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  -------
Copyright 2005-2013 Nullsoft, Inc.
All rights reserved.

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are permitted provided that the following conditions are met:

  * Redistributions of source code must retain the above copyright notice,
    this list of conditions and the following disclaimer.

  * 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.

  * Neither the name of Nullsoft nor the names of its contributors may be used to
    endorse or promote products derived from this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR
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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.
*/

#ifndef __NULLSOFT_DX9_EXAMPLE_PLUGIN_SUPPORT_H__
#define __NULLSOFT_DX9_EXAMPLE_PLUGIN_SUPPORT_H__ 1

#include <d3dx9.h>

void MakeWorldMatrix( D3DXMATRIX* pOut,
                      float xpos, float ypos, float zpos,
                      float sx,   float sy,   float sz,
                      float pitch, float yaw, float roll);
void MakeProjectionMatrix( D3DXMATRIX* pOut,
                           const float near_plane, // Distance to near clipping plane
                           const float far_plane,  // Distance to far clipping plane
                           const float fov_horiz,  // Horizontal field of view angle, in radians
                           const float fov_vert);   // Vertical field of view angle, in radians
void PrepareFor3DDrawing(
        IDirect3DDevice9 *pDevice,
        int viewport_width,
        int viewport_height,
        float fov_in_degrees,
        float near_clip,
        float far_clip,
        D3DXVECTOR3* pvEye,
        D3DXVECTOR3* pvLookat,
        D3DXVECTOR3* pvUp
    );
void PrepareFor2DDrawing(IDirect3DDevice9 *pDevice);

// Define vertex formats you'll be using here:
// note: layout must match the vertex declaration in plugin.cpp!
typedef struct _MYVERTEX
{
    float x, y, z;     // screen position + Z-buffer depth
    DWORD Diffuse;     // diffuse color
    float tu, tv;           // DYNAMIC
     float tu_orig, tv_orig; // STATIC
    float rad, ang;         // STATIC
} MYVERTEX, *LPMYVERTEX;

// note: layout must match the vertex declaration in plugin.cpp!
typedef struct _WFVERTEX
{
    float x, y, z;
    DWORD Diffuse;   // diffuse color. also acts as filler; aligns struct to 16 bytes (good for random access/indexed prims)
} WFVERTEX, *LPWFVERTEX;

// note: layout must match the vertex declaration in plugin.cpp!
typedef struct _SPRITEVERTEX
{
    float x, y;      // screen position
    float z;         // Z-buffer depth
    DWORD Diffuse;   // diffuse color. also acts as filler; aligns struct to 16 bytes (good for random access/indexed prims)
    float tu, tv;    // texture coordinates for texture #0
} SPRITEVERTEX, *LPSPRITEVERTEX;

// Also prepare vertex format descriptors for each
//   of the 3 kinds of vertices we'll be using:
// note: D3DFVF_TEXCOORDSIZEm(n): m = the dimension, n = the index
// AVOID D3DFVF_TEXCOORDSIZE4 - I've seen probs (blending between shader and non-shader presets) on vaio laptop w/6200!
#define MYVERTEX_FORMAT     (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE2(0) | D3DFVF_TEXCOORDSIZE2(1) | D3DFVF_TEXCOORDSIZE2(2))
#define WFVERTEX_FORMAT     (D3DFVF_XYZ | D3DFVF_DIFFUSE              )
#define SPRITEVERTEX_FORMAT (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0) )

void    FormatSongTime(double seconds, wchar_t *dst);

//#define PROFILING
#ifdef PROFILING
    #define PROFILE_BEGIN    LARGE_INTEGER tx, freq, ty; QueryPerformanceCounter(&tx); QueryPerformanceFrequency(&freq);
    #define PROFILE_END(s)   { QueryPerformanceCounter(&ty); float dt = (float)((double)(ty.QuadPart - tx.QuadPart) / (double)freq.QuadPart); char buf[256]; sprintf(buf, "  %s = %.1f ms\n", s, dt*1000 ); OutputDebugString(buf); tx = ty; }
#else
    #define PROFILE_BEGIN
    #define PROFILE_END(s)
#endif

int GetDX9TexFormatBitsPerPixel(D3DFORMAT fmt);

#endif