/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011  Cyan Worlds, Inc.

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program.  If not, see <http://www.gnu.org/licenses/>.

You can contact Cyan Worlds, Inc. by email legal@cyan.com
 or by snail mail at:
      Cyan Worlds, Inc.
      14617 N Newport Hwy
      Mead, WA   99021

*==LICENSE==*/
#ifndef _plBMSampler_h
#define _plBMSampler_h

#include "max.h"
#include "imtl.h"

class plPlasmaMAXLayer;

class plBMSamplerData
{
	public:
		bool	fEnableCrop;
		int		fCropPlacement;
		float	fClipU, fClipV;
		float	fClipW, fClipH;

		enum ASource
		{
			kFromTexture,
			kFromRGB,
			kDiscard
		};

		ASource	fAlphaSource;

		plBMSamplerData()
		{
			fEnableCrop = false;
			fCropPlacement = 0;
			fClipU = fClipV = 0.f;
			fClipW = fClipH = 1.f;
			fAlphaSource = kFromTexture;
		}
};

class plBMSampler : public MapSampler
{
protected:
    Bitmap	*fBM;

	plBMSamplerData	fData;

    float u1,v1;
    int bmw,bmh,clipx, clipy, cliph;
    float fclipw,fcliph, fbmh, fbmw;
	bool fInitialized;

	plBMSampler() {}

public:
    plBMSampler(plPlasmaMAXLayer *layer, Bitmap *bm);
    int PlaceUV(ShadeContext& sc, float &u, float &v, int iu, int iv);
    void PlaceUVFilter(ShadeContext& sc, float &u, float &v, int iu, int iv);
    AColor Sample(ShadeContext& sc, float u,float v);
    AColor SampleFilter(ShadeContext& sc, float u,float v, float du, float dv);
    //      float SampleMono(ShadeContext& sc, float u,float v);
    //      float SampleMonoFilter(ShadeContext& sc, float u,float v, float du, float dv);
};

#endif //_plBMSampler_h