#include "gl_renderer.h"
 
#include "brender/brender.h"
 
#include "harness.h"
 
#include "harness/trace.h"
 
#include "resources/3d_frag.glsl.h"
 
#include "resources/3d_vert.glsl.h"
 
#include "resources/framebuffer_frag.glsl.h"
 
#include "resources/framebuffer_vert.glsl.h"
 
#include "stored_context.h"
 
 
 
#include <glad/glad.h>
 
#include <stdio.h>
 
#include <string.h>
 
 
 
static GLuint screen_buffer_vao, screen_buffer_ebo;
 
static GLuint fullscreen_quad_texture, palette_texture, depth_texture;
 
 
 
static GLuint shader_program_2d;
 
static GLuint shader_program_3d;
 
static GLuint framebuffer_id, framebuffer_texture = 0;
 
 
 
// holds the latest uploaded version of the colour_buffer. Available in shader for blending
 
static GLuint current_colourbuffer_texture;
 
 
 
static uint8_t gl_palette[4 * 256]; // RGBA
 
static uint8_t* screen_buffer_flip_pixels;
 
static uint16_t* depth_buffer_flip_pixels;
 
 
 
static int render_width, render_height;
 
static int vp_x, vp_y, vp_width, vp_height;
 
 
 
static br_pixelmap *last_colour_buffer, *last_depth_buffer;
 
static int dirty_buffers = 0;
 
 
 
static tStored_material* current_material;
 
static br_pixelmap* current_shade_table;
 
 
 
static br_matrix4 view_matrix;
 
 
 
// Increment flush_counter during flush, and upload_counter when we upload the colour_buffer texture.
 
// If the counters are equal, we can avoid re-uploading the same thing.
 
static unsigned int flush_counter = 0, colourbuffer_upload_counter = 0;
 
 
 
typedef struct gl_vertex {
 
    br_vector3 p;
 
    br_vector2 map;
 
    br_vector3 n;
 
    float colour_index; // float to allow interpolation
 
} gl_vertex;
 
 
 
struct {
 
    GLuint model, view, projection;
 
    // gl_NormalMatrix replacement
 
    GLuint normal_matrix;
 
    GLuint clip_plane_count;
 
    GLuint clip_planes[6];
 
    GLuint colour_buffer_texture;
 
    GLuint viewport_height;
 
 
 
    GLuint material_flags;
 
    GLuint material_texture_enabled;
 
    GLuint material_texture_pixelmap;
 
    GLuint material_uv_transform;
 
    GLuint material_shade_table;
 
    GLuint material_blend_enabled;
 
    GLuint material_blend_table;
 
    GLuint material_index_base;
 
    // GLuint material_index_range;  TODO: re-add when we add untextured lighting
 
    GLuint material_shade_table_height;
 
 
 
} uniforms_3d;
 
 
 
struct {
 
    GLuint pixels, palette;
 
} uniforms_2d;
 
 
 
static GLuint CreateShaderProgram(char* name, const char* vertex_shader, const int vertex_shader_len, const char* fragment_shader, const int fragment_shader_len) {
 
    int success;
 
    char log_buffer[1024];
 
    GLuint program;
 
    GLuint v_shader, f_shader;
 
 
 
    program = glCreateProgram();
 
    v_shader = glCreateShader(GL_VERTEX_SHADER);
 
    const GLchar* vertex_sources[] = { vertex_shader };
 
    glShaderSource(v_shader, 1, vertex_sources, &vertex_shader_len);
 
    glCompileShader(v_shader);
 
    glGetShaderiv(v_shader, GL_COMPILE_STATUS, &success);
 
    if (!success) {
 
        glGetShaderInfoLog(v_shader, 1024, NULL, log_buffer);
 
        LOG_PANIC("shader %s failed to compile: %s", name, log_buffer);
 
    }
 
 
 
    f_shader = glCreateShader(GL_FRAGMENT_SHADER);
 
    const GLchar* fragment_sources[] = { fragment_shader };
 
    glShaderSource(f_shader, 1, fragment_sources, &fragment_shader_len);
 
    glCompileShader(f_shader);
 
    glGetShaderiv(f_shader, GL_COMPILE_STATUS, &success);
 
    if (!success) {
 
        char log_buffer[1024];
 
        glGetShaderInfoLog(f_shader, 1024, NULL, log_buffer);
 
