#ifndef __OUR_GL_H__
#define __OUR_GL_H__
#include "tgaimage.h"
#include "geometry.h"

Matrix viewport(int x, int y, int w, int h);
Matrix projection(float coeff = 0.f);  // coeff = -1/c
Matrix lookat(Vec3f eye, Vec3f center, Vec3f up);

struct IShader
{
	float m_nearPlane;
	float m_farPlane;
	virtual ~IShader();
	virtual Vec4f vertex(int iface, int nthvert) = 0;
	virtual bool fragment(Vec3f bar, TGAColor &color) = 0;
};

void triangle(mat<4, 3, float> &pts, IShader &shader, TGAImage &image, float *zbuffer, const Matrix &viewPortMatrix);
void triangle(mat<4, 3, float> &pts, IShader &shader, TGAImage &image, float *zbuffer, int *segmentationMaskBuffer, const Matrix &viewPortMatrix, int objectIndex);
void triangleClipped(mat<4, 3, float> &clippedPts, mat<4, 3, float> &pts, IShader &shader, TGAImage &image, float *zbuffer, const Matrix &viewPortMatrix);
void triangleClipped(mat<4, 3, float> &clippedPts, mat<4, 3, float> &pts, IShader &shader, TGAImage &image, float *zbuffer, int *segmentationMaskBuffer, const Matrix &viewPortMatrix, int objectIndex);

#endif  //__OUR_GL_H__
