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#pragma once
#ifndef VPVL2_CG2_PMXRENDERENGINE_H_
#define VPVL2_CG2_PMXRENDERENGINE_H_

#include "vpvl2/IModel.h"
#include "vpvl2/IRenderEngine.h"
#include "vpvl2/cg/EffectEngine.h"
#include "vpvl2/extensions/gl/VertexBundle.h"
#include "vpvl2/extensions/gl/VertexBundleLayout.h"

#ifdef VPVL2_ENABLE_OPENCL
#include "vpvl2/cl/PMXAccelerator.h"
#endif

namespace vpvl2
{

namespace cl {
class PMXAccelerator;
}

class Scene;

namespace cg
{

class VPVL2_API PMXRenderEngine : public vpvl2::IRenderEngine
{
public:
    class PrivateContext;

    PMXRenderEngine(IRenderContext *renderContextRef,
                    Scene *scene,
                    cl::PMXAccelerator *accelerator,
                    IModel *modelRef);
    virtual ~PMXRenderEngine();

    IModel *parentModelRef() const;
    bool upload(const IString *dir);
    void update();
    void setUpdateOptions(int options);
    void renderModel();
    void renderEdge();
    void renderShadow();
    void renderZPlot();
    bool hasPreProcess() const;
    bool hasPostProcess() const;
    void preparePostProcess();
    void performPreProcess();
    void performPostProcess(IEffect *nextPostEffect);
    IEffect *effect(IEffect::ScriptOrderType type) const;
    void setEffect(IEffect::ScriptOrderType type, IEffect *effect, const IString *dir);

    void bindVertexBundle();
    void bindEdgeBundle();

    IRenderContext *renderContextRef() const { return m_renderContextRef; }
    Scene *sceneRef() const { return m_sceneRef; }

private:
    class PrivateEffectEngine;
    enum VertexBufferObjectType {
        kModelDynamicVertexBufferEven,
        kModelDynamicVertexBufferOdd,
        kModelStaticVertexBuffer,
        kModelIndexBuffer,
        kMaxVertexBufferObjectType
    };
    enum VertexArrayObjectType {
        kVertexArrayObjectEven,
        kVertexArrayObjectOdd,
        kEdgeVertexArrayObjectEven,
        kEdgeVertexArrayObjectOdd,
        kMaxVertexArrayObjectType
    };
    struct MaterialContext {
        MaterialContext()
            : mainTextureID(0),
              sphereTextureID(0),
              toonTextureColor(1, 1, 1, 1)
        {
        }
        GLuint mainTextureID;
        GLuint sphereTextureID;
        Color toonTextureColor;
    };

    void info(void *userData, const char *format ...) const;
    void warning(void *userData, const char *format ...) const;
    bool uploadMaterials(const IString *dir, void *userData);
    bool releaseUserData0(void *userData);
    void release();
    void createVertexBundle(GLuint dvbo);
    void createEdgeBundle(GLuint dvbo);
    void unbindVertexBundle();
    void bindDynamicVertexAttributePointers(IModel::IBuffer::StrideType type);
    void bindStaticVertexAttributePointers();
    void getVertexBundleType(VertexArrayObjectType &vao, VertexBufferObjectType &vbo) const;
    void getEdgeBundleType(VertexArrayObjectType &vao, VertexBufferObjectType &vbo) const;
    void getDrawPrimitivesCommand(EffectEngine::DrawPrimitiveCommand &command) const;
    void updateDrawPrimitivesCommand(const IMaterial *material, EffectEngine::DrawPrimitiveCommand &command) const;
    void log0(void *userData, IRenderContext::LogLevel level, const char *format ...);

    PrivateEffectEngine *m_currentEffectEngineRef;
    cl::PMXAccelerator *m_accelerator;
#ifdef VPVL2_ENABLE_OPENCL
    cl::PMXAccelerator::Buffers m_accelerationBuffers;
#endif
    IRenderContext *m_renderContextRef;
    Scene *m_sceneRef;
    IModel *m_modelRef;
    IModel::IStaticVertexBuffer *m_staticBuffer;
    IModel::IDynamicVertexBuffer *m_dynamicBuffer;
    IModel::IIndexBuffer *m_indexBuffer;
    VertexBundle m_bundle;
    VertexBundleLayout m_layouts[kMaxVertexArrayObjectType];
    MaterialContext *m_materialContexts;
    PointerHash<HashInt, PrivateEffectEngine> m_effectEngines;
    PointerArray<PrivateEffectEngine> m_oseffects;
    IEffect *m_defaultEffect;
    GLenum m_indexType;
    Vector3 m_aabbMin;
    Vector3 m_aabbMax;
    bool m_cullFaceState;
    bool m_updateEvenBuffer;
    bool m_isVertexShaderSkinning;

    VPVL2_DISABLE_COPY_AND_ASSIGN(PMXRenderEngine)
};

} /* namespace gl2 */
} /* namespace vpvl2 */

#endif
