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#ifndef _SOFTSHADEROOM_SHADER_H_
#define _SOFTSHADEROOM_SHADER_H_

#include "../math/math.h"
#include "vert.h"
#include "texture.h"
#include "framebuffer.h"

typedef struct {
	/*built in varaibles*/
	Mat4* model;
	Mat4* view;
	Mat4* projection;
	Mat4* mvp;
	Mat4* mv;
	/*extra variables*/
	Texture* var_tex[12];
	Mat4 var_mat4[8];
	Vec4 var_vec4[8];
	Vec3 var_vec3[8];
	Vec2 var_vec2[8];
	float var_num[8];
	/*userdata*/
	void* userdata;
} UniformCollection;

#define UTEX(i) (uniforms->var_tex[i])
#define UM4(i)  (&uniforms->var_mat4[i])
#define UV2(i)  (&uniforms->var_vec2[i])
#define UV3(i)  (&uniforms->var_vec3[i])
#define UV4(i)  (&uniforms->var_vec4[i])
#define UN(i)   (&uniforms->var_num[i])
#define UU      (uniforms->userdata)

#define REG_TOTAL 32
#define REG_NUM_COUNT 4
#define REG_V2_COUNT 8 
#define REG_V3_COUNT 12
#define REG_V4_COUNT 8

//typedef struct {
//	Vertex* vertex;
//} Vertex;

typedef void(*VertexShader)(UniformCollection* uniforms, Vertex* in, Vec4* homocoord);

typedef struct {
	float num[REG_NUM_COUNT];
	Vec2 v2[REG_V2_COUNT];
	Vec3 v3[REG_V3_COUNT];
	Vec4 v4[REG_V4_COUNT];
} FragmentShaderIn;

typedef bool(*FragmentShader)(UniformCollection* uniforms, Color32* color);

typedef struct {
	VertexShader vertexshader;
	FragmentShader fragmentshader;
	uint varying_flag;
} Program;

#define VARYING_NONE     (0)

#define VARYING_NUM_00		 (1u)
#define VARYING_NUM_01		 (1u << 1)
#define VARYING_NUM_02		 (1u << 2)
#define VARYING_NUM_03		 (1u << 3)

#define VARYING_NUM      (VARYING_NUM_00 | VARYING_NUM_01 | VARYING_NUM_02 | VARYING_NUM_03 )

#define VARYING_V2_00		 (1u << 4)
#define VARYING_V2_01		 (1u << 5)
#define VARYING_V2_02		 (1u << 6)
#define VARYING_V2_03		 (1u << 7)
#define VARYING_V2_04		 (1u << 8)
#define VARYING_V2_05		 (1u << 9)
#define VARYING_V2_06		 (1u << 10)
#define VARYING_V2_07		 (1u << 11)

#define VARYING_V2       (VARYING_V2_00 | VARYING_V2_01 | VARYING_V2_02 | VARYING_V2_03 | VARYING_V2_04 | VARYING_V2_05 | VARYING_V2_06 | VARYING_V2_07)

#define VARYING_V3_00		 (1u << 12)
#define VARYING_V3_01		 (1u << 13)
#define VARYING_V3_02		 (1u << 14)
#define VARYING_V3_03		 (1u << 15)
#define VARYING_V3_04		 (1u << 16)
#define VARYING_V3_05		 (1u << 17)
#define VARYING_V3_06		 (1u << 18)
#define VARYING_V3_07		 (1u << 19)
#define VARYING_V3_08		 (1u << 20)
#define VARYING_V3_09		 (1u << 21)
#define VARYING_V3_10		 (1u << 22)
#define VARYING_V3_11		 (1u << 23)

#define VARYING_V3       (VARYING_V3_00 | VARYING_V3_01 | VARYING_V3_02 | VARYING_V3_03 | VARYING_V3_04 | VARYING_V3_05| VARYING_V3_06| VARYING_V3_07 | VARYING_V3_08 |VARYING_V3_09 |  VARYING_V3_10 | VARYING_V3_11)

#define VARYING_V4_00		 (1u << 24)
#define VARYING_V4_01		 (1u << 25)
#define VARYING_V4_02		 (1u << 26)
#define VARYING_V4_03		 (1u << 27)
#define VARYING_V4_04		 (1u << 28)
#define VARYING_V4_05		 (1u << 29)
#define VARYING_V4_06		 (1u << 30)
#define VARYING_V4_07		 (1u << 31)

