/*
 * (C) Copyright Ian D. Romanick 2007
 * All Rights Reserved.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * on the rights to use, copy, modify, merge, publish, distribute, sub
 * license, and/or sell copies of the Software, and to permit persons to whom
 * the Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice (including the next
 * paragraph) shall be included in all copies or substantial portions of the
 * Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.  IN NO EVENT SHALL
 * AUTHORS, COPYRIGHT HOLDERS, AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
 * USE OR OTHER DEALINGS IN THE SOFTWARE.
 */

#ifndef SHADOW_H
#define SHADOW_H

#define DEGREES_TO_RADIANS(a) \
    ((a) * M_PI / 180.0)

#include <SDL/SDL.h>
#include <SDL/SDL_ttf.h>

struct entity {
    /**
     * Primitive used for this entity.
     */
    idr_primitive *object;

    /**
     * Base color for objects that lack per-vertex colors.
     */
    GLubyte color[4];

    /**
     * Transformation matrix for the object.
     */
    GLfloat transform[16];

    /**
     * Shader used to draw an object when it is normally lit.
     */
    glsl_shader_program *lit_shader;

    /**
     * Shader used to draw an object with just ambient lighting.
     */
    glsl_shader_program *ambient_shader;

    /**
     * Shader used to draw extruded shadow volume polygons.
     */
    glsl_shader_program *sv_shader;
};

extern void draw_scene(struct entity *entities, unsigned num_entities,
		       const idr_vec4 &light);

extern void draw_HUD(TTF_Font *font, float fps);

#endif /* SHADOW_H */
