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#ifndef RENDERER_H
#define RENDERER_H

#include "../terrain.h"
#include "../util/array.h"
#include "vertex.h"
#include "../particles/particles.h"
#include "renderer_types.h"
#include "stdint.h"
#include "window.h"

#define MAX_STRING_LENGTH 128

#define MAX_TEXTURES 2048
#define MAX_MODELS   2048
#define MAX_MESHES   2048
#define MAX_SHADERS  32

/** Beginning of rendering functions **/

typedef struct _GlInfo
{
    char version[MAX_STRING_LENGTH];
    char shading_version[MAX_STRING_LENGTH];
    char vendor[MAX_STRING_LENGTH];
} GlInfo;

typedef struct _Renderer
{
    GlInfo info;

    Mesh *default_quad;
    Shader *default_shader;
    GLuint instance_vbo;

    Texture *textures[MAX_TEXTURES]; /* All loaded textures */
    int num_textures;

    Shader *shaders[MAX_SHADERS];    /* All loaded shaders */
    int num_shaders;

    Model *models[MAX_MODELS];       /* All created shapes */
    int num_models;

    Mesh *meshes[MAX_MESHES];
    int num_meshes;

    Window *window;

    GLuint shadow_fbo; /* Frame buffer for shadow mapping */
    GLuint shadow_map; /* Texture for rendering the shadow map (shadow mapping) */
    GLuint shadow_color;
    GLint shadow_width;
    GLint shadow_height;

    /** TEMP **/
    Mat4 shadow_mvp;
    Vec3 inv_light_dir;
    Shader *shadow_shader;

    /** TEMP **/
} Renderer;
extern Renderer render;

extern void Render_Init(Window *window);

extern void Render_BeginFrame();

/* Load lights into the current shader program */
extern void Render_LoadLights(Shader *shader, const Light *lights, int n);

extern void Render_DrawEntity(Shader *shader, Mat4 *projectedViewMatrix, Entity *entity);
extern void Render_DrawTerrain(Shader *shader, Mat4 *projectedViewMatrix, Terrain *terrain);
extern void Render_DrawSky(Shader *shader, Mat4 *viewMatrix, Mat4 *projectionMatrix, Skybox *sky);
extern void Render_DrawParticles(Shader *shader, Mat4 *viewMatrix, Mat4 *projectionMatrix);

extern void Render_EndFrame();

extern void Render_Shutdown();

extern Mat4 Entity_GetModelTransform(Entity* entity);
extern Vec2 Entity_GetTexOffset(Entity *entity);

/** End of rendering functions **/

#endif // RENDERER_H