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/*
 * types.h
 *
 * All the data types - avoid circular reference silliness
 *
 * (c) 2008 Thomas White <taw27@cam.ac.uk>
 *
 *  thrust3d - a silly game
 *
 */

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

#ifndef TYPES_H
#define TYPES_H

#include <gl.h>
#include <SDL.h>

/* Maximum number of individual textures */
#define MAX_TEXTURES 128

/* Maximum number of rooms which can be "seen" at once */
#define MAX_ROOMS 64

/* Maximum number of lights per room */
#define MAX_LIGHTS 4

typedef enum {
	ATTRIB_NONE	= 0,
	ATTRIB_COLOUR	= 1<<0,		/* Colour specified? */
	ATTRIB_PULSE	= 1<<1,		/* Pulsating colour */
} PrimitiveAttrib;

typedef struct {

	GLenum type;
	int num_vertices;
	GLfloat *vertices;
	GLfloat *normals;
	GLfloat *texcoords;
	
	PrimitiveAttrib attribs;
	GLfloat col_r;
	GLfloat col_g;
	GLfloat col_b;
	char *texture;
	
} Primitive;

typedef struct {

	char *name;		/* Identifier */
	
	int num_primitives;
	Primitive **primitives;	/* Geometry */
	
	PrimitiveAttrib attrib_total;
	
} Model;

typedef struct {
	int num_models;
	Model **models;
} ModelContext;

typedef enum {
	OBJ_NONE	= 0,
	OBJ_GRAVITY	= 1<<0,		/* Object is subject to gravity */
} ObjectAttrib;

typedef struct {
	
	Model *model;
	
	GLfloat x;
	GLfloat y;
	GLfloat z;

	ObjectAttrib attribs;
	GLfloat vx;
	GLfloat vy;
	GLfloat vz;
	
	float yaw;
	float yawspeed;
	
} ModelInstance;

typedef struct {
	char *name;
	GLuint *data;
	GLuint texname;
} Texture;

typedef struct {

	/* Lighting shaders */
	GLhandleARB	lighting_vert;
	GLhandleARB	lighting_frag;
	GLhandleARB	lighting_program;
	
	/* Textures */
	Texture		textures[MAX_TEXTURES];
	unsigned int	num_textures;
	
        GLuint          fbo;
        GLuint          fbotex;
        GLuint          fbodepth;
        GLfloat         aspect;
        int             width;
        int             height;

} RenderContext;

typedef struct {
	int rx;
	int ry;
	int rz;
} Connection;

typedef struct {
	GLfloat x;
	GLfloat y;
	GLfloat z;
} Light;

typedef struct {

	ModelInstance **objects;
	int num_objects;
	
	int rx;
	int ry;
	int rz;
	
	int needed_this_time;
	Connection connected[MAX_ROOMS];
	int num_connected;
	
	Light lights[MAX_LIGHTS];
	int num_lights;
	
} Room;

typedef struct {

	unsigned int thrusting;
	unsigned int turn_left;
	unsigned int turn_right;
	unsigned int forward;
	unsigned int reverse;
	
	Uint32 tlast;			/* Time at which the last physics step was performed */
	int frame_delay;		/* Delay between frames */
	int frame_delay_fiddled;	/* frame_delay has been fiddled since the last FPS calculation */
	
	ModelInstance *lander;
	
	ModelContext *models;
	RenderContext *render;
	
	int cur_room_x;
	int cur_room_y;
	int cur_room_z;
	
	Room *rooms[MAX_ROOMS];
	int num_rooms;
	
	float view_angle;
	float view_dist;
	int paused;
	int pause_rel;
	
	int		frames;
	Uint32		t_fps;
	int		fps;
		
} Game;

#endif	/* TYPES_H */