        LOG_PANIC("shader %s failed to compile: %s", name, log_buffer);
 
    }
 
 
 
    glAttachShader(program, v_shader);
 
    glAttachShader(program, f_shader);
 
    glLinkProgram(program);
 
    glDeleteShader(v_shader);
 
    glDeleteShader(f_shader);
 
 
 
    GLint link_ok = GL_FALSE;
 
    glGetProgramiv(program, GL_LINK_STATUS, &link_ok);
 
    if (!link_ok) {
 
        glGetShaderInfoLog(program, 1024, NULL, log_buffer);
 
        LOG_PANIC("shader program %s failed to link: %s", name, log_buffer);
 
    }
 
    return program;
 
}
 
 
 
static GLint GetValidatedUniformLocation(GLuint program, char* uniform_name) {
 
    GLint location;
 
    location = glGetUniformLocation(program, uniform_name);
 
    if (location == -1) {
 
        LOG_PANIC("glGetUniformLocation(%d, %s) failed. Check the shader uniform names.", program, uniform_name);
 
    }
 
    return location;
 
}
 
 
 
static void LoadShaders(void) {
 
    shader_program_2d = CreateShaderProgram("framebuffer", RESOURCES_FRAMEBUFFER_VERT_GLSL, sizeof(RESOURCES_FRAMEBUFFER_VERT_GLSL), RESOURCES_FRAMEBUFFER_FRAG_GLSL, sizeof(RESOURCES_FRAMEBUFFER_FRAG_GLSL));
 
    glUseProgram(shader_program_2d);
 
    uniforms_2d.pixels = GetValidatedUniformLocation(shader_program_2d, "u_pixels");
 
    uniforms_2d.palette = GetValidatedUniformLocation(shader_program_2d, "u_palette");
 
 
 
    // bind the uniform samplers to texture units:
 
    glUniform1i(uniforms_2d.pixels, 0);
 
    glUniform1i(uniforms_2d.palette, 1);
 
 
 
    shader_program_3d = CreateShaderProgram("3d", RESOURCES_3D_VERT_GLSL, sizeof(RESOURCES_3D_VERT_GLSL), RESOURCES_3D_FRAG_GLSL, sizeof(RESOURCES_3D_FRAG_GLSL));
 
    glUseProgram(shader_program_3d);
 
    uniforms_3d.clip_plane_count = GetValidatedUniformLocation(shader_program_3d, "u_clip_plane_count");
 
    for (int i = 0; i < 6; i++) {
 
        char name[32];
 
        sprintf(name
, "u_clip_planes[%d]", i
);  
        uniforms_3d.clip_planes[i] = GetValidatedUniformLocation(shader_program_3d, name);
 
    }
 
 
 
    uniforms_3d.model = GetValidatedUniformLocation(shader_program_3d, "u_model");
 
    uniforms_3d.colour_buffer_texture = GetValidatedUniformLocation(shader_program_3d, "u_colour_buffer");
 
    uniforms_3d.projection = GetValidatedUniformLocation(shader_program_3d, "u_projection");
 
    uniforms_3d.view = GetValidatedUniformLocation(shader_program_3d, "u_view");
 
    uniforms_3d.viewport_height = GetValidatedUniformLocation(shader_program_3d, "u_viewport_height");
 
    uniforms_3d.normal_matrix = GetValidatedUniformLocation(shader_program_3d, "u_normal_matrix");
 
 
 
    uniforms_3d.material_flags = GetValidatedUniformLocation(shader_program_3d, "u_material_flags");
 
    uniforms_3d.material_texture_enabled = GetValidatedUniformLocation(shader_program_3d, "u_material_texture_enabled");
 
    uniforms_3d.material_texture_pixelmap = GetValidatedUniformLocation(shader_program_3d, "u_material_texture_pixelmap");
 
    uniforms_3d.material_uv_transform = GetValidatedUniformLocation(shader_program_3d, "u_material_uv_transform");
 
    uniforms_3d.material_shade_table = GetValidatedUniformLocation(shader_program_3d, "u_material_shade_table");
 
    uniforms_3d.material_shade_table_height = GetValidatedUniformLocation(shader_program_3d, "u_material_shade_table_height");
 
    uniforms_3d.material_blend_enabled = GetValidatedUniformLocation(shader_program_3d, "u_material_blend_enabled");
 
    uniforms_3d.material_blend_table = GetValidatedUniformLocation(shader_program_3d, "u_material_blend_table");
 
    uniforms_3d.material_index_base = GetValidatedUniformLocation(shader_program_3d, "u_material_index_base");
 
