//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: 
//
// $NoKeywords: $
//
//===========================================================================//

#ifndef ISHADERUTIL_H
#define ISHADERUTIL_H

#ifdef _WIN32
#pragma once
#endif


#include "materialsystem/imaterial.h"
#include "appframework/IAppSystem.h"


//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class ITexture;
struct MaterialSystem_Config_t;
struct ImageFormatInfo_t;
enum Sampler_t;
enum VertexTextureSampler_t;
enum StandardTextureId_t;
class CPrimList;
struct ShaderColorCorrectionInfo_t;

#define SHADER_UTIL_INTERFACE_VERSION "VShaderUtil001"


abstract_class IShaderUtil : public IAppSystem
{
public:
	// Method to allow clients access to the MaterialSystem_Config
	virtual MaterialSystem_Config_t& GetConfig() = 0;

	// Allows us to convert image formats
	virtual bool ConvertImageFormat( unsigned char *src, enum ImageFormat srcImageFormat,
									 unsigned char *dst, enum ImageFormat dstImageFormat, 
									 int width, int height, int srcStride = 0, int dstStride = 0 ) = 0;

	// Figures out the amount of memory needed by a bitmap
	virtual int GetMemRequired( int width, int height, int depth, ImageFormat format, bool mipmap ) = 0;

	// Gets image format info
	virtual const ImageFormatInfo_t& ImageFormatInfo( ImageFormat fmt ) const = 0;

    // Bind standard textures
	virtual void BindStandardTexture( Sampler_t sampler, StandardTextureId_t id ) = 0;

	// What are the lightmap dimensions?
	virtual void GetLightmapDimensions( int *w, int *h ) = 0;

	// These methods are called when the shader must eject + restore HW memory
	virtual void ReleaseShaderObjects() = 0;
	virtual void RestoreShaderObjects( CreateInterfaceFn shaderFactory, int nChangeFlags = 0 ) = 0;

	// Used to prevent meshes from drawing.
	virtual bool IsInStubMode() = 0;
	virtual bool InFlashlightMode() const = 0;

	// For the shader API to shove the current version of aniso level into the
	// "definitive" place (g_config) when the shader API decides to change it.
	// Eventually, we should have a better system of who owns the definitive
	// versions of config vars.
	virtual void NoteAnisotropicLevel( int currentLevel ) = 0;

	// NOTE: Stuff after this is added after shipping HL2.

	// Are we rendering through the editor?
	virtual bool InEditorMode() const = 0;

	// Gets the bound morph's vertex format; returns 0 if no morph is bound
	virtual MorphFormat_t GetBoundMorphFormat() = 0;

	virtual ITexture *GetRenderTargetEx( int nRenderTargetID ) = 0;

	// Tells the material system to draw a buffer clearing quad
	virtual void DrawClearBufferQuad( unsigned char r, unsigned char g, unsigned char b, unsigned char a, bool bClearColor, bool bClearDepth ) = 0;

#if defined( _X360 )
	virtual void ReadBackBuffer( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *pData, ImageFormat dstFormat, int nDstStride ) = 0;
#endif

	// Calls from meshes to material system to handle queing/threading
	virtual bool OnDrawMesh( IMesh *pMesh, int firstIndex, int numIndices ) = 0;
	virtual bool OnDrawMesh( IMesh *pMesh, CPrimList *pLists, int nLists ) = 0;
	virtual bool OnSetFlexMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ) = 0;
	virtual bool OnSetColorMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ) = 0;
	virtual bool OnSetPrimitiveType( IMesh *pMesh, MaterialPrimitiveType_t type ) = 0;
	virtual bool OnFlushBufferedPrimitives() = 0;


	virtual void SyncMatrices() = 0;
	virtual void SyncMatrix( MaterialMatrixMode_t ) = 0;

	virtual void BindStandardVertexTexture( VertexTextureSampler_t sampler, StandardTextureId_t id ) = 0;
	virtual void GetStandardTextureDimensions( int *pWidth, int *pHeight, StandardTextureId_t id ) = 0;
	virtual int MaxHWMorphBatchCount() const = 0;

	// Interface for mat system to tell shaderapi about color correction
	virtual void GetCurrentColorCorrection( ShaderColorCorrectionInfo_t* pInfo ) = 0;
};

#endif // ISHADERUTIL_H
