/* bzflag
 * Copyright (c) 1993-2018 Tim Riker
 *
 * This package is free software;  you can redistribute it and/or
 * modify it under the terms of the license found in the file
 * named COPYING that should have accompanied this file.
 *
 * THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
 */

/* TriWallSceneNode:
 *  Encapsulates information for rendering a triangular wall.
 */

#ifndef BZF_TRI_WALL_SCENE_NODE_H
#define BZF_TRI_WALL_SCENE_NODE_H

// Inherits from
#include "WallSceneNode.h"

class TriWallSceneNode : public WallSceneNode
{
public:
    TriWallSceneNode(const GLfloat base[3],
                     const GLfloat sEdge[3],
                     const GLfloat tEdge[3],
                     float uRepeats = 1.0,
                     float vRepeats = 1.0,
                     bool makeLODs = true);
    ~TriWallSceneNode();

    int         split(const float*, SceneNode*&, SceneNode*&) const;

    void        addRenderNodes(SceneRenderer&);
    void        addShadowNodes(SceneRenderer&);
    void        renderRadar();

    bool        inAxisBox (const Extents& exts) const;

    int         getVertexCount () const;
    const       GLfloat* getVertex (int vertex) const;

    bool        cull(const ViewFrustum&) const;

    void        getRenderNodes(std::vector<RenderSet>& rnodes);

protected:
    class Geometry : public RenderNode
    {
    public:
        Geometry(TriWallSceneNode*,
                 int eCount,
                 const GLfloat base[3],
                 const GLfloat uEdge[3],
                 const GLfloat vEdge[3],
                 const GLfloat* normal,
                 float uRepeats, float vRepeats);
        ~Geometry();
        void        setStyle(int _style)
        {
            style = _style;
        }
        void        render();
        void        renderShadow();
        const GLfloat*  getVertex(int i) const;
        const GLfloat*  getPosition() const
        {
            return wall->getSphere();
        }
    private:
        void        drawV() const;
        void        drawVT() const;
    private:
        WallSceneNode*  wall;
        int     style;
        int     de;
        const GLfloat*  normal;
    public:
        GLfloat3Array   vertex;
        GLfloat2Array   uv;
        int      triangles;
    };

private:
    Geometry**      nodes;
    Geometry*       shadowNode;
};

#endif // BZF_TRI_WALL_SCENE_NODE_H

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