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/*  Copyright (c) 2009-2011  Nagoya Institute of Technology          */
/*                           Department of Computer Science          */
/*                2010-2013  hkrn                                    */
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#pragma once
#ifndef VPVL2_GL2_PMXRENDERENGINE_H_
#define VPVL2_GL2_PMXRENDERENGINE_H_

#include "vpvl2/IRenderContext.h"
#include "vpvl2/IRenderEngine.h"

namespace vpvl2 {

class Scene;

namespace cl {
class PMXAccelerator;
}
namespace pmx {
class Model;
}

namespace gl2
{

using namespace vpvl2::extensions::gl;
class BaseShaderProgram;

class VPVL2_API PMXRenderEngine : public IRenderEngine
{
public:
    PMXRenderEngine(IRenderContext *renderContext,
                    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);

private:
    class PrivateContext;
    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 vertexSkinningShaderType,
                       IRenderContext::ShaderType fragmentShaderType,
                       void *userData);
    bool uploadMaterials(const IString *dir, void *userData);
    bool releaseUserData0(void *userData);
    void createVertexBundle(GLuint dvbo);
    void createEdgeBundle(GLuint dvbo);
    void bindVertexBundle();
    void bindEdgeBundle();
    void unbindVertexBundle();
    void bindDynamicVertexAttributePointers();
    void bindEdgeVertexAttributePointers();
    void bindStaticVertexAttributePointers();

    cl::PMXAccelerator *m_accelerator;
    IRenderContext *m_renderContextRef;
    Scene *m_sceneRef;
    IModel *m_modelRef;
    PrivateContext *m_context;

    VPVL2_DISABLE_COPY_AND_ASSIGN(PMXRenderEngine)
};

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

#endif
