteCard( vec3_origin, 10.0f );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// 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 || m_Material->IsSpriteCard() )
+ {
+ DrawSphere();
+ }
+ else
+ {
+ DrawRectangle();
+ }
+
+ vgui::MatSystemSurface()->End3DPaint( );
+} \ No newline at end of file