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#ifndef __ASURA_ENGINE_SHADER_H__
#define __ASURA_ENGINE_SHADER_H__

#include <map>
#include <string>

#include <asura-utils/exceptions/exception.h>
#include <asura-utils/scripting/portable.hpp>
#include <asura-utils/io/renewable.h>
#include <asura-utils/math/vector2.hpp>
#include <asura-utils/math/vector3.hpp>
#include <asura-utils/math/vector4.h>
#include <asura-utils/math/matrix44.h>
#include <asura-utils/stringmap.hpp>
#include <asura-utils/manager.hpp>

#include "gl.h"
#include "color.h"
#include "texture.h"
#include "vertex_buffer.h"
#include "index_buffer.h"

namespace AsuraEngine
{
	namespace Graphics
	{

		///
		/// һshaderһڲʼ乲ijShaderuniformsͶݣֻṩ
		/// uniformsuseɫķ༭ÿshaderͨshaderҵuniforms
		/// ¶frameworkmaterialá
		///
		class Shader ASURA_FINAL
			: public Scripting::Portable<Shader>
			, public AEIO::Renewable
		{
		public:

			Shader();

			~Shader();

			bool Load(const std::string& vert, const std::string& frag) ASURA_THROW(Exception);

			void OnUse();
			void OnUnuse();

			///
			/// Disable֮ǰSetAttribXXXattributesÿdrawcallʱᱻglá
			///
			void DisableAttribArraies();

			///
			/// öԣЩֵframeworkrenderer汻ãImageMesh2DЩԴ
			/// normalizedΪtrueݻڸbuffer¹һ255ɫһ
			/// 0~1
			///
			void SetAttribPosition(VertexBuffer* vbo, uint offseti = 0, uint stridei = 0,bool normalized = false);
			void SetAttribTangent(VertexBuffer* vbo, uint offseti = 0, uint stridei = 0,bool normalized = false);
			void SetAttribNormal(VertexBuffer* vbo, uint offseti = 0, uint stridei = 0,bool normalized = false);
			void SetAttribColor(VertexBuffer* vbo, uint offseti = 0, uint stridei = 0,bool normalized = false);
			void SetAttribTexcoord0(VertexBuffer* vbo, uint offseti = 0, uint stridei = 0,bool normalized = false);
			void SetAttribTexcoord1(VertexBuffer* vbo, uint offseti = 0, uint stridei = 0,bool normalized = false);
			void SetAttribTexcoord2(VertexBuffer* vbo, uint offseti = 0, uint stridei = 0,bool normalized = false);
			void SetAttribTexcoord3(VertexBuffer* vbo, uint offseti = 0, uint stridei = 0,bool normalized = false);

			///
			/// uniform
			///
			bool HasUniform(const std::string& uniform);
			uint GetUniformLocation(const std::string& uniform);
			void SetUniformFloat(uint loc, float value);
			void SetUniformVector2(uint loc, const Math::Vector2f& vec2);
			void SetUniformVector3(uint loc, const Math::Vector3f& vec3);
			void SetUniformVector4(uint loc, const Math::Vector4f& vec4);
			void SetUniformColor(uint loc, const Color& color);
			void SetUniformMatrix44(uint loc, const Math::Matrix44& mat44);
			bool SetUniformTexture(uint loc, const Texture& texture);

			///
			/// \uniform
			///
			void SetBuiltInUniforms();

			float            GetUniformFloat(uint loc);
			AEMath::Vector2f GetUniformVector2(uint loc);
			AEMath::Vector3f GetUniformVector3(uint loc);
			AEMath::Vector4f GetUniformVector4s(uint loc);
			AEMath::Matrix44 GetUniformMatrix44(uint loc);

			GLuint GetGLProgram();

			static uint GetGLTextureUnitCount();

		private:

			//----------------------------------------------------------------------------//

			LUAX_DECL_FACTORY(Shader);