    // TODO: re-add when we support untextured lighting
 
    // uniforms_3d.material_index_range = GetValidatedUniformLocation(shader_program_3d, "u_material_index_range");
 
 
 
    // bind the uniform samplers to texture units
 
    glUniform1i(uniforms_3d.material_texture_pixelmap, 0);
 
    // palette occupies texture unit 1 but not required during 3d rendering
 
    glUniform1i(uniforms_3d.material_shade_table, 2);
 
    glUniform1i(uniforms_3d.material_blend_table, 3);
 
    glUniform1i(uniforms_3d.colour_buffer_texture, 4);
 
}
 
 
 
static void SetupFullScreenRectGeometry(void) {
 
    float vertices[] = {
 
        // positions          // colors           // texture coords
 
        1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
 
        1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,  // bottom right
 
        -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
 
        -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
 
    };
 
    unsigned int indices[] = {
 
        0, 1, 3, // first triangle
 
        1, 2, 3  // second triangle
 
    };
 
 
 
    GLuint vbo;
 
    glGenVertexArrays(1, &screen_buffer_vao);
 
    glGenBuffers(1, &vbo);
 
    glGenBuffers(1, &screen_buffer_ebo);
 
 
 
    glBindVertexArray(screen_buffer_vao);
 
 
 
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
 
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
 
 
 
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, screen_buffer_ebo);
 
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
 
 
 
    // position attribute
 
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
 
    glEnableVertexAttribArray(0);
 
    // color attribute
 
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
 
    glEnableVertexAttribArray(1);
 
    // texture coord attribute
 
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
 
    glEnableVertexAttribArray(2);
 
 
 
    glBindVertexArray(0);
 
}
 
 
 
void GLRenderer_Init(int pRender_width, int pRender_height) {
 
    render_width = pRender_width;
 
    render_height = pRender_height;
 
 
 
    LOG_INFO("OpenGL vendor string: %s", glGetString(GL_VENDOR));
 
    LOG_INFO("OpenGL renderer string: %s", glGetString(GL_RENDERER));
 
    LOG_INFO("OpenGL version string: %s", glGetString(GL_VERSION));
 
    LOG_INFO("OpenGL shading language version string: %s", glGetString(GL_SHADING_LANGUAGE_VERSION));
 
 
 
    if (glGetString(GL_SHADING_LANGUAGE_VERSION) == NULL) {
 
        LOG_PANIC("GL_SHADING_LANGUAGE_VERSION is null");
 
    }
 
 
 
    LoadShaders();
 
    SetupFullScreenRectGeometry();
 
 
 
    // config
 
    glDisable(GL_BLEND);
 
    glDepthFunc(GL_LESS);
 
    glClearColor(0, 0, 0, 1.0f);
 
    glClear(GL_COLOR_BUFFER_BIT);
 
    glEnable(GL_CULL_FACE);
 
    glCullFace(GL_BACK);
 
 
 
    // textures
 
    glGenTextures(1, &fullscreen_quad_texture);
 
    glGenTextures(1, &palette_texture);
 
    glGenTextures(1, &framebuffer_texture);
 
    glGenTextures(1, &depth_texture);
 
    glGenTextures(1, ¤t_colourbuffer_texture);
 
 
 
    // setup framebuffer
 
    glGenFramebuffers(1, &framebuffer_id);
 
    glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
 
 
 
    // set pixel storage alignment to 1 byte
 
    glPixelStorei(GL_PACK_ALIGNMENT, 1);
 
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
 
 
 
    glBindTexture(GL_TEXTURE_2D, fullscreen_quad_texture);
 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 
 
 
    glBindTexture(GL_TEXTURE_2D, palette_texture);
 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 
 
 
    glBindTexture(GL_TEXTURE_2D, framebuffer_texture);
 
    glTexImage2D(GL_TEXTURE_2D, 0, GL_R8UI, render_width, render_height, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, NULL);
 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer_texture, 0);
 
 
 
    glBindTexture(GL_TEXTURE_2D, current_colourbuffer_texture);
 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 
 
 
    glBindTexture(GL_TEXTURE_2D, depth_texture);
 
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, render_width, render_height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0);
 