#define VARYING_V4       (VARYING_V4_00 | VARYING_V4_01 | VARYING_V4_02 | VARYING_V4_03 | VARYING_V4_04 | VARYING_V4_05 | VARYING_V4_06 | VARYING_V4_07)

#define VARYING_ANY    (VARYING_NUM | VARYING_V2 | VARYING_V3 | VARYING_V4)

Color* ssrS_bcpcolor(Vec3* bc, Color A, Color B, Color C, Color* out);
float* ssrS_bcpnum(Vec3* bc, float* A, float* B, float* C, float* out);
Vec2*  ssrS_bcpvec2(Vec3* bc, Vec2* A, Vec2* B, Vec2* C, Vec2* out);
Vec3* ssrS_bcpvec3(Vec3* bc, Vec3* A, Vec3* B, Vec3* C, Vec3* out);
Vec4* ssrS_bcpvec4(Vec3* bc, Vec4* A, Vec4* B, Vec4* C, Vec4* out);

Color* ssrS_lerpcolor(float t, Color A, Color B, Color* out);
float* ssrS_lerpnum(float t, float* A, float* B, float* out);
Vec2* ssrS_lerpvec2(float t, Vec2* A, Vec2* B, Vec2* out);
Vec3* ssrS_lerpvec3(float t, Vec3* A, Vec3* B, Vec3* out);
Vec4* ssrS_lerpvec4(float t, Vec4* A, Vec4* B, Vec4* out);

typedef enum {
	REGTYPE_NUM = 1,
	REGTYPE_VEC2,
	REGTYPE_VEC4,
	REGTYPE_VEC3,
} RegisterType;

typedef struct {
	uint length;
	uint type;
	uint element_size; /*element in bytes, 4\8\12\16*/
	union {
		byte* data;
		/*pecific*/
		float* num;
		Vec2* v2;
		Vec3* v3;
		Vec4* v4;
	};
} Register;

typedef void* (*BcpInterpolator)(Vec3* bc, void* a, void* b, void* c, void* out);
typedef void* (*LinearInterpolator)(float t, void* a, void* b, void* out);

typedef struct {
	uint element_size;
	byte* data; /*mutable, either of registers or temp-registers*/
	byte** accessor;
	BcpInterpolator bcp_interpolator;
	LinearInterpolator linear_interpolator;
	byte* output; /*fragment-in*/
} ActiveReg;

/*interpolation registers*/
Register registers[REG_TOTAL];
ActiveReg active_regs[REG_TOTAL];

int open_regsi[REG_TOTAL]; /*active registers during a draw call*/

float *reg_num_00, *reg_num_01, *reg_num_02, *reg_num_03;
Vec2 *reg_v2_00, *reg_v2_01, *reg_v2_02, *reg_v2_03, *reg_v2_04, *reg_v2_05, *reg_v2_06, *reg_v2_07;
Vec3 *reg_v3_00, *reg_v3_01, *reg_v3_02, *reg_v3_03, *reg_v3_04, *reg_v3_05, *reg_v3_06, *reg_v3_07, *reg_v3_08, *reg_v3_09, *reg_v3_10, *reg_v3_11;
Vec4 *reg_v4_00, *reg_v4_01, *reg_v4_02, *reg_v4_03, *reg_v4_04, *reg_v4_05, *reg_v4_06, *reg_v4_07;

void ssrS_openregs(uint varying_flag);
void ssrS_setactiveregr();
void ssrS_setactiveregc();
void ssrS_solveregsbcp(Vec3* bc, uint a, uint b, uint c);
void ssrS_solveregslerp(float t, uint ia, uint ib);
void ssrS_solveregscopy(uint i);
void ssrS_setregisters(int capacity);

void ssrS_setupregisterpointers(int idx);

/*set register accessor, point to fragin struct*/
void ssrS_setregtofragin();

#define tex2d(tex, uv) \
texture_sampling(tex, (uv)->x, (uv)->y)

/*frame color buffer output*/
Color32* out_color[RENDER_TARGET_COUNT];

#endif