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#pragma once

#include <vector>

#include "Runtime/Lua/LuaHelper.h"
#include "../Utilities/Type.h"
#include "../Utilities/Singleton.h"
#include "../Utilities/UtilMacros.h"
#include "../Utilities/Assert.h"
#include "OpenGL.h"

template<typename T>
// GPU侧的通用缓冲区,最底层的实现
class GPUDataBuffer
{
public:
    GPUDataBuffer(GLenum target, GLenum usage)/*throw GLException*/
        : m_Target(target)
        , m_Usage(usage)
    {
        glGenBuffers(1, &m_Handle);

        CheckGLError(
            glDeleteBuffers(1, &m_Handle);
        throw GLException(error);
        );
    }
    virtual ~GPUDataBuffer()
    {
        glDeleteBuffers(1, &m_Handle);
    }

    // 提交\更新缓冲区数据
    void Upload(int offset, int size, const T* data)
    {
        glBindBuffer(m_Target, m_Handle);
        glBufferSubData(m_Target, offset, size, data);
        glBindBuffer(m_Target, 0);
    }

    // 更新缓冲区数据(性能优于Upload)
    T* Map(uint32 access)
    {
        glBindBuffer(m_Target, m_Handle);
        void* ptr = glMapBuffer(m_Target, access);
        glBindBuffer(m_Target, 0);
        return ptr;
    }
    T* MapRange(int offset, int size, uint32 access) // 性能最佳
    {
        glBindBuffer(m_Target, m_Handle);
        void* ptr = glMapBufferRange(m_Target, offset, size, access);
        glBindBuffer(m_Target, 0);
        return ptr;
    }
    void FlushMapedRange(int offset, int size)
    {
        glBindBuffer(m_Target, m_Handle);
        glFlushMappedBufferRange(m_Target, offset, size);
        glBindBuffer(m_Target, 0);
    }
    void UnMap()
    {
        glBindBuffer(m_Target, m_Handle);
        glUnmapBuffer(m_Target);
        glBindBuffer(m_Target, 0);
    }

    // 重置缓冲区
    void Restore(int size, GLenum usage)
    {
        RestoreWithData(size, usage, 0);
    }
    void RestoreWithData(int size, GLenum usage, const T* data)
    {
        glBindBuffer(m_Target, m_Handle);
        glBufferData(m_Target, size, data, usage);
        glBindBuffer(m_Target, 0);
        m_Size = size;
        m_Usage = usage;
    }

    void Orphan()
    {
        glBindBuffer(m_Target, m_Handle);
        glBufferData(m_Target, 0, 0, GL_STREAM_DRAW);
        glBindBuffer(m_Target, 0);
    }

    int GetComponentSize() 
    {
        return sizeof(T);
    }

	GET(int, Size, m_Size);
	GET(GLenum, Usage, m_Usage);
	GET(GLuint, Handle, m_Handle);

protected:
	GLuint m_Handle;

    GLenum m_Target;
	GLenum m_Usage;

    int m_Size;

};

struct VertexAttributeDescriptor
{
    int index; // attribute layout index //glBindAttribLocation
    int numOfComponents; // 1,2,3,4
    int stride;
};

struct VertexDataLayout
{
    std::vector<VertexAttributeDescriptor> attributes;
};

class DynamicVBO;
//顶点数据流
class VBO : public GPUDataBuffer<float>
{
public:
    VBO();
    virtual ~VBO();

    void AddVertexAttribute(int index, int numOfComps, int stride);
    void AddVertexAttribute(VertexAttributeDescriptor& attribute);
    int GetVertexAttributesCount();
    void ClearVertexAttribute();

    static const GLenum componentType = GL_FLOAT;

protected: 
    friend class DynamicVBO;
    VBO(GLenum usage);

    VertexDataLayout m_Layout;

};

// 频繁读写的共享vbo
class DynamicVBO : public VBO
{
public:
    DynamicVBO();
    ~DynamicVBO();

};

// 索引数据流
class IBO : GPUDataBuffer<UInt16>
{
public:
    static const GLenum componentType = GL_UNSIGNED_SHORT;


};