// Copyright (c) 2007, Rodrigo Braz Monteiro
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
//   * Redistributions of source code must retain the above copyright notice,
//     this list of conditions and the following disclaimer.
//   * Redistributions in binary form must reproduce the above copyright notice,
//     this list of conditions and the following disclaimer in the documentation
//     and/or other materials provided with the distribution.
//   * Neither the name of the Aegisub Group nor the names of its contributors
//     may be used to endorse or promote products derived from this software
//     without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// -----------------------------------------------------------------------------
//
// AEGISUB
//
// Website: http://aegisub.cellosoft.com
// Contact: mailto:zeratul@cellosoft.com
//


#pragma once
#ifdef __APPLE__
#include <OpenGL/GL.h>
#include <OpenGL/glu.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
typedef GLuint GLhandleARB;
#endif
#include <wx/thread.h>
#include <wx/colour.h>


//////////////////
// OpenGL Wrapper
class OpenGLWrapper {
private:
	float r1,g1,b1,a1;
	float r2,g2,b2,a2;
	int lw;

	static void Initialize();
	static GLhandleARB CreateStandardVertexShader();
	static GLhandleARB CreateYV12PixelShader();
	static GLhandleARB CreateShaderProgram(GLhandleARB vertex,GLhandleARB pixel);

public:
	OpenGLWrapper();

	static wxMutex glMutex;

	void SetLineColour(wxColour col,float alpha=1.0f,int width=1);
	void SetFillColour(wxColour col,float alpha=1.0f);
	void SetModeLine();
	void SetModeFill();
	void DrawLine(float x1,float y1,float x2,float y2);
	void DrawDashedLine(float x1,float y1,float x2,float y2,float dashLen);
	void DrawEllipse(float x,float y,float radiusX,float radiusY);
	void DrawCircle(float x,float y,float radius) { DrawEllipse(x,y,radius,radius); }
	void DrawRectangle(float x1,float y1,float x2,float y2);
	void DrawRing(float x,float y,float r1,float r2,float ar=1.0f,float arcStart=0.0f,float arcEnd=0.0f);
	void DrawTriangle(float x1,float y1,float x2,float y2,float x3,float y3);

	static bool UseShaders();
	static bool IsExtensionSupported(const char *ext);
	static bool ShadersAvailable();
	static void SetShader(GLhandleARB i);
	static void DestroyShaderProgram(GLhandleARB i);
	static GLhandleARB CreateYV12Shader(float tw,float th,float tws);
};