// Copyright (C) 2003-2008 Dolphin Project.

// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.

// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License 2.0 for more details.

// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/

// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/

#ifndef _VERTEXSHADERMANAGER_H
#define _VERTEXSHADERMANAGER_H

#include <map>

#include "GLUtil.h"

struct VERTEXSHADER
{
    VERTEXSHADER() : glprogid(0) {}
    GLuint glprogid; // opengl program id

#ifdef _DEBUG
	std::string strprog;
#endif
};


class VERTEXSHADERUID
{
public:
	u32 values[9];

	VERTEXSHADERUID() {
		memset(values, 0, sizeof(values));		
	}

	VERTEXSHADERUID(const VERTEXSHADERUID& r) {
		for (size_t i = 0; i < sizeof(values) / sizeof(u32); ++i) 
			values[i] = r.values[i]; 
	}

	int GetNumValues() const {
		return (((values[0] >> 23) & 0xf)*3 + 3)/4 + 3; // numTexGens*3/4+1
	}

	bool operator <(const VERTEXSHADERUID& _Right) const
	{
		if (values[0] < _Right.values[0])
			return true;
		else if (values[0] > _Right.values[0])
			return false;
		int N = GetNumValues();
		for (int i = 1; i < N; ++i) {
			if (values[i] < _Right.values[i])
				return true;
			else if (values[i] > _Right.values[i])
				return false;
		}
		return false;
	}

	bool operator ==(const VERTEXSHADERUID& _Right) const
	{
		if (values[0] != _Right.values[0])
			return false;
		int N = GetNumValues();
		for (int i = 1; i < N; ++i) {
			if (values[i] != _Right.values[i])
				return false;
		}
		return true;
	}
};


class VertexShaderMngr
{
    struct VSCacheEntry
    { 
        VERTEXSHADER shader;
        int frameCount;
        VSCacheEntry() : frameCount(0) {}
        void Destroy() {
			// printf("Destroying vs %i\n", shader.glprogid);
            glDeleteProgramsARB(1, &shader.glprogid);
			shader.glprogid = 0;
        }
    };

    typedef std::map<VERTEXSHADERUID, VSCacheEntry> VSCache;

    static VSCache vshaders;
    static VERTEXSHADER* pShaderLast;

	static void GetVertexShaderId(VERTEXSHADERUID& uid, u32 components);

	static void SetVSConstant4f(int const_number, float f1, float f2, float f3, float f4);
	static void SetVSConstant4fv(int const_number, const float *f);
public:
    static void Init();
    static void Cleanup();
    static void Shutdown();
    static VERTEXSHADER* GetShader(u32 components);
    static bool CompileVertexShader(VERTEXSHADER& ps, const char* pstrprogram);

    // constant management
    static void SetConstants();

    static void SetViewport(float* _Viewport);
    static void SetViewportChanged();
    static void SetProjection(float* _pProjection, int constantIndex = -1);
    static void InvalidateXFRange(int start, int end);
    static void SetTexMatrixChangedA(u32 Value);
    static void SetTexMatrixChangedB(u32 Value);

    static float* GetPosNormalMat();
	static float GetPixelAspectRatio();
};

void LoadXFReg(u32 transferSize, u32 address, u32 *pData);
void LoadIndexedXF(u32 val, int array);

#endif