#pragma once

#include <vector>
#include "Common/Common.h"

class NativeVertexFormat;
class PointerWrap;

enum PrimitiveType {
	PRIMITIVE_POINTS,
	PRIMITIVE_LINES,
	PRIMITIVE_TRIANGLES,
};

class VertexManager
{
private:
	static const u32 SMALLEST_POSSIBLE_VERTEX = sizeof(float)*3;                 // 3 pos
	static const u32 LARGEST_POSSIBLE_VERTEX = sizeof(float)*45 + sizeof(u32)*2; // 3 pos, 3*3 normal, 2*u32 color, 8*4 tex, 1 posMat

	static const u32 MAX_PRIMITIVES_PER_COMMAND = (u16)-1;

public:
	static const u32 MAXVBUFFERSIZE = ROUND_UP_POW2 (MAX_PRIMITIVES_PER_COMMAND * LARGEST_POSSIBLE_VERTEX);

	// We may convert triangle-fans to triangle-lists, almost 3x as many indices.
	static const u32 MAXIBUFFERSIZE = ROUND_UP_POW2 (MAX_PRIMITIVES_PER_COMMAND * 3);

	VertexManager();
	// needs to be virtual for DX11's dtor
	virtual ~VertexManager();

	static u8 *s_pCurBufferPointer;
	static u8 *s_pBaseBufferPointer;
	static u8 *s_pEndBufferPointer;

	static u32 GetRemainingSize();
	static void PrepareForAdditionalData(int primitive, u32 count, u32 stride);
	static u32 GetRemainingIndices(int primitive);

	static void Flush();

	virtual ::NativeVertexFormat* CreateNativeVertexFormat() = 0;

	static void DoState(PointerWrap& p);
	virtual void CreateDeviceObjects(){};
	virtual void DestroyDeviceObjects(){};

protected:
	virtual void vDoState(PointerWrap& p) {  }

	static PrimitiveType current_primitive_type;

	virtual void ResetBuffer(u32 stride) = 0;

private:
	static bool IsFlushed;

	//virtual void Draw(u32 stride, bool alphapass) = 0;
	// temp
	virtual void vFlush(bool useDstAlpha) = 0;
};

extern VertexManager *g_vertex_manager;