			LUAX_DECL_METHOD(_New);
			LUAX_DECL_METHOD(_Load);
			LUAX_DECL_METHOD(_Update);
			LUAX_DECL_METHOD(_HasUniform);
			LUAX_DECL_METHOD(_GetUniformLocation);
			LUAX_DECL_METHOD(_SetUniformFloat);
			LUAX_DECL_METHOD(_SetUniformTexture);
			LUAX_DECL_METHOD(_SetUniformVector2);
			LUAX_DECL_METHOD(_SetUniformVector3);
			LUAX_DECL_METHOD(_SetUniformVector4);
			LUAX_DECL_METHOD(_SetUniformColor);
			// vertex attributes 
			LUAX_DECL_METHOD(_SetAttribPosition);
			LUAX_DECL_METHOD(_SetAttribTangent);
			LUAX_DECL_METHOD(_SetAttribNormal);
			LUAX_DECL_METHOD(_SetAttribColor);
			LUAX_DECL_METHOD(_SetAttribTexcoord0);
			LUAX_DECL_METHOD(_SetAttribTexcoord1);
			LUAX_DECL_METHOD(_SetAttribTexcoord2);
			LUAX_DECL_METHOD(_SetAttribTexcoord3);
			// uniform
			LUAX_DECL_METHOD(_SetBuiltInUniforms);

			//----------------------------------------------------------------------------//

			std::string GetProgramWarnings();
			std::string GetShaderWarnings(GLuint shader);
			void UpdateSemanticsLocations();

			///
			/// AsuraShader壬Ժuniformframeworkлshaderٴηװ
			/// ν壬ָshaderԶıⲿ򽻻ʱҪṩЩֵ
			/// ĻҪ
			/// 
			enum Semantics
			{
				// MVP
				SEMANTICS_UNIFORM_MODEL_MATRIX = 0,
				SEMANTICS_UNIFORM_VIEW_MATRIX,
				SEMANTICS_UNIFORM_PROJECTION_MATRIX,
				// ʱɫ
				SEMANTICS_UNIFORM_DRAW_COLOR,
				// 
				SEMANTICS_ATTRIBUTE_POSITION,
				// 
				SEMANTICS_ATTRIBUTE_TANGENT,
				// 
				SEMANTICS_ATTRIBUTE_NORMAL,
				// UV
				SEMANTICS_ATTRIBUTE_TEXCOORD0,
				SEMANTICS_ATTRIBUTE_TEXCOORD1,
				SEMANTICS_ATTRIBUTE_TEXCOORD2,
				SEMANTICS_ATTRIBUTE_TEXCOORD3,
				// ɫ
				SEMANTICS_ATTRIBUTE_COLOR,

				SEMANTICS_COUNT
			};

			enum Attribute
			{
				ATTRIBUTE_POSITION  = 1,
				ATTRIBUTE_TANGENT   = 1 << 1,
				ATTRIBUTE_NORMAL    = 1 << 2,
				ATTRIBUTE_COLOR     = 1 << 3,
				ATTRIBUTE_TEXCOORD0 = 1 << 4,
				ATTRIBUTE_TEXCOORD1 = 1 << 5,
				ATTRIBUTE_TEXCOORD2 = 1 << 6,
				ATTRIBUTE_TEXCOORD3 = 1 << 7,
			};

			///
			/// Asura shader ַͳһ
			///
			static const char* SemanticsName[SEMANTICS_COUNT];

			GLuint mProgram;
			GLuint mVertShader;
			GLuint mFragShader;
			GLuint mDrawColor;

			// 
			GLint mMVP[3];
			GLint mPosition;
			GLint mTangent;
			GLint mNormal;
			GLint mColor;
			GLint mTexcoord0;
			GLint mTexcoord1;
			GLint mTexcoord2;
			GLint mTexcoord3;

			int mEnabledAttributes;

		};

	}
}

#endif