/*
** gl_texture.cpp
** high level GL texture interface
**
**---------------------------------------------------------------------------
** Copyright 2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
**    notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
**    notice, this list of conditions and the following disclaimer in the
**    documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
**    derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/

#include "palette.h"
#include "build.h"
#include "polymost.h"
#include "textures.h"
#include "bitmap.h"
#include "v_font.h"
#include "palettecontainer.h"
#include "../../glbackend/glbackend.h"
#include "texturemanager.h"
#include "v_video.h"

//===========================================================================
// 
//	Retrieve the texture to be used.
//
//===========================================================================

bool GLInstance::SetTexture(int picnum, FGameTexture* tex, int paletteid, int sampler)
{
	TexturePick texpick;
	if (!PickTexture(picnum, tex, paletteid, texpick)) return false;

	int TextureType = (texpick.translation & 0x80000000) ? TT_INDEXED : TT_TRUECOLOR;
	if (TextureType == TT_INDEXED)
	{
		sampler = sampler + CLAMP_NOFILTER - CLAMP_NONE;
	}


	// This is intentionally the same value for both parameters. The shader does not use the same uniform for modulation and overlay colors.
	SetTinting(texpick.tintFlags, texpick.tintColor, texpick.tintColor);
	int lookuppal = texpick.translation & 0x7fffffff;
	SetPalswap(GetTranslationIndex(lookuppal));

	SetBasepalTint(texpick.basepalTint);
	auto &mat = renderState.mMaterial;
	int flags = hw_useindexedcolortextures ? CTF_Indexed : 0;
	mat.mMaterial = FMaterial::ValidateTexture(tex, flags); // todo allow scaling
	mat.mClampMode = sampler;
	mat.mTranslation = texpick.translation;
	mat.mOverrideShader = 0;
	mat.mChanged = true;
	if (TextureType == TT_INDEXED) renderState.Flags |= RF_UsePalette;
	else renderState.Flags &= ~RF_UsePalette;
	GLInterface.SetAlphaThreshold(tex->alphaThreshold);
	return true;
}

//===========================================================================
// 
// stand-ins for the texture system. Nothing of this is used right now, but needs to be present to satisfy the linker
//
//===========================================================================

void InitBuildTiles()
{

}

TArray<UserShaderDesc> usershaders;

void UpdateVRModes(bool considerQuadBuffered = true)
{
	// should update the menu.
}