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#ifndef _ASURA_ENGINE_GFX_DEVICE_H_
#define _ASURA_ENGINE_GFX_DEVICE_H_

#include <stack>

#include <glad/glad.h>

#include <asura-base/Scripting/Scripting.h>
#include <asura-base/Math/Rect.hpp>
#include <asura-base/Math/matrix44.h>
#include <asura-base/Math/vector4.h>

#include "Color.h"
#include "MatrixStack.h"

namespace_begin(AsuraEngine)
namespace_begin(Graphics)

class Mesh;
class Profiler;
class Shader;
class GPUBuffer;
class Canvas;
class DynamicVBO;
class VBO;
class VBOList;

#define GFX_STATS_PROPERTY(TYPE,PROP_NAME,VAR_NAME)	\
private: \
	TYPE VAR_NAME; \
public: \
	void Set##PROP_NAME (TYPE val) { VAR_NAME = val; }	\
  TYPE Get##PROP_NAME () {return VAR_NAME; } \
	void Add##PROP_NAME (TYPE v=1) { VAR_NAME+=v;};

struct GfxDeviceStats
{
	GFX_STATS_PROPERTY(uint,   DrawCall,     drawCall);			///< ͳdrawcall
	GFX_STATS_PROPERTY(uint,   CanvasSwitch, canvasSwitch);	///< лtextureĴ
	GFX_STATS_PROPERTY(uint,   ShaderSwitch, shaderSwitch);	///< лshaderĴ
	GFX_STATS_PROPERTY(uint64, PrimsCount,   primsCount);		///< ͼԪͳ

	void Reset()
	{
		drawCall = 0;
		canvasSwitch = 0;
		shaderSwitch = 0;
		primsCount = 0;
	}
};

#undef GFX_STATS_PROPERTY

enum MatrixMode
{
	MATRIX_MODE_PROJECTION = 0,
	MATRIX_MODE_MODEL = 1,
	MATRIX_MODE_VIEW = 2,
};


enum GfxPrimitiveType
{
	GFX_PRIMITIVE_TRIANGLES = 0,
	GFX_PRIMITIVE_TRIANGLESTRIPDEPRECATED,
	GFX_PRIMITIVE_QUADS,
	GFX_PRIMITIVE_LINES,
	GFX_PRIMITIVE_LINESTRIP,
	GFX_PRIMITIVE_POINTS,
					 
	GFX_PRIMITIVE_TYPECOUNT, // KEEP THIS LAST!
	GFX_PRIMITIVE_FORCE32BITINT = 0X7FFFFFFF // FORCE 32 BIT ENUM SIZE
};

enum GLParams
{
	GL_PARAM_MAX_TEXTURE_UNIT = 1,
};

class GfxDevice : public AEScripting::Portable<GfxDevice>
{
public:

	GfxDevice();
	~GfxDevice();

	static GfxDevice& Get();

	int     GetParam(GLParams param);

	bool    Init(const Recti& viewport);
	bool    Inited();

	void    SetViewport(const Recti viewport);

	const Recti& GetViewport();

	void    PushMatrix();
	void    PopMatrix();

	void    LoadIdentity();
	void    Rotate(float angle);
	void    Translate(float x, float y);
	void    Scale(float x, float y);
	void    Ortho(float l, float r, float b, float t, float n, float f);

	uint    GetMatrixDepth();
	uint    GetMatrixIndex();

	Matrix44& GetMatrix(MatrixMode mode);
	Matrix44  GetMVPMatrix();

	void    SetDrawColor(float r, float g, float b, float a);
	Color&  GetDrawColor();

	void    SetActiveShader(Shader* = NULL);
	Shader* GetActiveShader() const;

	VBO*    CreateVBO();
	void    DeleteVBO();

	void    DrawMesh(Mesh* mesh);
	void    DrawVBO(VBO* vbo);
	void    DrawDynamicVBO();
	void    DrawTexture(Texture*);

	void    WipeError();
	bool    HasError();
	GLenum  GetError();

	GET_SET(MatrixMode, MatrixMode,   m_State.matrixMode);
	GET_SET(Canvas*,    ActiveCanvas, m_State.activeCanvas);

private:

	void BeforeDrawCall();

	// Callbacks
	void OnCreateVBO(VBO* vbo);
	void OnDeleteVBO(VBO* vbo);

	friend class Profiler;

	struct {
		Recti viewport;     ///< ǰлHDC߱ڴСı߲ˢʱ䶯
		MatrixStack   matrix[3];    ///< model, view, projection 
		MatrixMode    matrixMode;   ///< ǰľ
		Color         drawColor;    ///< Ƶɫ
		Canvas*       activeCanvas; ///< ǰcanvas
		Shader*       activeShader; ///< ǰʹõshader
	} m_State;

#if ASURA_GL_PROFILE
	GfxDeviceStats m_Stats;
#endif

	DynamicVBO* m_DynamicVBO;
	VBOList*    m_VBOList;

luaxport:

	LUAX_DECL_SINGLETON(GfxDevice);

	LUAX_DECL_ENUM(MatrixMode, 1);
	LUAX_DECL_ENUM(GLParams, 1);

	LUAX_DECL_METHOD(_SetMatrixMode);
	LUAX_DECL_METHOD(_GetMatrixMode);
	LUAX_DECL_METHOD(_PushMatrix);
	LUAX_DECL_METHOD(_PopMatrix);
	LUAX_DECL_METHOD(_LoadIdentity);
	LUAX_DECL_METHOD(_Rotate);
	LUAX_DECL_METHOD(_Translate);
	LUAX_DECL_METHOD(_Scale);
	LUAX_DECL_METHOD(_Ortho);
	LUAX_DECL_METHOD(_GetMatrixDepth);
	LUAX_DECL_METHOD(_GetMatrixIndex);
	LUAX_DECL_METHOD(_UseShader);
	LUAX_DECL_METHOD(_UnuseShader);

};

// ȫgfx devicerunnereditor
extern GfxDevice g_GfxDevice;

inline GfxDevice& GetGfxDevice() { return g_GfxDevice; };

#define GL_CALL(f, ...) do { f(__VA_ARGS__); /*GLAssert(); */} while(0)

namespace_end
namespace_end

#endif