#include <iostream>
#include <string>
;
#ifdef linux
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glext.h>
#include <GL/glu.h>
#endif
#ifdef WIN32
#include "GLee.h"
#include <GL\glu.h>
#endif
#ifdef __APPLE__
#include "GLee.h"
#include <OpenGL/glu.h>
#endif

#include "surface.h"
#include "camera.h"
#include "shadermat.h"
#include "file.h"
#include "global.h"
#include "stb_image.h"


list<ShaderObject*> ShaderObject::ShaderObjectList;
list<ProgramObject*> ProgramObject::ProgramObjectList;
int Shader::ShaderIDCount;


/*ShaderObject* ShaderObject::CreateVertShader(string shaderFileName);
ShaderObject* ShaderObject::CreateFragShader(string shaderFileName);
ShaderObject* ShaderObject::CreateVertShaderFromString(string shadercode);
ShaderObject* ShaderObject::CreateFragShaderFromString(string shadercode);
*/


ShaderObject* ShaderObject::CreateVertShader(string shaderFileName){
	// Load the shader and dump it into a Byte Array
	File* file=File::ReadFile(shaderFileName); // opens as ASCII!
	if(file==0) {
		return 0;
	}

/*	unsigned long pos=file.tellg();
	file.seekg(0,ios::end);
	unsigned long FileLength = file.tellg();
	file.seekg(ios::beg);
*/	
	fseek(file->pFile, 0L, SEEK_END);
	unsigned long FileLength = ftell(file->pFile);
	fseek(file->pFile, 0L, SEEK_SET);

	//int ShaderObject;
	ShaderObject* myShader = new ShaderObject;
	
	myShader->ShaderObj = glCreateShader(GL_VERTEX_SHADER);
	myShader->ShaderType = 1; // 1 = Vert, 2 = Frag/Pixel

	char* shaderSrc;

	shaderSrc = new char[FileLength+1];
	if (shaderSrc == 0) return 0;   // can't reserve memory
   
	// FileLength isn't always strlen cause some characters are stripped in ascii read...
	// it is important to 0-terminate the real length later, len is just max possible value... 
	shaderSrc[FileLength] = 0; 

	unsigned int i=0;
	while (!file->Eof())
	{
		shaderSrc[i] = file->ReadByte();       // get character from file.
		i++;
	}
    
	shaderSrc[i] = 0;  // 0-terminate it at the correct position
    
	file->CloseFile();


	
	int shaderLen[1];
	shaderLen[0] = i;

	//Local shaderPtr:Byte Ptr[1]
	//shaderPtr[0] = Varptr(shaderSrc[0])

	// Send shader to ShaderObject, then compile it
	glShaderSource(myShader->ShaderObj,1, (const GLchar**)&shaderSrc, 0);
	glCompileShader(myShader->ShaderObj);

	// Did the shader compile successfuly?
	int compiled;
	glGetShaderiv(myShader->ShaderObj,GL_COMPILE_STATUS, &compiled);

	if (!compiled){
		delete myShader;
		return 0;
		}


	//myShader.Attached = New TList
	myShader->shaderName = shaderFileName;
	ShaderObject::ShaderObjectList.push_back(myShader);
	
	return myShader;
}




/*
'-----------------------------------------------------------
'CreateFragShader:tShaderObject(shaderFileName:String)
'
'Creates a Fragment Shader Object from a File
'
'Returns: A tShaderObject if successful, or Null if it fails
'-----------------------------------------------------------
*/


ShaderObject* ShaderObject::CreateFragShader(string shaderFileName){
	// Load the shader and dump it into a Byte Array
	File* file=File::ReadFile(shaderFileName); // opens as ASCII!

	if(file==0) {
		return 0;
	}

/*	unsigned long pos=file.tellg();
	file.seekg(0,ios::end);
	unsigned long FileLength = file.tellg();
	file.seekg(ios::beg);
*/	
	fseek(file->pFile, 0L, SEEK_END);
	unsigned long FileLength = ftell(file->pFile);
	fseek(file->pFile, 0L, SEEK_SET);

	//int ShaderObject;
	ShaderObject* myShader = new ShaderObject;
	
	myShader->ShaderObj = glCreateShader(GL_FRAGMENT_SHADER);
	myShader->ShaderType = 2; // 1 = Vert, 2 = Frag/Pixel

	char* shaderSrc;

	shaderSrc = new char[FileLength+1];
	if (shaderSrc == 0) return 0;   // can't reserve memory
   
