/*
Copyright (C) 2007, 2010 - Bit-Blot

This file is part of Aquaria.

Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
*/
#ifndef __after_effect__
#define __after_effect__

#include "Core.h"


class Effect
{
public:
	Effect();
	virtual void go(){}
	virtual void update(float dt, Vector ** drawGrid, int xDivs, int yDivs){}
	bool done;
	Vector position;
protected:
	float rate;
};

class ShockEffect : public Effect
{
public:
	ShockEffect(Vector position, Vector originalCenter, float nAmplitude, float nAmpDecay, float nFrequency,float nWaveLength, float timeMultiplier=1.0) : Effect()
	{
		this->originalCenter = originalCenter;
		this->position = position;
		amplitude = nAmplitude;
		frequency = nFrequency;
		waveLength = nWaveLength;
		rate = nAmpDecay;
		currentDistance = 0;
		this->timeMultiplier = timeMultiplier;
	}
	float timeMultiplier;
	//void go();
	void update(float dt, Vector ** drawGrid, int xDivs, int yDivs);

	float waveLength;
	float amplitude;
	float frequency;

	Vector centerPoint;
	Vector originalCenter;

	float currentDistance;
};

class RippleEffect : public Effect
{
public:
	RippleEffect();
	void update(float dt, Vector ** drawGrid, int xDivs, int yDivs);
	float time;
};

class AfterEffectManager
{
public:
	AfterEffectManager(int xDivs, int yDivs);
	~AfterEffectManager();
	void addEffect(Effect *e);
	void destroyEffect(int id);
	void update(float dt);

	void clear();
	void deleteEffects();

	void resetGrid();

	void render();
	void renderGrid();
	void renderGridPoints();

	void loadShaders();
	void unloadShaders(); // unloads shaders but keeps code and data intact, so that they can be reloaded.
	void deleteShaders();

	void unloadDevice();
	void reloadDevice();

	std::vector<Effect*> effects;
	std::queue<int> openSpots;

	bool active;

	bool bRenderGridPoints;

	int numEffects;
	int xDivs, yDivs;
	int screenWidth, screenHeight;
	int textureWidth, textureHeight;

	Vector ** drawGrid;

	// returns handle > 0 on success
	int loadShaderFile(const char *vert, const char *frag);
	int loadShaderSrc(const char *vert, const char *frag);
	Shader *getShaderPtr(int handle);
	void setShaderPipelineSize(size_t size);
	bool setShaderPipelinePos(int handle, size_t pos);
	void deleteShader(int handle);

protected:
	int _insertShader(Shader *sh);

	std::vector<Shader*> shaderPipeline; // Shaders are applied in this order. Can contain the same pointer more than once.
	std::vector<Shader*> loadedShaders;
	FrameBuffer backupBuffer;

};


#endif


