//====== Copyright © 1996-2003, 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 //----------------------------------------------------------------------------- class CSheetExtended; //----------------------------------------------------------------------------- // // 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; CSheetExtended* GetSheet(); IMaterial* GetMaterial(); bool VMTUsesSheets(); int GetSheetSequenceCount(); int GetCurrentSequence(); int GetCurrentSecondarySequence(); int GetRealSequenceNumber(); void SetSheetSequence( int nSequence ); void SetSecondarySheetSequence( int nSequence ); // Paints the texture virtual void Paint( void ); // View it in 3D or 2D mode void DrawIn3DMode( bool b3DMode ); void SetSheetPreviewSpeed( float flPreviewSpeed ); 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 RenderSheet( const Vector &vCenter, float flRadius ); CUtlString m_VMTName; CMaterialReference m_Material; CSheetExtended* m_pMaterialSheet; CTextureReference m_pLightmapTexture; CTextureReference m_DefaultEnvCubemap; Vector m_LightDirection; Color m_LightColor; float m_flLightIntensity; Vector m_vecCameraDirection; float m_flLastRotationTime; bool m_bDrawIn3DMode; float m_flLastSwitchTime; float m_flSheetPreviewSpeed; int m_nCurrentSheetSequence; int m_nCurrentSecondarySheetSequence; }; #endif // VMTPREVIEWPANEL_H