#ifndef _MAIN_H
#define _MAIN_H

#include <windows.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string>
#include <fstream>
#include <vector>
#include <gl\gl.h>										// Header File For The OpenGL32 Library
#include <gl\glu.h>										// Header File For The GLu32 Library
//#include <gl\glaux.h>
#include <crtdbg.h>
using namespace std;

#define SCREEN_WIDTH 800								// We want our screen width 800 pixels
#define SCREEN_HEIGHT 600								// We want our screen height 600 pixels
#define SCREEN_DEPTH 16									// We want 16 bits per pixel


//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////

// This file includes all of the model structures that are needed to load and animate
// a .Md2 file.  When it comes to skeletal animation, we need to add quite
// a bit more variables to these structures.  Not all of the data will be used
// because Quake2 models don't have such a need.  I decided to keep the structures
// the same as the rest of the model loaders on our site so that we could eventually
// use a base class in the future for a library.  There was some additions though to our
// t3DModel structure.  Look below to get a better description of what changed and why.

//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////


#define MAX_TEXTURES 100								// The maximum amount of textures to load

// This is our 3D point class.  This will be used to store the vertices of our model.
class CVector3 
{
public:
	float x, y, z;
};

// This is our 2D point class.  This will be used to store the UV coordinates.
class CVector2 
{
public:
	float x, y;
};

// This is our face structure.  This is is used for indexing into the vertex 
// and texture coordinate arrays.  From this information we know which vertices
// from our vertex array go to which face, along with the correct texture coordinates.
struct tFace
{
	int vertIndex[3];			// indicies for the verts that make up this triangle
	int coordIndex[3];			// indicies for the tex coords to texture this face
};

class CSGXTexture;
// This holds the information for a material.  It may be a texture map of a color.
// Some of these are not used, but I left them.
struct tMaterialInfo
{
	char  strName[255];			// The texture name
	char  strFile[255];			// The texture file name (If this is set it's a texture map)
	BYTE  color[3];				// The color of the object (R, G, B)
	int   texureId;				// the texture ID
	float uTile;				// u tiling of texture  
	float vTile;				// v tiling of texture	
	float uOffset;			    // u offset of texture
	float vOffset;				// v offset of texture

	CSGXTexture	*m_pTexture;
} ;

// This holds all the information for our model/scene. 
// You should eventually turn into a robust class that 
// has loading/drawing/querying functions like:
// LoadModel(...); DrawObject(...); DrawModel(...); DestroyModel(...);
struct t3DObject 
{
	int  numOfVerts;			// The number of verts in the model
	int  numOfFaces;			// The number of faces in the model
	int  numTexVertex;			// The number of texture coordinates
	int  materialID;			// The texture ID to use, which is the index into our texture array
	bool bHasTexture;			// This is TRUE if there is a texture map for this object
	char strName[255];			// The name of the object
	CVector3  *pVerts;			// The object's vertices
	CVector3  *pNormals;		// The object's normals
	CVector2  *pTexVerts;		// The texture's UV coordinates
	tFace *pFaces;				// The faces information of the object
};


//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////

// This holds our information for each animation of the Quake model.
// A STL vector list of this structure is created in our t3DModel structure below.
struct tAnimationInfo
{
	char strName[255];			// This stores the name of the animation (Jump, Pain, etc..)
	int startFrame;				// This stores the first frame number for this animation
	int endFrame;				// This stores the last frame number for this animation
};

// We added 4 new variables to our model structure.  These will help us handle
// the current animation.  As of now, the current animation will continue to loop
// from it's start from to it's end frame until we right click and change animations.
class t3DModel 
{
public:
	int numOfObjects;					// The number of objects in the model
	int numOfMaterials;					// The number of materials for the model
	int numOfAnimations;				// The number of animations in this model (NEW)
	int currentAnim;					// The current index into pAnimations list (NEW)
	int currentFrame;					// The current frame of the current animation (NEW)
	vector<tAnimationInfo> pAnimations; // The list of animations (NEW)
	vector<tMaterialInfo> pMaterials;	// The list of material information (Textures and colors)
	vector<t3DObject> pObject;			// The object list for our model
};

