/*
**	Command & Conquer Generals(tm)
**	Copyright 2025 Electronic Arts Inc.
**
**	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, either version 3 of the License, or
**	(at your option) any later version.
**
**	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 for more details.
**
**	You should have received a copy of the GNU General Public License
**	along with this program.  If not, see <http://www.gnu.org/licenses/>.
*/

/***********************************************************************************************
 ***              C O N F I D E N T I A L  ---  W E S T W O O D  S T U D I O S               ***
 ***********************************************************************************************
 *                                                                                             *
 *                 Project Name : G                                                            *
 *                                                                                             *
 *                     $Archive:: /Commando/Code/ww3d2/segline.h                              $*
 *                                                                                             *
 *                      $Author:: Greg_h                                                      $*
 *                                                                                             *
 *                     $Modtime:: 6/13/01 4:09p                                               $*
 *                                                                                             *
 *                    $Revision:: 12                                                          $*
 *                                                                                             *
 *---------------------------------------------------------------------------------------------*
 * Functions:                                                                                  *
 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */

#if defined(_MSC_VER)
#pragma once
#endif

#ifndef SEGLINE_H
#define SEGLINE_H

#include "rendobj.h"
#include "shader.h"
#include "simplevec.h"
#include "seglinerenderer.h"


class TextureClass;

/*
** SegmentedLineClass -- a render object for rendering thick segmented lines.
*/ 
class SegmentedLineClass : public RenderObjClass
{
	public:

		SegmentedLineClass(void);
		SegmentedLineClass(const SegmentedLineClass & src);
		SegmentedLineClass & SegmentedLineClass::operator = (const SegmentedLineClass &that);
		virtual ~SegmentedLineClass(void);

		void					Reset_Line(void);

		/*
		** SegmentedLineClass interface:
		*/

		// These are segment points, and include the start and end point of the
		// entire line. Therefore there must be at least two.
		void					Set_Points(unsigned int num_points, Vector3 *locs);
		int					Get_Num_Points(void);

		// Set object-space location for a given point.
		// NOTE: If given position beyond end of point list, do nothing.
		void					Set_Point_Location(unsigned int point_idx, const Vector3 &location);

		// Get object-space location for a given point.
		void					Get_Point_Location(unsigned int point_idx, Vector3 &loc);

		// Modify the line by adding and removing points
		void					Add_Point(const Vector3 & location);
		void					Delete_Point(unsigned int point_idx);

		// Get/set global properties (which affect all line segments)
		TextureClass *		Get_Texture(void);
		ShaderClass			Get_Shader(void);

		float					Get_Width(void);
		void					Get_Color(Vector3 &color);
		float					Get_Opacity(void);
		float					Get_Noise_Amplitude(void);
		float					Get_Merge_Abort_Factor(void);
		unsigned int		Get_Subdivision_Levels(void);
		SegLineRendererClass::TextureMapMode		Get_Texture_Mapping_Mode(void);
		float					Get_Texture_Tile_Factor(void);
		Vector2				Get_UV_Offset_Rate(void);
		int					Is_Merge_Intersections(void);
		int					Is_Freeze_Random(void);
		int					Is_Sorting_Disabled(void);
		int					Are_End_Caps_Enabled(void);

		void					Set_Texture(TextureClass *texture);
		void					Set_Shader(ShaderClass shader);
		void					Set_Width(float width);
		void					Set_Color(const Vector3 &color);
		void					Set_Opacity(float opacity);
		void					Set_Noise_Amplitude(float amplitude);
		void					Set_Merge_Abort_Factor(float factor);
		void					Set_Subdivision_Levels(unsigned int levels);
		void					Set_Texture_Mapping_Mode(SegLineRendererClass::TextureMapMode mode);
		// WARNING! Do NOT set the tile factor to be too high (should be less than 8) or negative
		//performance impact will result!
		void					Set_Texture_Tile_Factor(float factor);
		void					Set_UV_Offset_Rate(const Vector2 &rate);
		void					Set_Merge_Intersections(int onoff);
		void					Set_Freeze_Random(int onoff);
		void					Set_Disable_Sorting(int onoff);
		void					Set_End_Caps(int onoff);

		/////////////////////////////////////////////////////////////////////////////
		// Render Object Interface - Cloning and Identification
		/////////////////////////////////////////////////////////////////////////////
		virtual RenderObjClass *	Clone(void) const;		
		virtual int						Class_ID(void)	const { return CLASSID_SEGLINE; }
		virtual int						Get_Num_Polys(void) const;

		/////////////////////////////////////////////////////////////////////////////
		// Render Object Interface - Rendering
		/////////////////////////////////////////////////////////////////////////////
		virtual void					Render(RenderInfoClass & rinfo);

		/////////////////////////////////////////////////////////////////////////////
		// Render Object Interface - Bounding Volumes
		/////////////////////////////////////////////////////////////////////////////
		virtual void					Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const;
		virtual void					Get_Obj_Space_Bounding_Box(AABoxClass & box) const;

		/////////////////////////////////////////////////////////////////////////////
		// Render Object Interface - Predictive LOD
		/////////////////////////////////////////////////////////////////////////////
		virtual void					Prepare_LOD(CameraClass &camera);
		virtual void					Increment_LOD(void);
		virtual void					Decrement_LOD(void);
		virtual float					Get_Cost(void) const;
		virtual float					Get_Value(void) const;
		virtual float					Get_Post_Increment_Value(void) const;
		virtual void					Set_LOD_Level(int lod);
		virtual int						Get_LOD_Level(void) const;
		virtual int						Get_LOD_Count(void) const;

		/////////////////////////////////////////////////////////////////////////////
		// Render Object Interface - Attributes, Options, Properties, etc
		/////////////////////////////////////////////////////////////////////////////
//		virtual void					Set_Texture_Reduction_Factor(float trf);

		///////////////////////////////////////////////////////////////////////////////////////////////////////////////
		// Render Object Interface - Collision Detection
		///////////////////////////////////////////////////////////////////////////////////////////////////////////////
		virtual bool					Cast_Ray(RayCollisionTestClass & raytest);

	protected:

		void 								Render_Seg_Line(RenderInfoClass & rinfo);

	private:

		// Subdivision properties
		unsigned int					MaxSubdivisionLevels;

		// Normalized screen area - used for LOD purposes
		float								NormalizedScreenArea;

		// Per-point location array
		SimpleDynVecClass<Vector3>	PointLocations;

		// LineRenderer, contains most of the line settings.
		SegLineRendererClass		LineRenderer;
};

#endif SEGLINE_H
