////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011, 2026
//
//    This file is part of Scorched3D.
//
//    Scorched3D 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.
//
//    Scorched3D 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.,
//    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
////////////////////////////////////////////////////////////////////////////////

#ifndef __INCLUDE_GLCameraFrustum_hpp_INCLUDE__
#define __INCLUDE_GLCameraFrustum_hpp_INCLUDE__

#include <engine/GameStateI.hpp>
#include <common/Vector.hpp>

// SINGLETON
class GLCameraFrustum : public GameStateI
{
public:
	static GLCameraFrustum* instance();

	static Vector FrustrumRed;
	static Vector FrustrumBlue;
	static Vector FrustrumGreen;
	static Vector FrustrumWhite;

	virtual void draw( const unsigned int state );

	bool sphereInFrustum( Vector& point, float fRadius = 1, Vector& color = FrustrumWhite );
	bool sphereInFrustumThreadSafe( Vector& point, float fRadius );
	void backupFrustum();
	void restoreFrustum();
	void drawBilboard(
		Vector& position,
		Vector& color,
		float   alpha,
		float   width,
		float   height,
		bool    additive,
		int     texCoord
	);

	Vector& getBilboardVectorX();
	Vector& getBilboardVectorY();

	// clang-format off
	// uncrustify off
	float* getBilboardMatrix() { return s.fBilboard; }
	float* getViewMatrix()     { return s.fView; }
	// uncrustify on
	// clang-format on

protected:
	static GLCameraFrustum* instance_;

	struct Settings
	{
		float frustum_[6][4];
		float fProj[16];
		float fView[16];
		float fClip[16];
		float fBilboard[16];
		float viewport[4];
		float aspect;
	} s, b;

	void normalize( float vector[4] );

private:
	GLCameraFrustum();
	virtual ~GLCameraFrustum();
};

#endif  // __INCLUDE_GLCameraFrustum_hpp_INCLUDE__