	// FileLength isn't always strlen cause some characters are stripped in ascii read...
	// it is important to 0-terminate the real length later, len is just max possible value... 
	shaderSrc[FileLength] = 0; 

	unsigned int i=0;
	while (!file->Eof())
	{
		shaderSrc[i] = file->ReadByte();       // get character from file.
		i++;
	}
    
	shaderSrc[i] = 0;  // 0-terminate it at the correct position
    
	file->CloseFile();


	
	int shaderLen[1];
	shaderLen[0] = i;

	//Local shaderPtr:Byte Ptr[1]
	//shaderPtr[0] = Varptr(shaderSrc[0])

	// Send shader to ShaderObject, then compile it
	glShaderSource(myShader->ShaderObj,1, (const GLchar**)&shaderSrc, 0);
	glCompileShader(myShader->ShaderObj);

	// Did the shader compile successfuly?
	int compiled;
	glGetShaderiv(myShader->ShaderObj,GL_COMPILE_STATUS, &compiled);

	if (!compiled){
		delete myShader;
		return 0;
		}


	//myShader.Attached = New TList
	myShader->shaderName = shaderFileName;
	ShaderObject::ShaderObjectList.push_back(myShader);
	return myShader;
}
/*

'-----------------------------------------------------------
'CreateVertShader:tShaderObject(shaderFileName:String)
'
'Creates a Vertex Shader Object from a File
'
'Returns: A tShaderObject if successful, or Null if it fails
'-----------------------------------------------------------
*/
ShaderObject* ShaderObject::CreateVertShaderFromString(string shadercode){
	// Load the shader and dump it into a Byte Array
	if (shadercode == ""){
		return 0;
	}
	
	//Local tempShaderName:String = "Code"+Rand(10000)
	unsigned int FileLength = shadercode.size();
	//int ShaderObject;
	ShaderObject* myShader = new ShaderObject;
	
	myShader->ShaderObj = glCreateShader(GL_VERTEX_SHADER);
	myShader->ShaderType = 1; // 1 = Vert, 2 = Frag/Pixel

	//Create a Byte Array to which the Shader Source will be copied to
	//The extra Array Byte (FileLength+1) is so we can Null terminate the array
	char* shaderSrc;

	shaderSrc = new char[FileLength+1];
	if (shaderSrc == 0) return 0;   // can't reserve memory
   
	// FileLength isn't always strlen cause some characters are stripped in ascii read...
	// it is important to 0-terminate the real length later, len is just max possible value... 
	shaderSrc[FileLength] = 0; 

	unsigned int i=0;
	while (i<FileLength)
	{
		shaderSrc[i] = shadercode[i];       // get character from file.
		i++;
	}
    
	shaderSrc[i] = 0;  // 0-terminate it at the correct position


	// Send shader to ShaderObject, then compile it
	glShaderSource(myShader->ShaderObj,1, (const GLchar**)&shaderSrc, 0);
	glCompileShader(myShader->ShaderObj);

	// Did the shader compile successfuly?
	int compiled;
	glGetShaderiv(myShader->ShaderObj,GL_COMPILE_STATUS, &compiled);

	if (!compiled){
		delete myShader;
		return 0;
		}


	//myShader.Attached = New TList
	//myShader->shaderName = shaderFileName;
	ShaderObject::ShaderObjectList.push_back(myShader);
	
	return myShader;
}

/*
'-----------------------------------------------------------
'CreateFragShader:tShaderObject(shaderFileName:String)
'
'Creates a Fragment Shader Object from a File
'
'Returns: A tShaderObject if successful, or Null if it fails
'-----------------------------------------------------------*/

ShaderObject* ShaderObject::CreateFragShaderFromString(string shadercode){
	// Load the shader and dump it into a Byte Array
	if (shadercode == ""){
		return 0;
	}
	
	//Local tempShaderName:String = "Code"+Rand(10000)
	unsigned int FileLength = shadercode.size();
	//int ShaderObject;
	ShaderObject* myShader = new ShaderObject;
	
	myShader->ShaderObj = glCreateShader(GL_FRAGMENT_SHADER);
	myShader->ShaderType = 2; // 1 = Vert, 2 = Frag/Pixel

