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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
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