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vmtpanel.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef VMTPANEL_H
#define VMTPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "matsys_controls/potterywheelpanel.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IMaterial;
class CMeshBuilder;
class Vector;
namespace vgui
{
class ScrollBar;
class IScheme;
}
//-----------------------------------------------------------------------------
// Material Viewer Panel
//-----------------------------------------------------------------------------
class CVMTPanel : public CPotteryWheelPanel
{
DECLARE_CLASS_SIMPLE( CVMTPanel, CPotteryWheelPanel );
public:
// constructor, destructor
CVMTPanel( vgui::Panel *pParent, const char *pName );
virtual ~CVMTPanel();
// Set the material to draw
void SetMaterial( IMaterial *pMaterial );
// Set rendering mode (stretch to full screen, or use actual size)
void RenderUsingActualSize( bool bEnable );
// performs the layout
virtual void PerformLayout();
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
private:
// paint it stretched to the window size
void DrawStretchedToPanel( CMeshBuilder &meshBuilder );
// paint it actual size
void DrawActualSize( CMeshBuilder &meshBuilder );
// Draw it on a sphere
void RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi );
// paint it!
virtual void OnPaint3D();
private:
// The material to draw
IMaterial *m_pMaterial;
// A texture to use for a lightmap
CTextureReference m_pLightmapTexture;
// The default env_cubemap
CTextureReference m_DefaultEnvCubemap;
// Are we using actual size or not?
bool m_bUseActualSize;
// Scroll bars
vgui::ScrollBar *m_pHorizontalBar;
vgui::ScrollBar *m_pVerticalBar;
// The viewable size
int m_iViewableWidth;
int m_iViewableHeight;
};
#endif // VMTPANEL_H