//========= 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