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture, 0);
 
 
 
    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
 
        LOG_PANIC("Framebuffer is not complete!");
 
    }
 
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
 
 
 
    screen_buffer_flip_pixels 
= malloc(sizeof(uint8_t) * render_width 
* render_height
); 
    depth_buffer_flip_pixels 
= malloc(sizeof(uint16_t) * render_width 
* render_height
); 
 
 
    CHECK_GL_ERROR("initializeOpenGLContext");
 
}
 
 
 
void GLRenderer_SetPalette(uint8_t* rgba_colors) {
 
    for (int i = 0; i < 256; i++) {
 
        gl_palette[i * 4] = rgba_colors[i * 4 + 2];
 
        gl_palette[i * 4 + 1] = rgba_colors[i * 4 + 1];
 
        gl_palette[i * 4 + 2] = rgba_colors[i * 4];
 
        // palette index 0 is transparent, so set alpha to 0
 
        if (i == 0) {
 
            gl_palette[i * 4 + 3] = 0;
 
        } else {
 
            gl_palette[i * 4 + 3] = 0xff;
 
        }
 
    }
 
 
 
    glActiveTexture(GL_TEXTURE1);
 
    glBindTexture(GL_TEXTURE_2D, palette_texture);
 
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, gl_palette);
 
 
 
    // reset active texture back to default
 
    glActiveTexture(GL_TEXTURE0);
 
 
 
    CHECK_GL_ERROR("GLRenderer_SetPalette");
 
}
 
 
 
void GLRenderer_SetShadeTable(br_pixelmap* table) {
 
    if (current_shade_table == table) {
 
        return;
 
    }
 
 
 
    // shade table uses texture unit 2
 
    glActiveTexture(GL_TEXTURE2);
 
    tStored_pixelmap* stored = table->stored;
 
    glBindTexture(GL_TEXTURE_2D, stored->id);
 
 
 
    // reset active texture back to default
 
    glActiveTexture(GL_TEXTURE0);
 
    current_shade_table = table;
 
}
 
 
 
void GLRenderer_SetBlendTable(br_pixelmap* table) {
 
 
 
    if (flush_counter != colourbuffer_upload_counter) {
 
        GLRenderer_FlushBuffer(eFlush_color_buffer);
 
        glActiveTexture(GL_TEXTURE4);
 
        glBindTexture(GL_TEXTURE_2D, current_colourbuffer_texture);
 
        glTexImage2D(GL_TEXTURE_2D, 0, GL_R8UI, render_width, render_height, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, last_colour_buffer->pixels);
 
        colourbuffer_upload_counter = flush_counter;
 
    }
 
 
 
    // blend table uses texture unit 3
 
    glActiveTexture(GL_TEXTURE3);
 
    tStored_pixelmap* stored = table->stored;
 
    glBindTexture(GL_TEXTURE_2D, stored->id);
 
 
 
    // reset active texture back to default
 
    glActiveTexture(GL_TEXTURE0);
 
}
 
 
 
extern br_v1db_state v1db;
 
 
 
void GLRenderer_BeginScene(br_actor* camera, br_pixelmap* colour_buffer, br_pixelmap* depth_buffer) {
 
    last_colour_buffer = colour_buffer;
 
    last_depth_buffer = depth_buffer;
 
    glViewport(colour_buffer->base_x, render_height - colour_buffer->height - colour_buffer->base_y, colour_buffer->width, colour_buffer->height);
 
    glUseProgram(shader_program_3d);
 
    glUniform1ui(uniforms_3d.viewport_height, render_height);
 
 
 
    br_camera* cam = camera->type_data;
 
    current_material = NULL;
 
    current_shade_table = NULL;
 
 
 
    // clip planes
 
    int enabled_clip_planes = 0;
 
    for (int i = 0; i < v1db.enabled_clip_planes.max; i++) {
 
        if (v1db.enabled_clip_planes.enabled == NULL || !v1db.enabled_clip_planes.enabled[i]) {
 
            continue;
 
        }
 
        br_vector4* v4 = v1db.enabled_clip_planes.enabled[i]->type_data;
 
        glUniform4f(uniforms_3d.clip_planes[enabled_clip_planes], v4->v[0], v4->v[1], v4->v[2], v4->v[3]);
 
        enabled_clip_planes++;
 
