/*
 * Copyright 2013 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

 //--------------------------------------------------------------------------------
 // MoreTeapotsRenderer.h
 // Renderer for teapots
 //--------------------------------------------------------------------------------
#ifndef _MoreTeapotsRenderer_H
#define _MoreTeapotsRenderer_H

//--------------------------------------------------------------------------------
// Include files
//--------------------------------------------------------------------------------
#include <jni.h>
#include <errno.h>
#include <random>
#include <vector>

#include <EGL/egl.h>
#include <GLES/gl.h>

#include <android/sensor.h>
#include <android/log.h>
#include <android_native_app_glue.h>
#include <android/native_window_jni.h>

#define CLASS_NAME "android/app/NativeActivity"
#define APPLICATION_CLASS_NAME "com/sample/moreteapots/MoreTeapotsApplication"

#include "NDKHelper.h"

#include "QiyuApi.h"

#define BUFFER_OFFSET(i) ((char*)NULL + (i))

struct TEAPOT_VERTEX {
	float pos[3];
	float normal[3];
};

enum SHADER_ATTRIBUTES {
	ATTRIB_VERTEX,
	ATTRIB_NORMAL,
	ATTRIB_COLOR,
	ATTRIB_UV
};

struct SHADER_PARAMS {
	GLuint program_;
	GLuint light0_;
	GLuint material_diffuse_;
	GLuint material_ambient_;
	GLuint material_specular_;

	GLuint matrix_projection_;
	GLuint matrix_view_;
};

struct TEAPOT_MATERIALS {
	float specular_color[4];
	float ambient_color[3];
};

class MoreTeapotsRenderer {
	int32_t num_indices_;
	int32_t num_vertices_;
	GLuint ibo_;
	GLuint vbo_;
	GLuint ubo_;

	SHADER_PARAMS shader_param_;
	bool LoadShaders(SHADER_PARAMS* params, const char* strVsh,
		const char* strFsh);
	bool LoadShadersES3(SHADER_PARAMS* params, const char* strVsh,
		const char* strFsh,
		std::map<std::string, std::string>& shaderParameters);

	ndk_helper::Mat4 mat_projection_[EYE_COUNT];//ndk_helper::Mat4 mat_projection_;
	ndk_helper::Mat4 mat_view_[EYE_COUNT];//ndk_helper::Mat4 mat_view_;
	std::vector<ndk_helper::Mat4> vec_mat_models_;
	std::vector<ndk_helper::Vec3> vec_colors_;
	std::vector<ndk_helper::Vec2> vec_rotations_;
	std::vector<ndk_helper::Vec2> vec_current_rotations_;

	//ndk_helper::TapCamera* camera_;

	int32_t teapot_x_;
	int32_t teapot_y_;
	int32_t teapot_z_;
	int32_t ubo_matrix_stride_;
	int32_t ubo_vector_stride_;
	bool geometry_instancing_support_;
	bool arb_support_;

	std::string ToString(const int32_t i);

public:
	qiyu_HeadPoseState m_headPoseState;
public:
	MoreTeapotsRenderer();
	virtual ~MoreTeapotsRenderer();
	void Init(const int32_t numX, const int32_t numY, const int32_t numZ);
	void Render(qiyu_Eye eyeType);//void Render();
	void Update();//void Update(float dTime);
	bool Bind(ndk_helper::TapCamera* camera);
	void Unload();
	void UpdateViewport();
};

#endif
