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#pragma once
#include "gfx/gl/glVertexArray.h"
#include "gfx/gl/instanceVertices.h"
#include "gfx/models/lights.h"
#include "gl_traits.h"
#include <glm/mat3x3.hpp>
#include <special_members.h>
class SceneShader;
class Frustum;
class ShadowMapper;
class ShadowStenciller;
class BillboardPainter;
class Location;
class Renderable {
public:
Renderable();
virtual ~Renderable() = default;
DEFAULT_MOVE_COPY(Renderable);
virtual void preFrame(const Frustum &, const Frustum &);
virtual void render(const SceneShader & shader, const Frustum &) const = 0;
static void lights(const SceneShader & shader);
virtual void shadows(const ShadowMapper & shadowMapper, const Frustum &) const;
virtual void updateStencil(const ShadowStenciller & lightDir) const;
virtual void updateBillboard(const BillboardPainter &) const;
struct CommonLocation {
CommonLocation(const Location &);
CommonLocation & operator=(const Location &);
glm::ivec4 position;
glm::vec4 rotation;
glm::mat3x4 rotationMatrix;
};
using CommonLocationData = InstanceVertices<CommonLocation>;
using CommonLocationInstance = CommonLocationData::InstanceProxy;
std::shared_ptr<CommonLocationData> locationData;
static std::weak_ptr<CommonLocationData> commonLocationData;
using CommonSpotLights = InstanceVertices<SpotLightVertex>;
std::shared_ptr<CommonSpotLights> spotLights;
static std::weak_ptr<CommonSpotLights> commonSpotLights;
using CommonPointLights = InstanceVertices<PointLightVertex>;
std::shared_ptr<CommonPointLights> pointLights;
static std::weak_ptr<CommonPointLights> commonPointLights;
std::shared_ptr<glVertexArray> instancesSpotLightVAO, instancesPointLightVAO;
static std::weak_ptr<glVertexArray> commonInstancesSpotLightVAO, commonInstancesPointLightVAO;
};
template<> struct gl_traits<InstanceVertices<Renderable::CommonLocation>::InstanceProxy> {
static GLuint vertexArrayAttribFormat(GLuint vao, GLuint index, GLuint offset);
};
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