    }
 
    glUniform1i(uniforms_3d.clip_plane_count, enabled_clip_planes);
 
 
 
    // view matrix
 
    BrMatrix4Copy34(&view_matrix, &v1db.camera_path[0].m);
 
    BrMatrix4Inverse(&view_matrix, &view_matrix);
 
    glUniformMatrix4fv(uniforms_3d.view, 1, GL_FALSE, &view_matrix.m[0][0]);
 
 
 
    // projection matrix
 
    br_matrix4 projection;
 
    BrMatrix4Perspective(&projection, cam->field_of_view, cam->aspect, cam->hither_z, cam->yon_z);
 
    // hack: not sure why we have to do this, but this makes the result the same as `glm_perspective`
 
    projection.m[2][2] *= -1;
 
    glUniformMatrix4fv(uniforms_3d.projection, 1, GL_FALSE, &projection.m[0][0]);
 
 
 
    glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
 
}
 
 
 
void GLRenderer_EndScene(void) {
 
    //  switch back to default fb and reset state
 
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
 
    glDepthMask(GL_TRUE);
 
    glDepthMask(GL_TRUE);
 
    CHECK_GL_ERROR("GLRenderer_EndScene");
 
}
 
 
 
void GLRenderer_FullScreenQuad(uint8_t* screen_buffer) {
 
 
 
    glViewport(vp_x, vp_y, vp_width, vp_height);
 
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
 
    glDisable(GL_DEPTH_TEST);
 
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 
 
 
    glBindTexture(GL_TEXTURE_2D, fullscreen_quad_texture);
 
    glTexImage2D(GL_TEXTURE_2D, 0, GL_R8UI, render_width, render_height, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, screen_buffer);
 
 
 
    glBindVertexArray(screen_buffer_vao);
 
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, screen_buffer_ebo);
 
    glUseProgram(shader_program_2d);
 
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
 
    glBindVertexArray(0);
 
 
 
    glEnable(GL_DEPTH_TEST);
 
    CHECK_GL_ERROR("GLRenderer_RenderFullScreenQuad");
 
}
 
 
 
void GLRenderer_ClearBuffers(void) {
 
    // clear our virtual framebuffer
 
    glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
 
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
 
 
    // clear real framebuffer
 
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
 
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
 
 
    CHECK_GL_ERROR("GLRenderer_ClearBuffers");
 
}
 
 
 
void GLRenderer_BufferModel(br_model* model) {
 
    tStored_model_context* ctx;
 
    v11model* v11;
 
 
 
    if (model->stored != NULL) {
 
        LOG_PANIC("trying to build a stored model");
 
    }
 
 
 
    v11 = model->prepared;
 
    ctx = NewStoredModelContext();
 
 
 
    int total_verts = 0, total_faces = 0;
 
    for (int i = 0; i < v11->ngroups; i++) {
 
        total_verts += v11->groups[i].nvertices;
 
        total_faces += v11->groups[i].nfaces;
 
    }
 
 
 
    // override normals
 
    br_vector3 v3 = { { 0, 0, 0 } };
 
    for (int g = 0; g < v11->ngroups; g++) {
 
        for (int i = 0; i < v11->groups[g].nvertices; i++) {
 
            v11->groups[g].vertices[i].n = v3;
 
        }
 
    }
 
    br_vector3 v0v1, v2v1, normal;
 
    for (int g = 0; g < v11->ngroups; g++) {
 
        v11group* group = &v11->groups[g];
 
        for (int i = 0; i < group->nfaces; i++) {
 
            v11face* f = &group->faces[i];
 
            fmt_vertex* v0 = &group->vertices[f->vertices[0]];
 
            fmt_vertex* v1 = &group->vertices[f->vertices[1]];
 
            fmt_vertex* v2 = &group->vertices[f->vertices[2]];
 
            BrVector3Sub(&v0v1, &v0->p, &v1->p);
 
            BrVector3Sub(&v2v1, &v2->p, &v1->p);
 
            BrVector3Cross(&normal, &v0v1, &v2v1);
 
            BrVector3Accumulate(&v0->n, &normal);
 
            BrVector3Accumulate(&v1->n, &normal);
 
            BrVector3Accumulate(&v2->n, &normal);
 
        }
 
    }
 
    for (int g = 0; g < v11->ngroups; g++) {
 
        for (int i = 0; i < v11->groups[g].nvertices; i++) {
 
            BrVector3Normalise(&v11->groups[g].vertices[i].n, &v11->groups[g].vertices[i].n);
 
