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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef _GROPENGLTNL_H
#define _GROPENGLTNL_H
#include "globalincs/pstypes.h"
#include "gropengl.h"
#include "gropenglshader.h"
#include "graphics/shadows.h"
#include "model/model.h"
#include <glad/glad.h>
extern GLint GL_max_elements_vertices;
extern GLint GL_max_elements_indices;
class poly_list;
class vertex_buffer;
extern float shadow_veryneardist;
extern float shadow_neardist;
extern float shadow_middist;
extern float shadow_fardist;
extern GLuint Shadow_map_texture;
struct opengl_vertex_bind {
vertex_format_data::vertex_format format;
GLint size;
GLenum data_type;
GLboolean normalized;
opengl_vert_attrib::attrib_id attribute_id;
};
gr_buffer_handle gr_opengl_create_buffer(BufferType type, BufferUsageHint usage);
void opengl_bind_buffer_object(gr_buffer_handle handle);
void gr_opengl_update_buffer_data(gr_buffer_handle handle, size_t size, const void* data);
void gr_opengl_update_buffer_data_offset(gr_buffer_handle handle, size_t offset, size_t size, const void* data);
void gr_opengl_delete_buffer(gr_buffer_handle handle);
void gr_opengl_bind_uniform_buffer(uniform_block_type bind_point, size_t offset, size_t size, gr_buffer_handle buffer);
void* gr_opengl_map_buffer(gr_buffer_handle handle);
void gr_opengl_flush_mapped_buffer(gr_buffer_handle handle, size_t offset, size_t size);
/**
* @brief Retrieves the OpenGL handle of a generic buffer handle
* @param expected_type The expected type of the buffer. Mainly used for debug checking.
* @param buffer_handle The handle of the generic buffer
* @return The OpenGL handle ID
*/
GLuint opengl_buffer_get_id(GLenum expected_type, gr_buffer_handle buffer_handle);
void gr_opengl_update_transform_buffer(void* data, size_t size);
void opengl_tnl_init();
void opengl_tnl_shutdown();
void gr_opengl_render_model(model_material* material_info, indexed_vertex_source *vert_source, vertex_buffer* bufferp, size_t texi);
void opengl_render_model_program(model_material* material_info, indexed_vertex_source *vert_source, vertex_buffer* bufferp, buffer_data *datap);
void opengl_tnl_set_material(material* material_info, bool set_base_map, bool set_clipping = true);
void opengl_tnl_set_material_distortion(distortion_material* material_info);
void opengl_tnl_set_material_particle(particle_material * material_info);
void opengl_tnl_set_material_movie(movie_material* material_info);
void opengl_tnl_set_material_batched(batched_bitmap_material * material_info);
void opengl_tnl_set_material_nanovg(nanovg_material * material_info);
void opengl_tnl_set_material_decal(decal_material * material_info);
void opengl_tnl_set_rocketui_material(interface_material* material_info);
void opengl_tnl_set_model_material(model_material *material_info);
void gr_opengl_set_viewport(int x, int y, int width, int height);
void opengl_bind_vertex_layout(vertex_layout &layout, GLuint vertexBuffer, GLuint indexBuffer, size_t base_offset = 0);
#endif //_GROPENGLTNL_H
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