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/*  Copyright (c) 2010-2013  hkrn                                    */
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#pragma once
#ifndef VPVL2_CG_ASSETRENDERENGINE_H_
#define VPVL2_CG_ASSETRENDERENGINE_H_

#include "vpvl2/Common.h"
#ifdef VPVL2_LINK_ASSIMP

#include "vpvl2/cg/EffectEngine.h"
#include <assimp.h>
#include <aiScene.h>
#include <map>

namespace vpvl2
{

namespace asset
{
class Model;
}

namespace extensions
{
namespace gl
{
class VertexBundle;
class VertexBundleLayout;
}
}

class Scene;

namespace cg
{

/**
 * @file
 * @author Nagoya Institute of Technology Department of Computer Science
 * @author hkrn
 *
 * @section DESCRIPTION
 *
 * Bone class represents a bone of a Polygon Model Data object.
 */

class VPVL2_API AssetRenderEngine : public vpvl2::IRenderEngine
{
public:
    class Program;

    AssetRenderEngine(IRenderContext *renderContext, Scene *scene, asset::Model *parentModelRef);
    virtual ~AssetRenderEngine();

    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(const aiMesh *mesh);

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

private:
    class PrivateContext;
    class PrivateEffectEngine;

    typedef std::map<std::string, GLuint> Textures;
    struct Vertex {
        Vertex() {}
        vpvl2::Vector4 position;
        vpvl2::Vector3 normal;
        vpvl2::Vector3 texcoord;
    };
    typedef Array<Vertex> Vertices;
    typedef Array<int> Indices;

    void info(void *userData, const char *format ...) const;
    void warning(void *userData, const char *format ...) const;
    bool uploadRecurse(const aiScene *scene, const aiNode *node, void *userData);
    void deleteRecurse(const aiScene *scene, const aiNode *node);
    void renderRecurse(const aiScene *scene, const aiNode *node, const bool hasShadowMap);
    void renderZPlotRecurse(const aiScene *scene, const aiNode *node);
    void setAssetMaterial(const aiMaterial *material, bool &hasTexture, bool &hasSphereMap);
    void createVertexBundle(const aiMesh *mesh, const Vertices &vertices, const Indices &indices, void *userData);
    void unbindVertexBundle();
    void bindStaticVertexAttributePointers();

    PrivateEffectEngine *m_currentEffectEngineRef;
    IRenderContext *m_renderContextRef;
    Scene *m_sceneRef;
    asset::Model *m_modelRef;
    PointerHash<HashInt, PrivateEffectEngine> m_effectEngines;
    PointerArray<PrivateEffectEngine> m_oseffects;
    std::map<std::string, GLuint> m_textures;
    std::map<const struct aiMesh *, int> m_indices;
    std::map<const struct aiMesh *, VertexBundle *> m_vbo;
    std::map<const struct aiMesh *, VertexBundleLayout *> m_vao;
    IEffect *m_defaultEffect;
    int m_nvertices;
    int m_nmeshes;
    bool m_cullFaceState;

    VPVL2_DISABLE_COPY_AND_ASSIGN(AssetRenderEngine)
};

} /* namespace cg */
} /* namespace vpvl2 */

#endif /* VPVL2_LINK_ASSIMP */
#endif