        }
 
    }
 
 
 
    gl_vertex
* verts 
= malloc(sizeof(gl_vertex
) * total_verts
); 
    unsigned int* indices 
= malloc(sizeof(int) * 3 * total_faces
);  
 
 
    int v_index = 0;
 
    int i_index = 0;
 
    int face_offset = 0;
 
    for (int g = 0; g < v11->ngroups; g++) {
 
        for (int i = 0; i < v11->groups[g].nvertices; i++) {
 
            fmt_vertex* v = &v11->groups[g].vertices[i];
 
            verts[v_index].p = v->p;
 
            verts[v_index].n = v->n;
 
            verts[v_index].map = v->map;
 
            verts[v_index].colour_index = BR_ALPHA(v11->groups[g].vertex_colours[i]);
 
            v_index++;
 
        }
 
        for (int i = 0; i < v11->groups[g].nfaces; i++) {
 
            v11face* f = &v11->groups[g].faces[i];
 
            indices[i_index++] = f->vertices[0] + face_offset;
 
            indices[i_index++] = f->vertices[1] + face_offset;
 
            indices[i_index++] = f->vertices[2] + face_offset;
 
        }
 
        face_offset += v11->groups[g].nvertices;
 
    }
 
 
 
    glGenVertexArrays(1, &ctx->vao_id);
 
    glGenBuffers(1, &ctx->vbo_id);
 
    glGenBuffers(1, &ctx->ebo_id);
 
 
 
    // Vertices
 
    glBindVertexArray(ctx->vao_id);
 
    glBindBuffer(GL_ARRAY_BUFFER, ctx->vbo_id);
 
    glBufferData(GL_ARRAY_BUFFER, sizeof(gl_vertex) * total_verts, verts, GL_STATIC_DRAW);
 
    // pos
 
    glVertexAttribPointer
(0, 3, GL_FLOAT
, GL_FALSE
, sizeof(gl_vertex
), (void*)offsetof(gl_vertex
, p
)); 
    glEnableVertexAttribArray(0);
 
    // normal
 
    glVertexAttribPointer
(1, 3, GL_FLOAT
, GL_FALSE
, sizeof(gl_vertex
), (void*)offsetof(gl_vertex
, n
)); 
    glEnableVertexAttribArray(1);
 
    // uv coordinates
 
    glVertexAttribPointer
(2, 2, GL_FLOAT
, GL_FALSE
, sizeof(gl_vertex
), (void*)offsetof(gl_vertex
, map
)); 
    glEnableVertexAttribArray(2);
 
    // color
 
    glVertexAttribPointer
(3, 1, GL_FLOAT
, GL_FALSE
, sizeof(gl_vertex
), (void*)offsetof(gl_vertex
, colour_index
)); 
    glEnableVertexAttribArray(3);
 
 
 
    // Indices
 
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ctx->ebo_id);
 
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * 3 * total_faces, indices, GL_STATIC_DRAW);
 
    glBindVertexArray(0);
 
 
 
 
 
    model->stored = ctx;
 
 
 
    CHECK_GL_ERROR("after build model");
 
}
 
 
 
void setActiveMaterial(tStored_material* material) {
 
    if (material == NULL || material == current_material) {
 
        return;
 
    }
 
 
 
    glUniformMatrix2x3fv(uniforms_3d.material_uv_transform, 1, GL_TRUE, &material->map_transform.m[0][0]);
 
 
 
    if (material->pixelmap) {
 
        tStored_pixelmap* stored_px = material->pixelmap->stored;
 
        if (stored_px == NULL) {
 
            LOG_PANIC("stored_px is null for pixelmap %s", material->pixelmap->identifier);
 
        }
 
        glBindTexture(GL_TEXTURE_2D, stored_px->id);
 
        glUniform1ui(uniforms_3d.material_texture_enabled, 1);
 
    } else {
 
        glUniform1ui(uniforms_3d.material_texture_enabled, 0);
 
 
 
        // index_base and index_range are only used for untextured materials
 
        glUniform1ui(uniforms_3d.material_index_base, material->index_base);
 
        // glUniform1ui(uniforms_3d.material_index_range, material->index_range);  TODO: re-add when we support untextured lighting
 
