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#pragma once
#include <map>
#include <string>
#include <tuple>
#include <vector>
#include "GL/glew.h"
#include "Eigen/Dense"
#include <util/unsupportedeigenthing/OpenGLSupport>
class Shader {
public:
Shader(const std::string &vertexPath, const std::string &fragmentPath);
Shader(const std::string &vertexPath, const std::string &geometryPath, const std::string &fragmentPath);
Shader(Shader &that) = delete;
Shader& operator=(Shader &that) = delete;
virtual ~Shader();
Shader(Shader &&that);
Shader& operator=(Shader &&that);
GLuint getUniformLocation(std::string name);
GLuint getEnumeratedUniformLocation(std::string name, int index);
template<typename type, int n, int m>
void setUniform(const std::string &name, const Eigen::Matrix<type, n, m> &mat) {
glUniform(m_uniforms[name], mat);
}
void setUniform(const std::string &name, float f);
void setUniform(const std::string &name, int i);
void setUniform(const std::string &name, bool b);
void setUniform(const std::string &name, Eigen::Vector3f v);
void setUniform(const std::string &name, float a, float b);
void setUniformArrayByIndex(const std::string &name, float f, size_t index);
void setUniformArrayByIndex(const std::string &name, const Eigen::Vector2f &vec2, size_t index);
void setUniformArrayByIndex(const std::string &name, const Eigen::Vector3f &vec3, size_t index);
void setUniformArrayByIndex(const std::string &name, const Eigen::Vector4f &vec4, size_t index);
void setUniformArrayByIndex(const std::string &name, int i, size_t index);
void setUniformArrayByIndex(const std::string &name, const Eigen::Vector2i &ivec2, size_t index);
void setUniformArrayByIndex(const std::string &name, const Eigen::Vector3i &ivec3, size_t index);
void setUniformArrayByIndex(const std::string &name, const Eigen::Vector4i &ivec4, size_t index);
void setUniformArrayByIndex(const std::string &name, bool b, size_t index);
void setUniformArrayByIndex(const std::string &name, const Eigen::Matrix2f &mat2, size_t index);
void setUniformArrayByIndex(const std::string &name, const Eigen::Matrix3f &mat3, size_t index);
void setUniformArrayByIndex(const std::string &name, const Eigen::Matrix4f &mat4, size_t index);
void bind() const;
void unbind() const;
GLuint id() const { return m_programID; }
bool printDebug();
void resetDebug();
private:
std::string getFileContents(std::string path);
GLuint createFragmentShaderFromSource(const std::string &source);
GLuint createGeometryShaderFromSource(const std::string &source);
void compileShader(GLuint handle, const std::string &source);
GLuint createVertexShaderFromSource(const std::string &source);
GLuint createShaderFromSource(const std::string &source, GLenum shaderType);
void createProgramID();
void attachShaders(const std::vector<GLuint> &shaders);
void buildShaderProgramFromShaders(const std::vector<GLuint> &shaders);
void linkShaderProgram();
void detachShaders(const std::vector<GLuint> &shaders);
void deleteShaders(const std::vector<GLuint> &shaders);
void discoverShaderData();
void discoverAttributes();
void discoverUniforms();
bool isUniformArray(const GLchar *name , GLsizei nameLength);
bool isTexture(GLenum type);
void addUniform(const std::string &name);
void addUniformArray(const std::string &name, size_t size);
void addTexture(const std::string &name);
GLuint m_programID;
std::map<std::string, GLuint> m_attributes;
std::map<std::string, GLuint> m_uniforms;
std::map<std::tuple<std::string, size_t>, GLuint> m_uniformArrays;
std::map<std::string, GLuint> m_textureLocations; // name to uniform location
std::map<GLuint, GLuint> m_textureSlots; // uniform location to texture slot
// Debugging
std::map<std::string, bool> m_trackedUniforms;
std::map<std::string, bool> m_trackedTextures;
std::map<std::string, bool> m_trackedUniformArrays;
friend class Graphics;
};
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