
/*!
	\file
	\ingroup
	\author
	\date   2001
*/


#ifndef _tgl_zgl_h_
#define _tgl_zgl_h_


#ifdef __cplusplus
extern "C" {
#endif


#include "TinyGL/gl_gl.h"
#include "TinyGL/gl_zbuffer.h"
#include "TinyGL/gl_zmath.h"

#define DEBUG
/* #define NDEBUG */

enum {

#define ADD_OP(a,b,c) OP_ ## a ,
#include "TinyGL/gl_opinfo.h"
dummy_enum_list_terminator_without_comma

};

#define POLYGON_MAX_VERTEX            16  /* initially # of allocated GLVertexes (will grow when necessary) */
#define MAX_SPECULAR_BUFFERS           8  /* Max # of specular light pow buffers */
#define SPECULAR_BUFFER_SIZE        1024  /* # of entries in specular buffer */
#define SPECULAR_BUFFER_RESOLUTION  1024  /* specular buffer granularity */
#define MAX_MODELVIEW_STACK_DEPTH     32
#define MAX_PROJECTION_STACK_DEPTH     8
#define MAX_TEXTURE_STACK_DEPTH        8
#define MAX_NAME_STACK_DEPTH          64
#define MAX_TEXTURE_LEVELS            11
#define MAX_LIGHTS                    16
#define VERTEX_HASH_SIZE            1031
#define MAX_DISPLAY_LISTS           1024
#define OP_BUFFER_MAX_SIZE           512
#define TGL_OFFSET_FILL              0x1
#define TGL_OFFSET_LINE              0x2
#define TGL_OFFSET_POINT             0x4

typedef struct GLSpecBuf {
	int               shininess_i;
	int               last_used;
	float             buf[SPECULAR_BUFFER_SIZE+1];
	struct GLSpecBuf *next;
} GLSpecBuf;

typedef struct GLLight {
	V4              ambient;
	V4              diffuse;
	V4              specular;
	V4              position;	
	V3              spot_direction;
	float           spot_exponent;
	float           spot_cutoff;
	float           attenuation[3];
	/* precomputed values */
	float           cos_spot_cutoff;
	V3              norm_spot_direction;
	V3              norm_position;
	/* we use a linked list to know which are the enabled lights */
	int             enabled;
	struct GLLight *next;
	struct GLLight *prev;
} GLLight;

typedef struct GLMaterial {
	V4    emission;
	V4    ambient;
	V4    diffuse;
	V4    specular;
	float shininess;

	/* computed values */
	int   shininess_i;
	int   do_specular;  
} GLMaterial;


typedef struct GLViewport {
	int xmin;
	int ymin;
	int xsize;
	int ysize;
	V3  scale;
	V3  trans;
	int updated;
} GLViewport;

typedef union {
	int           op;
	float         f;
	int           i;
	unsigned int  ui;
	void         *p;
} GLParam;

typedef struct GLParamBuffer {
	GLParam               ops[OP_BUFFER_MAX_SIZE];
	struct GLParamBuffer *next;
} GLParamBuffer;

typedef struct GLList {
	GLParamBuffer *first_op_buffer;
	/* TODO: extensions for an hash table or a better allocating scheme */
} GLList;

typedef struct GLVertex {
	int          edge_flag;
	V3           normal;
	V4           coord;
	V4           tex_coord;
	V4           color;
  
	/* computed values */
	V4           ec;         /* eye coordinates */
	V4           pc;         /* coordinates in the normalized volume */
	int          clip_code;  /* clip code */
	ZBufferPoint zp;         /* integer coordinates for the rasterization */
} GLVertex;

typedef struct GLImage {
	void *pixmap;
	int   xsize;
	int   ysize;
} GLImage;

/* textures */

#define TEXTURE_HASH_TABLE_SIZE 256

typedef struct GLTexture {
	GLImage           images[MAX_TEXTURE_LEVELS];
	int               handle;
	struct GLTexture *next;
	struct GLTexture *prev;
} GLTexture;


/* shared state */

typedef struct GLSharedState {
	GLList    **lists;
	GLTexture **texture_hash_table;
} GLSharedState;

struct GLContext;

typedef void (*gl_draw_triangle_func)( struct GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2 );

/* display context */

typedef struct GLContext {
	/* Z buffer */
	ZBuffer       *zb;

	/* lights */
	GLLight        lights[MAX_LIGHTS];
	GLLight       *first_light;
	V4             ambient_light_model;
	int            local_light_model;
	int            lighting_enabled;
	int            light_model_two_side;

	/* materials */
	GLMaterial     materials[2];
	int            color_material_enabled;
	int            current_color_material_mode;
	int            current_color_material_type;

	/* textures */
	GLTexture     *current_texture;
	int            texture_2d_enabled;

	/* shared state */
	GLSharedState  shared_state;

	/* current list */
	GLParamBuffer *current_op_buffer;
	int            current_op_buffer_index;
	int            exec_flag;
	int            compile_flag;
	int            print_flag;

	/* matrix */
	int            matrix_mode;
	M4            *matrix_stack[3];
	M4            *matrix_stack_ptr[3];
	int            matrix_stack_depth_max[3];

