#ifndef Z64VIEW_H
#define Z64VIEW_H

#include "PR/ultratypes.h"
#include "PR/gbi.h"
#include "main.h"
#include "z64math.h"
#include "unk.h"

struct GraphicsContext;

typedef struct Viewport {
    /* 0x0 */ s32 topY;    // uly (upper left y)
    /* 0x4 */ s32 bottomY; // lry (lower right y)
    /* 0x8 */ s32 leftX;   // ulx (upper left x)
    /* 0xC */ s32 rightX;  // lrx (lower right x)
} Viewport; // size = 0x10

typedef struct View {
    /* 0x000 */ u32 magic; // string literal "VIEW" / 0x56494557
    /* 0x004 */ struct GraphicsContext* gfxCtx;
    /* 0x008 */ Viewport viewport;
    /* 0x018 */ f32 fovy;  // vertical field of view in degrees
    /* 0x01C */ f32 zNear; // distance to near clipping plane
    /* 0x020 */ f32 zFar;  // distance to far clipping plane
    /* 0x024 */ f32 scale; // scale for matrix elements
    /* 0x028 */ Vec3f eye;
    /* 0x034 */ Vec3f at;
    /* 0x040 */ Vec3f up;
    /* 0x04C */ UNK_TYPE1 pad4C[0x4];
    /* 0x050 */ Vp vp;
    /* 0x060 */ Mtx projection;
    /* 0x0A0 */ Mtx viewing;
    /* 0x0E0 */ Mtx unkE0;
    /* 0x120 */ Mtx* projectionPtr;
    /* 0x124 */ Mtx* viewingPtr;
    /* 0x128 */ Vec3f distortionOrientation;
    /* 0x134 */ Vec3f distortionScale;
    /* 0x140 */ f32 distortionSpeed;
    /* 0x144 */ Vec3f curDistortionOrientation;
    /* 0x150 */ Vec3f curDistortionScale;
    /* 0x15C */ u16 perspNorm; // used to normalize the projection matrix
    /* 0x160 */ u32 flags;  // bit 3: Render to an orthographic perspective
    /* 0x164 */ s32 unk164;
} View; // size = 0x168

#define VIEW_VIEWING (1 << 0)
#define VIEW_VIEWPORT (1 << 1)
#define VIEW_PROJECTION_PERSPECTIVE (1 << 2)
#define VIEW_PROJECTION_ORTHO (1 << 3)
#define VIEW_ALL (VIEW_VIEWING | VIEW_VIEWPORT | VIEW_PROJECTION_PERSPECTIVE | VIEW_PROJECTION_ORTHO)

#define VIEW_FORCE_VIEWING (VIEW_VIEWING << 4)
#define VIEW_FORCE_VIEWPORT (VIEW_VIEWPORT << 4)
#define VIEW_FORCE_PROJECTION_PERSPECTIVE (VIEW_PROJECTION_PERSPECTIVE << 4)
#define VIEW_FORCE_PROJECTION_ORTHO (VIEW_PROJECTION_ORTHO << 4)

#define SET_FULLSCREEN_VIEWPORT(view)      \
    {                                      \
        Viewport viewport;                 \
        viewport.bottomY = SCREEN_HEIGHT;  \
        viewport.rightX = SCREEN_WIDTH;    \
        viewport.topY = 0;                 \
        viewport.leftX = 0;                \
        View_SetViewport(view, &viewport); \
    }                                      \
    (void)0

#define SET_FULLSCREEN_VIEWPORT_DYNAMIC(view)   \
{                                               \
    Viewport viewport;                          \
    viewport.bottomY = gScreenHeight;           \
    viewport.rightX = gScreenWidth;             \
    viewport.topY = 0;                          \
    viewport.leftX = 0;                         \
    View_SetViewport(view, &viewport);          \
}                                               \
(void)0

void View_Init(View* view, struct GraphicsContext* gfxCtx);
void View_LookAt(View* view, Vec3f* eye, Vec3f* at, Vec3f* up);
void View_SetScale(View* view, f32 scale);
void View_GetScale(View* view, f32* scale);
void View_SetPerspective(View* view, f32 fovy, f32 zNear, f32 zFar);
void View_GetPerspective(View* view, f32* fovy, f32* zNear, f32* zFar);
void View_SetOrtho(View* view, f32 fovy, f32 zNear, f32 zFar);
void View_GetOrtho(View* view, f32* fovy, f32* zNear, f32* zFar);
void View_SetViewport(View* view, Viewport* viewport);
void View_GetViewport(View* view, Viewport* viewport);

s32 View_SetDistortionOrientation(View* view, f32 rotX, f32 rotY, f32 rotZ);
s32 View_SetDistortionScale(View* view, f32 scaleX, f32 scaleY, f32 scaleZ);
s32 View_SetDistortionSpeed(View* view, f32 speed);
s32 View_InitDistortion(View* view);
s32 View_ClearDistortion(View* view);
s32 View_SetDistortion(View* view, Vec3f orientation, Vec3f scale, f32 speed);

s32 View_Apply(View* view, s32 mask);
s32 View_ApplyOrthoToOverlay(View* view);
s32 View_ApplyPerspectiveToOverlay(View* view);
s32 View_UpdateViewingMatrix(View* view);
s32 View_ApplyTo(View* view, Gfx** gfxP);

#endif
