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//========= Copyright 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 );
virtual ~CVTFPreviewPanel();
void SetVTF( const char *pFullPath, bool bLoadImmediately = true );
const char *GetVTF() 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;
CTextureReference m_PreviewTexture;
CMaterialReference m_PreviewMaterial;
int m_nTextureID;
Vector m_vecCameraDirection;
float m_flLastRotationTime;
};
#endif // VTFPREVIEWPANEL_H
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