    }
 
 
 
    if (material->shade_table) {
 
        glUniform1ui(uniforms_3d.material_shade_table_height, material->shade_table->height);
 
        GLRenderer_SetShadeTable(material->shade_table);
 
    }
 
 
 
    if (material->index_blend) {
 
        glUniform1ui(uniforms_3d.material_blend_enabled, 1);
 
        GLRenderer_SetBlendTable(material->index_blend);
 
        // materials with index_blend do not write to depth buffer (https://www.cwaboard.co.uk/viewtopic.php?p=105846&sid=58ad8910238000ca14b01dad85117175#p105846)
 
        glDepthMask(GL_FALSE);
 
    } else {
 
        glUniform1ui(uniforms_3d.material_blend_enabled, 0);
 
        glDepthMask(GL_TRUE);
 
    }
 
 
 
    glUniform1ui(uniforms_3d.material_flags, material->flags);
 
 
 
    if (material->flags & (BR_MATF_TWO_SIDED | BR_MATF_ALWAYS_VISIBLE)) {
 
        glDisable(GL_CULL_FACE);
 
    } else {
 
        glEnable(GL_CULL_FACE);
 
    }
 
 
 
    CHECK_GL_ERROR("GLRenderer_RenderModelxx");
 
}
 
 
 
void GLRenderer_Model(br_actor* actor, br_model* model, br_material* material, br_token render_type, br_matrix34 model_matrix) {
 
    tStored_model_context* ctx;
 
    v11group* group;
 
    int element_index = 0;
 
 
 
    if (model->flags & BR_MODF_DETHRACE_FORCE_BUFFER_UPDATE) {
 
        if (model->stored) {
 
            ((br_object*)model->stored)->dispatch->_free((br_object*)model->stored);
 
            model->stored = NULL;
 
        }
 
        GLRenderer_BufferModel(model);
 
        model->flags &= ~BR_MODF_DETHRACE_FORCE_BUFFER_UPDATE;
 
    }
 
 
 
    ctx = model->stored;
 
    v11model* v11 = model->prepared;
 
 
 
    if (v11 == NULL) {
 
        // LOG_WARN("No model prepared for %s", model->identifier);
 
        return;
 
    }
 
 
 
    // model matrix
 
    br_matrix4 view_model_matrix, model_matrix4, inverse, inverse_transpose;
 
    BrMatrix4Copy34(&model_matrix4, &model_matrix);
 
    glUniformMatrix4fv(uniforms_3d.model, 1, GL_FALSE, model_matrix4.m[0]);
 
 
 
    // normal matrix (http://www.lighthouse3d.com/tutorials/glsl-12-tutorial/the-normal-matrix/)
 
    BrMatrix4Mul(&view_model_matrix, &view_matrix, &model_matrix4);
 
    BrMatrix4Inverse(&inverse, &view_model_matrix);
 
    // transpose
 
    for (int i = 0; i < 4; i++) {
 
        for (int j = 0; j < 4; j++) {
 
            inverse_transpose.m[i][j] = inverse.m[j][i];
 
        }
 
    }
 
    glUniformMatrix4fv(uniforms_3d.normal_matrix, 1, GL_FALSE, &inverse_transpose.m[0][0]);
 
 
 
    glBindVertexArray(ctx->vao_id);
 
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ctx->ebo_id);
 
 
 
    // set default material for this actor/model
 
    setActiveMaterial(material->stored);
 
 
 
    switch (render_type) {
 
    case BRT_TRIANGLE:
 
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
 
        break;
 
    case BRT_LINE:
 
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
 
        glUniform1ui(uniforms_3d.material_index_base, 255);
 
        glUniform1ui(uniforms_3d.material_flags, 0);
 
        break;
 
    default:
 
        LOG_PANIC("render_type %d is not supported?!", render_type);
 
    }
 
 
 
    for (int g = 0; g < v11->ngroups; g++) {
 
        group = &v11->groups[g];
 
        setActiveMaterial(group->stored);
 
        glDrawElements(GL_TRIANGLES, group->nfaces * 3, GL_UNSIGNED_INT, (void*)(element_index * sizeof(int)));
 
        element_index += group->nfaces * 3;
 
    }
 
 
 
    glBindVertexArray(0);
 
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
 
    dirty_buffers = 1;
 
 
 
    CHECK_GL_ERROR("GLRenderer_RenderModel");
 
