////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011, 2025, 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_WaterWaves_hpp_INCLUDE__
#define __INCLUDE_WaterWaves_hpp_INCLUDE__

#include <common/Vector.hpp>
#include <common/ProgressCounter.hpp>
#include <GLEXT/GLTexture.hpp>
#include <vector>

class Water2Patches;

class WaterWaves
{
public:
	WaterWaves();
	virtual ~WaterWaves();

	void generateWaves( float waterHeight, ProgressCounter* counter = nullptr );
	void draw( Water2Patches& currentPatch );
	void simulate( float frameTime );

protected:
	struct WaterWaveEntry
	{
		Vector perp;
		Vector ptA;
		Vector ptB;
		Vector ptC;
		Vector ptD;
	};

	struct WaterWaveContext
	{
		int          mapWidth;
		int          mapHeight;
		int          pointsWidth;
		int          pointsHeight;
		int          pointsMult;
		bool*        wavePoints;
		unsigned int pointCount;
		unsigned int removedCount;
	};

	GLTexture wavesTexture1_;
	GLTexture wavesTexture2_;
	Vector    wavesColor_;

	std::vector< WaterWaveEntry > paths1_;
	std::vector< WaterWaveEntry > paths2_;
	float                         totalTime_;

	void findPoints( WaterWaveContext* context, float waterHeight, ProgressCounter* counter );
	bool findNextPath( WaterWaveContext* context, float waterHeight, ProgressCounter* counter );
	void findPath( WaterWaveContext* context, std::vector< Vector >& points, int x, int y, ProgressCounter* counter );
	void constructLines( WaterWaveContext* context, float waterHeight, std::vector< Vector >& points );
	void drawBoxes(
		Water2Patches&                 currentPatch,
		float                          totalTime,
		Vector&                        windDir,
		std::vector< WaterWaveEntry >& paths
	);
};

#endif  // __INCLUDE_WaterWaves_hpp_INCLUDE__
