// Copyright (C) 2002-2004 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in Irrlicht.h

#ifndef __C_VIDEO_DIRECTX_9_H_INCLUDED__
#define __C_VIDEO_DIRECTX_9_H_INCLUDED__

#ifdef WIN32
#define WIN32_LEAN_AND_MEAN
#include "CVideoNull.h"
#include <windows.h>

#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_DIRECTX_9_
#include <d3d9.h>

namespace irr
{
namespace video
{
	class CVideoDirectX9 : public CVideoNull
	{
	public:

		//! constructor
		CVideoDirectX9(const core::dimension2d<s32>& screenSize, HWND window, bool fullscreen, 
			bool stencibuffer, io::IFileSystem* io, bool pureSoftware=false);

		//! destructor
		virtual ~CVideoDirectX9();

		//! applications must call this method before performing any rendering. returns false if failed.
		virtual bool beginScene(bool backBuffer, bool zBuffer, SColor color);

		//! applications must call this method after performing any rendering. returns false if failed.
		virtual bool endScene();

		//! queries the features of the driver, returns true if feature is available
		virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature);

		//! sets transformation
		virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat);

		//! sets a material
		virtual void setMaterial(const SMaterial& material);

		//! sets a render target
		virtual void setRenderTarget(video::ITexture* texture);

		//! sets a viewport
		virtual void setViewPort(const core::rect<s32>& area);

		//! gets the area of the current viewport
		virtual const core::rect<s32>& getViewPort() const;

		//! draws an indexed triangle list
		virtual void drawIndexedTriangleList(const S3DVertex* vertices, s32 vertexCount, 
			const u16* indexList, s32 triangleCount);

		//! draws an indexed triangle list
		virtual void drawIndexedTriangleList(const S3DVertex2TCoords* vertices, s32 vertexCount,
			const u16* indexList, s32 triangleCount);

		//! Draws an indexed triangle fan.
		virtual void drawIndexedTriangleFan(const S3DVertex* vertices,
			s32 vertexCount, const u16* indexList, s32 triangleCount);

		//! Draws an indexed triangle fan.
		virtual void drawIndexedTriangleFan(const S3DVertex2TCoords* vertices,
			s32 vertexCount, const u16* indexList, s32 triangleCount);

		//! draws an 2d image
		virtual void draw2DImage(video::ITexture* texture, const core::position2d<s32>& destPos);

		//! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.
		virtual void draw2DImage(video::ITexture* texture, const core::position2d<s32>& destPos,
			const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0, 
			SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false);

		//! draw an 2d rectangle
		virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos, 
			const core::rect<s32>* clip = 0);

		//! Draws a 3d line.
		virtual void draw3DLine(const core::vector3df& start,
			const core::vector3df& end, SColor color = SColor(255,255,255,255));

		//! initialises the Direct3D API
		bool initDriver(const core::dimension2d<s32>& screenSize, HWND hwnd, 
						u32 bits, bool fullScreen, bool pureSoftware);

		//! \return Returns the name of the video driver. Example: In case of the DirectX8
		//! driver, it would return "Direct3D8.1".
		virtual const wchar_t* getName();

		//! deletes all dynamic lights there are
		virtual void deleteAllDynamicLights();

		//! adds a dynamic light
		virtual void addDynamicLight(const SLight& light);

		//! returns the maximal amount of dynamic lights the device can handle
		virtual s32 getMaximalDynamicLightAmount();

		//! Sets the dynamic ambient light color. The default color is
		//! (0,0,0,0) which means it is dark.
		//! \param color: New color of the ambient light.
		virtual void setAmbientLight(const SColorf& color);

		//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
		//! this: Frist, draw all geometry. Then use this method, to draw the shadow
		//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
		virtual void drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail);

		//! Fills the stencil shadow with color. After the shadow volume has been drawn
		//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
		//! to draw the color of the shadow. 
		virtual void drawStencilShadow(bool clearStencilBuffer=false, 
			video::SColor leftUpEdge = video::SColor(0,0,0,0), 
			video::SColor rightUpEdge = video::SColor(0,0,0,0),
			video::SColor leftDownEdge = video::SColor(0,0,0,0),
			video::SColor rightDownEdge = video::SColor(0,0,0,0));

		//! Returns the maximum amount of primitives (mostly vertices) which
		//! the device is able to render with one drawIndexedTriangleList
		//! call.
		virtual s32 getMaximalPrimitiveCount();

		//! Enables or disables a texture creation flag.
		virtual void setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag, bool enabled);

		//! Sets the fog mode.
		virtual void setFog(SColor color, bool linearFog, f32 start, 
			f32 end, f32 density, bool pixelFog, bool rangeFog);

		//! Only used by the internal engine. Used to notify the driver that
		//! the window was resized.
		virtual void OnResize(const core::dimension2d<s32>& size);

	private:

		// enumeration for rendering modes such as 2d and 3d for minizing the switching of renderStates.
		enum E_RENDER_MODE
		{
			ERM_NONE = 0,	// no render state has been set yet.
			ERM_2D,			// 2d drawing rendermode
			ERM_3D,			// 3d rendering mode
			ERM_STENCIL_FILL, // stencil fill mode
			ERM_SHADOW_VOLUME_ZFAIL, // stencil volume draw mode
			ERM_SHADOW_VOLUME_ZPASS // stencil volume draw mode
		};

		//! sets right vertex shader
		void setVertexShader(video::E_VERTEX_TYPE newType);

		//! sets the needed renderstates
		void setRenderStates3DMode();

		//! sets the needed renderstates
		void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel);

		//! sets the needed renderstates
		void setRenderStatesStencilFillMode(bool alpha);

		//! sets the needed renderstates
		void setRenderStatesStencilShadowMode(bool zfail);

		//! sets the current Texture
		void setTexture(s32 stage, video::ITexture* texture);

		//! resets the device
		bool reset();

		//! returns a device dependent texture from a software surface (IImage)
		//! THIS METHOD HAS TO BE OVERRIDDEN BY DERIVED DRIVERS WITH OWN TEXTURES
		virtual video::ITexture* createDeviceDependentTexture(IImage* surface);

		inline D3DCOLORVALUE colorToD3D(const SColor& col)
		{
			const f32 f = 1.0f / 255.0f;
			D3DCOLORVALUE v;
			v.r = col.getRed() * f;
			v.g = col.getGreen() * f;
			v.b = col.getBlue() * f;
			v.a = col.getAlpha() * f;
			return v;
		}


		E_RENDER_MODE CurrentRenderMode;
		D3DPRESENT_PARAMETERS present;

		core::matrix4 Matrices[ETS_COUNT]; // matrizes of the 3d mode we need to restore when we switch back from the 2d mode.

		SMaterial Material, LastMaterial;
		bool ResetRenderStates; // bool to make all renderstates be reseted if set.
		bool Transformation3DChanged;
		bool StencilBuffer;
		ITexture* CurrentTexture[2];

		HINSTANCE D3DLibrary;
		IDirect3D9* pID3D;
		IDirect3DDevice9* pID3DDevice;

		D3DCAPS9 Caps;

		E_VERTEX_TYPE LastVertexType;

		D3DMATRIX SphereMapMatrix;
		D3DMATRIX UnitMatrix;

		f32 MaxLightDistance;
		s32 LastSetLight;
		bool DeviceLost;
		bool Fullscreen;
	};

} // end namespace video
} // end namespace irr


#endif // _IRR_COMPILE_WITH_DIRECTX_9_
#endif // WIN32
#endif // __C_VIDEO_DIRECTX_8_H_INCLUDED__

