#ifndef __GL_RENDERER_H
#define __GL_RENDERER_H

#include "r_defs.h"
#include "v_video.h"
#include "vectors.h"
#include "r_renderer.h"
#include "r_data/matrix.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "hwrenderer/scene/hw_portal.h"
#include "hwrenderer/dynlights/hw_shadowmap.h"
#include <functional>

#ifdef _MSC_VER
#pragma warning(disable:4244)
#endif

struct particle_t;
class FCanvasTexture;
class FFlatVertexBuffer;
class FSkyVertexBuffer;
class FShaderManager;
class HWPortal;
class FLightBuffer;
class DPSprite;
class FGLRenderBuffers;
class FPresentShader;
class FPresent3DCheckerShader;
class FPresent3DColumnShader; 
class FPresent3DRowShader;
class FGL2DDrawer;
class FHardwareTexture;
class FShadowMapShader;
class SWSceneDrawer;
class GLViewpointBuffer;
struct FRenderViewpoint;
class FPresentShaderBase;

namespace OpenGLRenderer
{
	class FSamplerManager;
	class FCustomPostProcessShaders;
	class OpenGLFrameBuffer;

#define NOQUEUE nullptr	// just some token to be used as a placeholder

class FGLRenderer
{
public:

	OpenGLFrameBuffer *framebuffer;
	int mMirrorCount = 0;
	int mPlaneMirrorCount = 0;
	FShaderManager *mShaderManager = nullptr;
	FSamplerManager *mSamplerManager = nullptr;
	unsigned int mFBID;
	unsigned int mVAOID;
	unsigned int PortalQueryObject;
	unsigned int mStencilValue = 0;

	int mOldFBID;

	FGLRenderBuffers *mBuffers = nullptr;
	FGLRenderBuffers *mScreenBuffers = nullptr;
	FGLRenderBuffers *mSaveBuffers = nullptr;
	FPresentShader *mPresentShader = nullptr;
	FPresent3DCheckerShader *mPresent3dCheckerShader = nullptr;
	FPresent3DColumnShader *mPresent3dColumnShader = nullptr;
	FPresent3DRowShader *mPresent3dRowShader = nullptr;
	FShadowMapShader *mShadowMapShader = nullptr;
	FCustomPostProcessShaders *mCustomPostProcessShaders = nullptr;

	//FRotator mAngles;

	SWSceneDrawer *swdrawer = nullptr;

	FGLRenderer(OpenGLFrameBuffer *fb);
	~FGLRenderer() ;

	void Initialize(int width, int height);

	void ClearBorders();

	void ResetSWScene();

	void PresentStereo();
	void RenderScreenQuad();
	void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D);
	void AmbientOccludeScene(float m5);
	void ClearTonemapPalette();
	void BlurScene(float gameinfobluramount);
	void CopyToBackbuffer(const IntRect *bounds, bool applyGamma);
	void DrawPresentTexture(const IntRect &box, bool applyGamma);
	void Flush();
	void Draw2D(F2DDrawer *data);
	void RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV);
	void WriteSavePic(player_t *player, FileWriter *file, int width, int height);
	sector_t *RenderView(player_t *player);
	void BeginFrame();
    
    sector_t *RenderViewpoint (FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);


	bool StartOffscreen();
	void EndOffscreen();
	void UpdateShadowMap();

	void BindToFrameBuffer(FMaterial *mat);

private:

	void DrawScene(HWDrawInfo *di, int drawmode);
	bool QuadStereoCheckInitialRenderContextState();
	void PresentAnaglyph(bool r, bool g, bool b);
	void PresentSideBySide();
	void PresentTopBottom();
	void prepareInterleavedPresent(FPresentShaderBase& shader);
	void PresentColumnInterleaved();
	void PresentRowInterleaved();
	void PresentCheckerInterleaved();
	void PresentQuadStereo();

};

struct TexFilter_s
{
	int minfilter;
	int magfilter;
	bool mipmapping;
} ;


extern FGLRenderer *GLRenderer;

}
#endif