//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////


extern bool  g_bFullScreen;									// set full screen as default
extern HWND  g_hWnd;										// This is the handle for the window
extern RECT  g_rRect;										// This holds the window dimensions
extern HDC   g_hDC;											// General HDC - (handle to device context)
extern HGLRC g_hRC;											// General OpenGL_DC - Our Rendering Context for OpenGL
extern HINSTANCE g_hInstance;								// This holds our window hInstance

// This is our MAIN() for windows
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hprev, PSTR cmdline, int ishow);

// The window proc which handles all of window's messages.
LRESULT CALLBACK WinProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam);

// This controls our main program loop
WPARAM MainLoop();

// This creates a texture and stores it in the texture array with it's ID.
void createTexture(UINT textureArray[], LPSTR strFileName, int textureID);

// This changes the screen to full screen mode
void ChangeToFullScreen();

// This is our own function that makes creating a window modular and easy
HWND CreateMyWindow(LPSTR strWindowName, int width, int height, DWORD dwStyle, bool bFullScreen, HINSTANCE hInstance);

// This allows us to configure our window for OpenGL and backbuffered
bool bSetupPixelFormat(HDC hdc);

// This inits our screen translations and projections
void SizeOpenGLScreen(int width, int height);

// This sets up OpenGL
void initializeOpenGL(int width, int height);

// This initializes the whole program
void Init(HWND hWnd);

// This draws everything to the screen
void renderScene();

// This frees all our memory in our program
void DeInit();

#endif 


/////////////////////////////////////////////////////////////////////////////////
//
// * QUICK NOTES * 
//
// This file includes all the structures that you need to hold the model data
// and animate using key frame interpolation.  If you intend to use this code, I would 
// make the model and object structures classes. This way you can have a bunch of 
// helper functions like Import(), translate(), Render()...
//
// This file added a new structure since the last Quake MD2 loading tutorial, tAnimationInfo:
//
// struct tAnimationInfo
// {
//	  char strName[255];	// This stores the name of the animation (Jump, Pain, etc..)
//	  int startFrame;		// This stores the first frame number for this animation
//	  int endFrame;			// This stores the last frame number for this animation
// };
//
// Each quake animation has a character string name, and a starting frame and ending
// frame, of the total ~198 frames of animation in the model.  This makes it easy to
// know where the animation starts and when it stops.  That way our interpolation
// just happens between those frames.  The nice thing about key frame interpolation is
// that if you need to move to another animation, you just interpolate you current frame
// of animation to the first frame of the new animation.  There will usually be a nice 
// transition between animations.
//
// We finally added some variables to keep track our our animations and to store
// the current animation and frame our model is in.  These are store in the 
// t3DModel structure:
//
//	int numOfAnimations;				// The number of animations in this model (NEW)
//	int currentAnim;					// The current index into pAnimations list (NEW)
//	int currentFrame;					// The current frame of the current animation (NEW)
//	vector<tAnimationInfo> pAnimations; // The list of animations (NEW)
//
// Like the rest of our lists, we make the animation list a STL vector so we don't have
// to write our own list code and worry about clean up.
//
// * What's An STL (Standard Template Library) Vector? *
//
// Let me quickly explain the STL vector for those of you who are not familiar with them.
// To use a vector you must include <vector> and use the std namespace: using namespace std;
// A vector is an array based link list.  It allows you to dynamically add and remove nodes.
// This is a template class so it can be a list of ANY type.  To create a vector of type
// "int" you would say:  vector<int> myIntList;
// Now you can add a integer to the dynamic array by saying: myIntList.push_back(10);
// or you can say:  myIntList.push_back(num);.  The more you push back, the larger
// your array gets.  You can index the vector like an array.  myIntList[0] = 0;
// To get rid of a node you use the pop_back() function.  To clear the vector use clear().
// It frees itself so you don't need to worry about it, except if you have data
// structures that need information freed from inside them, like our objects.
//
//
// Ben Humphrey (DigiBen)
// Game Programmer
// DigiBen@GameTutorials.com
// Co-Web Host of www.GameTutorials.com
//
// The Quake2 .Md2 file format is owned by ID Software.  This tutorial is being used 
// as a teaching tool to help understand model loading and animation.  This should
// not be sold or used under any way for commercial use with out written conset
// from ID Software.
//
// Quake and Quake2 are trademarks of ID Software.
// All trademarks used are properties of their respective owners. 
//
//
