mirror of
https://github.com/alliedmodders/hl2sdk.git
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81 lines
2.2 KiB
C++
81 lines
2.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef VMTPREVIEWPANEL_H
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#define VMTPREVIEWPANEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "vgui_controls/Panel.h"
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#include "tier1/utlstring.h"
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#include "materialsystem/MaterialSystemUtil.h"
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#include "mathlib/vector.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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// VMT Preview panel
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//
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//-----------------------------------------------------------------------------
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class CVMTPreviewPanel : public vgui::Panel
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{
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DECLARE_CLASS_SIMPLE( CVMTPreviewPanel, vgui::Panel );
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public:
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// constructor
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CVMTPreviewPanel( vgui::Panel *pParent, const char *pName );
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void SetVMT( const char *pMaterialName );
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const char *GetVMT() const;
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// Paints the texture
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virtual void Paint( void );
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// View it in 3D or 2D mode
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void DrawIn3DMode( bool b3DMode );
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private:
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// Two different preview methods
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void DrawSphere( void );
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void DrawRectangle( void );
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// Set up a projection matrix for a 90 degree fov
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void SetupProjectionMatrix( int nWidth, int nHeight );
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void SetupOrthoMatrix( int nWidth, int nHeight );
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// Sets the camera to look at the the thing we're spinning around
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void LookAt( const Vector &vecLookAt, float flRadius );
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// Sets up lighting state
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void SetupLightingState();
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// Draw a sphere
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void RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi );
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// Draw sprite-card based materials
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void RenderSpriteCard( const Vector &vCenter, float flRadius );
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CUtlString m_VMTName;
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CMaterialReference m_Material;
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CTextureReference m_pLightmapTexture;
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CTextureReference m_DefaultEnvCubemap;
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Vector m_LightDirection;
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Color m_LightColor;
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float m_flLightIntensity;
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Vector m_vecCameraDirection;
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float m_flLastRotationTime;
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bool m_bDrawIn3DMode;
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};
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#endif // VMTPREVIEWPANEL_H
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