/* ----------------------------------------------------------------- */
/*                                                                   */
/*  Copyright (c) 2009-2011  Nagoya Institute of Technology          */
/*                           Department of Computer Science          */
/*                2010-2013  hkrn                                    */
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#pragma once
#ifndef VPVL2_GL2_ASSETRENDERENGINE_H_
#define VPVL2_GL2_ASSETRENDERENGINE_H_

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

#include "vpvl2/IRenderContext.h"
#include "vpvl2/IRenderEngine.h"
#include "vpvl2/extensions/gl/VertexBundleLayout.h"

#include <assimp.h>
#include <aiScene.h>

namespace vpvl2
{

namespace asset
{
class Model;
}

class Scene;

namespace gl2
{

using namespace extensions::gl;
class BaseShaderProgram;

/**
 * @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);

private:
    struct Vertex {
        Vertex() {}
        vpvl2::Vector4 position;
        vpvl2::Vector3 normal;
        vpvl2::Vector3 texcoord;
    };
    typedef Array<Vertex> Vertices;
    typedef Array<int> Indices;
    class PrivateContext;
    bool uploadRecurse(const aiScene *scene, const aiNode *node, const IString *dir, void *userData);
    void deleteRecurse(const aiScene *scene, const aiNode *node);
    void renderRecurse(const aiScene *scene, const aiNode *node);
    void renderZPlotRecurse(const aiScene *scene, const aiNode *node);
    void setAssetMaterial(const aiMaterial *material, Program *program);
    void info(void *userData, const char *format ...) const;
    void warning(void *userData, const char *format ...) const;
    bool createProgram(BaseShaderProgram *program,
                       const IString *dir,
                       IRenderContext::ShaderType vertexShaderType,
                       IRenderContext::ShaderType fragmentShaderType,
                       void *userData);
    void createVertexBundle(const aiMesh *mesh,
                            const Vertices &vertices,
                            const Indices &indices,
                            void *userData);
    void bindVertexBundle(const aiMesh *mesh);
    void unbindVertexBundle();
    void bindStaticVertexAttributePointers();

    IRenderContext *m_renderContextRef;
    Scene *m_sceneRef;
    asset::Model *m_modelRef;
    PrivateContext *m_context;
    VertexBundleLayout m_bundle;

    VPVL2_DISABLE_COPY_AND_ASSIGN(AssetRenderEngine)
};

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

#endif /* VPVL2_LINK_ASSIMP */
#endif