	M4             matrix_model_view_inv;
	M4             matrix_model_projection;
	int            matrix_model_projection_updated;
	int            matrix_model_projection_no_w_transform; 
	int            apply_texture_matrix;

	/* viewport */
	GLViewport     viewport;

	/* current state */
	int             polygon_mode_back;
	int             polygon_mode_front;

	int             current_front_face;
	int             current_shade_model;
	int             current_cull_face;
	int             cull_face_enabled;
	int             normalize_enabled;
	gl_draw_triangle_func draw_triangle_front;
	gl_draw_triangle_func draw_triangle_back;

	/* selection */
	int             render_mode;
	unsigned int   *select_buffer;
	int             select_size;
	unsigned int   *select_ptr;
	unsigned int   *select_hit;
	int             select_overflow;
	int             select_hits;

	/* names */
	unsigned int    name_stack[MAX_NAME_STACK_DEPTH];
	int             name_stack_size;

	/* clear */
	float           clear_depth;
	V4              clear_color;

	/* current vertex state */
	V4              current_color;
	unsigned int    longcurrent_color[3]; /* precomputed integer color */
	V4              current_normal;
	V4              current_tex_coord;
	int             current_edge_flag;

	/* glBegin / glEnd */
	int             in_begin;
	int             begin_type;
	int             vertex_n;
	int             vertex_cnt;
	int             vertex_max;
	GLVertex       *vertex;

	/* opengl 1.1 arrays  */
	float          *vertex_array;
	int             vertex_array_size;
	int             vertex_array_stride;
	float          *normal_array;
	int             normal_array_stride;
	float          *color_array;
	int             color_array_size;
	int             color_array_stride;
	float          *texcoord_array;
	int             texcoord_array_size;
	int             texcoord_array_stride;
	int             client_states;
  
	/* opengl 1.1 polygon offset */
	float           offset_factor;
	float           offset_units;
	int             offset_states;
  
	/* specular buffer. could probably be shared between contexts, 
	   but that wouldn't be 100% thread safe */
	GLSpecBuf      *specbuf_first;
	int             specbuf_used_counter;
	int             specbuf_num_buffers;

	/* opaque structure for user's use */
	void           *opaque;
	/* resize viewport function */
	int (*gl_resize_viewport)(struct GLContext *c,int *xsize,int *ysize);

	/* depth test */
	int             depth_test;
} GLContext;

extern GLContext *gl_ctx;

void glDebug(int mode);

void glInit(void *zbuffer);
void glClose(void);

void gl_add_op( GLParam *p );

/* clip.c */
void gl_transform_to_viewport( GLContext *c, GLVertex *v );
void gl_draw_triangle        ( GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2 );
void gl_draw_line            ( GLContext *c, GLVertex *p0, GLVertex *p1 );
void gl_draw_point           ( GLContext *c, GLVertex *p0 );
void gl_draw_triangle_point  ( GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2 );
void gl_draw_triangle_line   ( GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2 );
void gl_draw_triangle_fill   ( GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2 );
void gl_draw_triangle_select ( GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2 );

/* matrix.c */
void gl_print_matrix         ( const float *m );
/*
void glopLoadIdentity(GLContext *c,GLParam *p);
void glopTranslate(GLContext *c,GLParam *p);*/

/* light.c */
void gl_add_select           ( GLContext *c, unsigned int zmin, unsigned int zmax );
void gl_enable_disable_light ( GLContext *c, int light, int v );
void gl_shade_vertex         ( GLContext *c, GLVertex *v );

void glInitTextures          ( GLContext *c );
void glEndTextures           ( GLContext *c );
GLTexture *alloc_texture     ( GLContext *c, int h );

/* image_util.c */
void gl_convertRGB_to_5R6G5B( unsigned short *pixmap, unsigned char *rgb, int xsize, int ysize );
void gl_resizeImage(unsigned char *dest,int xsize_dest,int ysize_dest,unsigned char *src,int xsize_src,int ysize_src);
void gl_resizeImageNoInterpolate(unsigned char *dest,int xsize_dest,int ysize_dest,unsigned char *src,int xsize_src,int ysize_src);

GLContext *gl_get_context     ( void );

void gl_fatal_error           ( char *format, ... );


/* specular buffer "api" */
GLSpecBuf *specbuf_get_buffer ( GLContext *c, const int shininess_i, const float shininess );


/* glopXXX functions */

#define ADD_OP(a,b,c) void glop ## a (GLContext *,GLParam *);
#include "TinyGL/gl_opinfo.h"

/* this clip epsilon is needed to avoid some rounding errors after
   several clipping stages */

#define CLIP_EPSILON (1E-5)

static /*inline*/ int gl_clipcode( float x, float y, float z, float w1 ){
	double w;

	w = w1 * (1.0 + CLIP_EPSILON);
	return (x<-w) |
		((x>w)<<1) |
		((y<-w)<<2) |
		((y>w)<<3) |
		((z<-w)<<4) | 
		((z>w)<<5) ;
}


#ifdef __cplusplus
}
#endif


#endif /* _tgl_zgl_h_ */