}
 
 
 
void GLRenderer_BufferMaterial(br_material* mat) {
 
    tStored_material* stored = mat->stored;
 
    if (!stored) {
 
        stored = NewStoredMaterial();
 
        mat->stored = stored;
 
        if (mat->identifier) {
 
            strcpy(stored
->identifier
, mat
->identifier
);  
        }
 
    }
 
    BrMatrix23Copy(&stored->map_transform, &mat->map_transform);
 
    stored->pixelmap = mat->colour_map;
 
    stored->flags = mat->flags;
 
    stored->shade_table = mat->index_shade;
 
    stored->index_base = mat->index_base;
 
    stored->index_range = mat->index_range;
 
    stored->index_blend = mat->index_blend;
 
}
 
 
 
void GLRenderer_BufferTexture(br_pixelmap* pm) {
 
    tStored_pixelmap* stored = pm->stored;
 
    if (pm->stored) {
 
    } else {
 
        stored = NewStoredPixelmap();
 
        glGenTextures(1, &stored->id);
 
        pm->stored = stored;
 
    }
 
 
 
    // sometimes the pixelmap has row_bytes > width. OpenGL expects linear pixels, so flatten it out
 
    uint8_t* linear_pixels 
= malloc(sizeof(uint8_t) * pm
->width 
* pm
->height
);  
    uint8_t* original_pixels = pm->pixels;
 
    for (int y = 0; y < pm->height; y++) {
 
        for (int x = 0; x < pm->width; x++) {
 
            linear_pixels[y * pm->width + x] = original_pixels[y * pm->row_bytes + x];
 
        }
 
    }
 
 
 
    glBindTexture(GL_TEXTURE_2D, stored->id);
 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 
    glTexImage2D(GL_TEXTURE_2D, 0, GL_R8UI, pm->width, pm->height, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, linear_pixels);
 
 
 
    CHECK_GL_ERROR("GLRenderer_BufferTexture");
 
}
 
 
 
void GLRenderer_FlushBuffer(tRenderer_flush_type flush_type) {
 
 
 
    if (!dirty_buffers) {
 
        return;
 
    }
 
 
 
    // pull framebuffer into cpu memory to emulate BRender behavior
 
    glBindTexture(GL_TEXTURE_2D, framebuffer_texture);
 
    glGetTexImage(GL_TEXTURE_2D, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, screen_buffer_flip_pixels);
 
 
 
    // flip texture to match the expected orientation
 
    int dest_y = render_height;
 
    uint8_t* pm_pixels = last_colour_buffer->pixels;
 
    uint8_t new_pixel;
 
    for (int y = 0; y < render_height; y++) {
 
        dest_y--;
 
        for (int x = 0; x < render_width; x++) {
 
            new_pixel = screen_buffer_flip_pixels[y * render_width + x];
 
            if (new_pixel != 0) {
 
                pm_pixels[dest_y * render_width + x] = new_pixel;
 
            }
 
        }
 
    }
 
 
 
    if (flush_type == eFlush_all) {
 
 
 
        // pull depthbuffer into cpu memory to emulate BRender behavior
 
        glBindTexture(GL_TEXTURE_2D, depth_texture);
 
        glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, depth_buffer_flip_pixels);
 
 
 
        dest_y = last_colour_buffer->height;
 
        int src_y = render_height - last_colour_buffer->base_y - last_colour_buffer->height;
 
        uint16_t* depth_pixels = last_depth_buffer->pixels;
 
        for (int y = 0; y < last_colour_buffer->height; y++) {
 
            dest_y--;
 
            for (int x = 0; x < last_colour_buffer->width; x++) {
 
                uint16_t new_depth = depth_buffer_flip_pixels[src_y * render_width + last_colour_buffer->base_x + x];
 
                depth_pixels[dest_y * render_width + x] = new_depth;
 
            }
 
            src_y++;
 
        }
 
    }
 
    glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
 
    glClear(GL_COLOR_BUFFER_BIT);
 
    flush_counter++;
 
    dirty_buffers = 0;
 
}
 
 
 
void GLRenderer_FlushBuffers(void) {
 
    GLRenderer_FlushBuffer(eFlush_all);
 
}
 
 
 
void GLRenderer_SetViewport(int x, int y, int width, int height) {
 
    vp_x = x;
 
    vp_y = y;
 
    vp_width = width;
 
    vp_height = height;
 
}