// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@gmail.com>
//
// This Source Code Form is subject to the terms of the Mozilla Public License
// v. 2.0. If a copy of the MPL was not distributed with this file, You can
// obtain one at http://mozilla.org/MPL/2.0/.
#ifndef IGL_OPENGL_MESHGL_H
#define IGL_OPENGL_MESHGL_H


#include "../igl_inline.h"
#include <Eigen/Core>
#include <cstdint>

namespace igl
{
namespace opengl
{

/// Coverts mesh data inside a igl::ViewerData class in an OpenGL compatible
/// format The class includes a shader and the opengl calls to plot the data
class MeshGL
{
public:
  typedef unsigned int GLuint;
  typedef unsigned int GLint;

  /// Bitmask flags for keeping track of what needs to be (re)-uploaded to the
  /// GPU
  enum DirtyFlags
  {
    DIRTY_NONE           = 0x0000,
    DIRTY_POSITION       = 0x0001,
    DIRTY_UV             = 0x0002,
    DIRTY_NORMAL         = 0x0004,
    DIRTY_AMBIENT        = 0x0008,
    DIRTY_DIFFUSE        = 0x0010,
    DIRTY_SPECULAR       = 0x0020,
    DIRTY_TEXTURE        = 0x0040,
    DIRTY_FACE           = 0x0080,
    DIRTY_MESH           = 0x00FF,
    DIRTY_OVERLAY_LINES  = 0x0100,
    DIRTY_OVERLAY_POINTS = 0x0200,
    DIRTY_VERTEX_LABELS  = 0x0400,
    DIRTY_FACE_LABELS    = 0x0800,
    DIRTY_CUSTOM_LABELS  = 0x1000,
    DIRTY_ALL            = 0xFFFF
  };

  bool is_initialized = false;
  GLuint vao_mesh;
  GLuint vao_overlay_lines;
  GLuint vao_overlay_points;
  GLuint shader_mesh;
  GLuint shader_overlay_lines;
  GLuint shader_overlay_points;
  GLuint shader_text;

  /// Vertices of the current mesh (#V x 3)
  GLuint vbo_V;
  /// UV coordinates for the current mesh (#V x 2)
  GLuint vbo_V_uv;
  /// Vertices of the current mesh (#V x 3)
  GLuint vbo_V_normals;
  /// Ambient material  (#V x 3)
  GLuint vbo_V_ambient;
  /// Diffuse material  (#V x 3)
  GLuint vbo_V_diffuse;
  /// Specular material  (#V x 3)
  GLuint vbo_V_specular;

  /// Faces of the mesh (#F x 3)
  GLuint vbo_F;
  /// Texture
  GLuint vbo_tex;

  /// Indices of the line overlay
  GLuint vbo_lines_F;
  /// Vertices of the line overlay
  GLuint vbo_lines_V;
  /// Color values of the line overlay
  GLuint vbo_lines_V_colors;
  /// Indices of the point overlay
  GLuint vbo_points_F;
  /// Vertices of the point overlay
  GLuint vbo_points_V;
  /// Color values of the point overlay
  GLuint vbo_points_V_colors;

  // Temporary copy of the content of each VBO
  typedef Eigen::Matrix<float,Eigen::Dynamic,Eigen::Dynamic,Eigen::RowMajor> RowMatrixXf;
  RowMatrixXf V_vbo;
  RowMatrixXf V_normals_vbo;
  RowMatrixXf V_ambient_vbo;
  RowMatrixXf V_diffuse_vbo;
  RowMatrixXf V_specular_vbo;
  RowMatrixXf V_uv_vbo;
  RowMatrixXf lines_V_vbo;
  RowMatrixXf lines_V_colors_vbo;
  RowMatrixXf points_V_vbo;
  RowMatrixXf points_V_colors_vbo;

  // Text Rendering
  struct TextGL
  { 
    uint32_t dirty_flag;
    GLuint vao_labels;
    GLuint vbo_labels_pos;
    GLuint vbo_labels_characters;
    GLuint vbo_labels_offset; 
    GLuint vbo_labels_indices;
    RowMatrixXf label_pos_vbo;
    RowMatrixXf label_char_vbo;
    RowMatrixXf label_offset_vbo;
    Eigen::Matrix<unsigned, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor> label_indices_vbo;
    void init_buffers();
    void free_buffers();
  };
  TextGL vertex_labels;
  TextGL face_labels;  
  TextGL custom_labels;
  GLuint font_atlas;

  int tex_u;
  int tex_v;
  GLint tex_filter;
  GLint tex_wrap;
  Eigen::Matrix<char,Eigen::Dynamic,1> tex;

  Eigen::Matrix<unsigned, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor> F_vbo;
  Eigen::Matrix<unsigned, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor> lines_F_vbo;
  Eigen::Matrix<unsigned, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor> points_F_vbo;

  /// Marks dirty buffers that need to be uploaded to OpenGL
  uint32_t dirty;

  IGL_INLINE MeshGL();

  /// Initialize shaders and buffers
  IGL_INLINE void init();

  /// Release all resources
  IGL_INLINE void free();

  /// Create a new set of OpenGL buffer objects
  IGL_INLINE void init_buffers();

  /// Bind the underlying OpenGL buffer objects for subsequent mesh draw calls
  IGL_INLINE void bind_mesh();

  /// Draw the currently buffered mesh (either solid or wireframe)
  ///
  /// @param[in] solid Whether to draw the mesh as a solid or wireframe
  IGL_INLINE void draw_mesh(bool solid);

  /// Bind the underlying OpenGL buffer objects for subsequent line overlay draw calls
  IGL_INLINE void bind_overlay_lines();

  /// Draw the currently buffered line overlay
  IGL_INLINE void draw_overlay_lines();

  /// Bind the underlying OpenGL buffer objects for subsequent point overlay draw calls
  IGL_INLINE void bind_overlay_points();

  /// Draw the currently buffered point overlay
  IGL_INLINE void draw_overlay_points();

  /// Text Binding and Draw functions
  IGL_INLINE void init_text_rendering();
  /// Bind the underlying OpenGL buffer objects for subsequent text draw calls
  IGL_INLINE void bind_labels(const TextGL& labels);
  /// Draw the currently buffered text
  IGL_INLINE void draw_labels(const TextGL& labels);

  /// Release the OpenGL buffer objects
  IGL_INLINE void free_buffers();

};

}
}

#ifndef IGL_STATIC_LIBRARY
#  include "MeshGL.cpp"
#endif

#endif
