// Copyright (C) 2003 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/

// ---------------------------------------------------------------------------------------------
// GC graphics pipeline
// ---------------------------------------------------------------------------------------------
// 3d commands are issued through the fifo. The gpu draws to the 2MB EFB.
// The efb can be copied back into ram in two forms: as textures or as XFB.
// The XFB is the region in RAM that the VI chip scans out to the television.
// So, after all rendering to EFB is done, the image is copied into one of two XFBs in RAM.
// Next frame, that one is scanned out and the other one gets the copy. = double buffering.
// ---------------------------------------------------------------------------------------------

#ifndef _COMMON_RENDERBASE_H_
#define _COMMON_RENDERBASE_H_

#include "VideoCommon.h"
#include "Thread.h"
#include "MathUtil.h"
#include "NativeVertexFormat.h"
#include "FramebufferManagerBase.h"
#include "BPMemory.h"

#include <string>

// TODO: Move these out of here.
extern int frameCount;
extern int OSDChoice, OSDTime;

extern bool s_bLastFrameDumped;

// Renderer really isn't a very good name for this class - it's more like "Misc".
// The long term goal is to get rid of this class and replace it with others that make
// more sense.
class Renderer
{
public:
	Renderer();
	virtual ~Renderer();

	virtual void SetColorMask() = 0;
	virtual void SetBlendMode(bool forceUpdate) = 0;
	virtual bool SetScissorRect() = 0;
	virtual void SetGenerationMode() = 0;
	virtual void SetDepthMode() = 0;
	virtual void SetLogicOpMode() = 0;
	virtual void SetDitherMode() = 0;
	virtual void SetLineWidth() = 0;
	virtual void SetSamplerState(int stage,int texindex) = 0;
	virtual void SetInterlacingMode() = 0;

	virtual void ApplyState(bool bUseDstAlpha) = 0;
	virtual void RestoreState() = 0;

	// Real internal resolution:
	// D3D doesn't support viewports larger than the target size, so we need to resize the target to the viewport size for those.
	// OpenGL supports this, so GetFullTargetWidth returns the same as GetTargetWidth there.
	static int GetFullTargetWidth() { return s_Fulltarget_width; }
	static int GetFullTargetHeight() { return s_Fulltarget_height; }

	// Ideal internal resolution - determined by display resolution (automatic scaling) and/or a multiple of the native EFB resolution
	static int GetTargetWidth() { return s_target_width; }
	static int GetTargetHeight() { return s_target_height; }

	// Display resolution
	static int GetBackbufferWidth() { return s_backbuffer_width; }
	static int GetBackbufferHeight() { return s_backbuffer_height; }

	// XFB scale - TODO: Remove this and add two XFBToScaled functions instead
	static float GetXFBScaleX() { return xScale; }
	static float GetXFBScaleY() { return yScale; }

	// EFB coordinate conversion functions

	// Use this to convert a whole native EFB rect to backbuffer coordinates
	virtual TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) = 0;

	// Use this to upscale native EFB coordinates to IDEAL internal resolution
	static unsigned int EFBToScaledX(int x) { return x * GetTargetWidth() / EFB_WIDTH; }
	static unsigned int EFBToScaledY(int y) { return y * GetTargetHeight() / EFB_HEIGHT; }

	// Floating point versions of the above - only use them if really necessary
	static float EFBToScaledXf(float x) { return x * ((float)GetTargetWidth() / (float)EFB_WIDTH); }
	static float EFBToScaledYf(float y) { return y * ((float)GetTargetHeight() / (float)EFB_HEIGHT); }

	// Returns the offset at which the EFB will be drawn onto the backbuffer
	// NOTE: Never calculate this manually (e.g. to "increase accuracy"), since you might end up getting off-by-one errors.
	//		This is a per-frame constant, so it won't cause any issues.
	static int TargetStrideX() { return (s_Fulltarget_width - s_target_width) / 2; }
	static int TargetStrideY() { return (s_Fulltarget_height - s_target_height) / 2; }

	// Random utilities
	static void SetScreenshot(const char *filename);
	static void DrawDebugText();

	virtual void RenderText(const char* pstr, int left, int top, u32 color) = 0;

	virtual void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) = 0;
	virtual void ReinterpretPixelData(unsigned int convtype) = 0;
	static void RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc,float Gamma = 1.0f);

	virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) = 0;

	// What's the real difference between these? Too similar names.
	virtual void ResetAPIState() = 0;
	virtual void RestoreAPIState() = 0;

	// Finish up the current frame, print some stats
	virtual void Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight, const EFBRectangle& rc,float Gamma = 1.0f) = 0;

	virtual void UpdateViewport() = 0;

	virtual bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc) = 0;

	static unsigned int GetPrevPixelFormat() { return prev_efb_format; }
	static void StorePixelFormat(unsigned int new_format) { prev_efb_format = new_format; }

	// TODO: doesn't belong here
	virtual void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4) = 0;
	virtual void SetPSConstant4fv(unsigned int const_number, const float *f) = 0;
	virtual void SetMultiPSConstant4fv(unsigned int const_number, unsigned int count, const float *f) = 0;

	// TODO: doesn't belong here
	virtual void SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4) = 0;
	virtual void SetVSConstant4fv(unsigned int const_number, const float *f) = 0;
	virtual void SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f) = 0;
	virtual void SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f) = 0;

protected:

	static Common::CriticalSection s_criticalScreenshot;
	static std::string s_sScreenshotName;

	static void CalculateTargetScale(int x, int y, int &scaledX, int &scaledY);
	static bool CalculateTargetSize(int multiplier = 1);
	static void CalculateXYScale(const TargetRectangle& dst_rect);

	static volatile bool s_bScreenshot;

	// The framebuffer size
	static int s_target_width;
	static int s_target_height;

	// The custom resolution
	static int s_Fulltarget_width;
	static int s_Fulltarget_height;

	// TODO: Add functionality to reinit all the render targets when the window is resized.
	static int s_backbuffer_width;
	static int s_backbuffer_height;

	// ratio of backbuffer size and render area size - TODO: Remove these!
	static float xScale;
	static float yScale;

	static unsigned int s_XFB_width;
	static unsigned int s_XFB_height;

	// can probably eliminate this static var
	static int s_LastEFBScale;

	static bool s_skipSwap;
	static bool XFBWrited;

private:
	static unsigned int prev_efb_format;
};

extern Renderer *g_renderer;

void UpdateViewport();

template <typename R>
void GetScissorRect(MathUtil::Rectangle<R> &rect)
{
	const int xoff = bpmem.scissorOffset.x * 2 - 342;
	const int yoff = bpmem.scissorOffset.y * 2 - 342;

	rect.left   = (R)(bpmem.scissorTL.x - xoff - 342);
	rect.top    = (R)(bpmem.scissorTL.y - yoff - 342);
	rect.right  = (R)(bpmem.scissorBR.x - xoff - 341);
	rect.bottom = (R)(bpmem.scissorBR.y - yoff - 341);
}

#endif // _COMMON_RENDERBASE_H_