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/*
 * Tuxánci 2 - A first person shooter
 * Copyright (C) 2025-2026  Connor Thomson
 *
 * This program 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 3 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, see <https://www.gnu.org/licenses/>.
 */

#ifndef TA_MODEL_H
#define TA_MODEL_H

#include <stdbool.h>
#include <stddef.h>
#include "ta_sdl.h"

#define TA_MODEL_DIMENSION 3

typedef struct ta_model_vertex {
    float position[TA_MODEL_DIMENSION];
    float normal[TA_MODEL_DIMENSION];
} ta_model_vertex;

typedef struct ta_model_mesh {
    ta_model_vertex *vertices;
    size_t vertex_count;
} ta_model_mesh;

typedef struct ta_model {
    SDL_GPUGraphicsPipeline *pipeline;
    SDL_GPUGraphicsPipeline *wireframe_pipeline;
    SDL_GPUGraphicsPipeline *shadow_pipeline;
    SDL_GPUBuffer *vertex_buffer;
    ta_model_mesh mesh;
    Uint32 vertex_count;
    bool uploaded;
    float position[TA_MODEL_DIMENSION];
    float rotation[TA_MODEL_DIMENSION];
} ta_model;

bool ta_model_build(const float positions[][TA_MODEL_DIMENSION], size_t position_count, const unsigned int faces[][TA_MODEL_DIMENSION], size_t face_count, ta_model_mesh *mesh);
void ta_model_free(ta_model_mesh *mesh);
bool ta_model_init(ta_model *model, SDL_GPUDevice *device, const float positions[][3], size_t position_count, const unsigned int faces[][TA_MODEL_DIMENSION], size_t face_count, SDL_GPUTextureFormat color_format, SDL_GPUTextureFormat depth_format, SDL_GPUSampleCount sample_count);
void ta_model_upload(ta_model *model, SDL_GPUCommandBuffer *command_buffer, SDL_GPUDevice *device);
void ta_model_render(const ta_model *model, SDL_GPUCommandBuffer *command_buffer, SDL_GPURenderPass *render_pass, int window_width, int window_height);
void ta_model_render_shadow(const ta_model *model, SDL_GPUCommandBuffer *command_buffer, SDL_GPURenderPass *render_pass);
void ta_model_destroy(ta_model *model, SDL_GPUDevice *device);

#endif // TA_MODEL_H