	//Create a Byte Array to which the Shader Source will be copied to
	//The extra Array Byte (FileLength+1) is so we can Null terminate the array
	char* shaderSrc;

	shaderSrc = new char[FileLength+1];
	if (shaderSrc == 0) return 0;   // can't reserve memory
   
	// FileLength isn't always strlen cause some characters are stripped in ascii read...
	// it is important to 0-terminate the real length later, len is just max possible value... 
	shaderSrc[FileLength] = 0; 

	unsigned int i=0;
	while (i<FileLength)
	{
		shaderSrc[i] = shadercode[i];       // get character from file.
		i++;
	}
    
	shaderSrc[i] = 0;  // 0-terminate it at the correct position


	// Send shader to ShaderObject, then compile it
	glShaderSource(myShader->ShaderObj,1, (const GLchar**)&shaderSrc, 0);
	glCompileShader(myShader->ShaderObj);

	// Did the shader compile successfuly?
	int compiled;
	glGetShaderiv(myShader->ShaderObj,GL_COMPILE_STATUS, &compiled);

	if (!compiled){
		delete myShader;
		return 0;
		}


	//myShader.Attached = New TList
	//myShader->shaderName = shaderFileName;
	ShaderObject::ShaderObjectList.push_back(myShader);
	
	return myShader;
}


void ShaderObject::DeleteVertShader(ShaderObject* vShader){
	if (vShader==0) return;

	ShaderObject::ShaderObjectList.remove(vShader);
	
	// Detach this ShaderObject from all ProgramObjects it was attached to
	list<ProgramObject*>::iterator it;

	for(it=ProgramObject::ProgramObjectList.begin();it!=ProgramObject::ProgramObjectList.end();it++){
		ProgramObject* p=*it;

		p->DetachVertShader(vShader);
	}
	
	// Delete the shader
	glDeleteShader(vShader->ShaderObj);
	delete vShader;
}

void ShaderObject::DeleteFragShader(ShaderObject* fShader){
	if (fShader==0) return;

	ShaderObject::ShaderObjectList.remove(fShader);
	
	// Detach this ShaderObject from all ProgramObjects it was attached to
	list<ProgramObject*>::iterator it;

	for(it=ProgramObject::ProgramObjectList.begin();it!=ProgramObject::ProgramObjectList.end();it++){
		ProgramObject* p=*it;

		p->DetachFragShader(fShader);
	}
	
	// Delete the shader
	glDeleteShader(fShader->ShaderObj);
	delete fShader;
}	
/*Function DeleteFragShader(fShader:tShaderObject Var)
	If Not fShader Return
	
	RemoveLink(ListFindLink(ShaderObjectList,fShader))
		
	' Detach this ShaderObject from all ProgramObjects it was attached to
	For Local p:tProgramObject = EachIn ProgramObjectList
		If ListContains(p.fList, fShader)
			p.DetachFragShader(fShader)
		End If
	Next
	
	' Delete the shader
	glDeleteObjectARB(fShader.ShaderObject)
	?Debug
		Print "Deleted ShaderObject '"+fShader.shaderName+"'"
		Print
	?
	fShader = Null
End Function
*/




//ShaderMat

Sampler* Sampler::Create(string Name, int Slot, Texture* Tex){
	Sampler* S = new Sampler;
	S->Name = Name;
	S->Slot = Slot;
	S->texture = Tex;
	return S;
}


	
Shader* Shader::CreateShaderMaterial(string Name){
	Shader* s= new Shader;
	s->texCount=0;
	if (Name == ""){
		Name = "NoName";
	}
	if (1==1){//HardwareInfo->ShaderSupport{
		stringstream sstm;
		sstm << Name << s->ID;
		s->ID = ShaderIDCount;
		s->arb_program = ProgramObject::Create(sstm.str());
		s->name = Name;
	}else{
		return 0;
	}
	ShaderIDCount++;

	for (int i=0; i<=254; i++){
		s->Shader_Tex[i] = 0;
	}

	return s;
}
	
/*void Shader::UpdateData(Surface* surf) {
	for (unsigned int i=0;i<Parameters.size();i++){
		switch(Parameters[i].type){
		case 0:
			if (arb_program !=0){arb_program->SetParameter1F(Parameters[i].name,*(Parameters[i].fp[0]));}
			break;
		case 7:
			if (arb_program !=0){arb_program->SetParameter3F(Parameters[i].name, 
			Parameters[i].ent->EntityX(), 
			Parameters[i].ent->EntityY(),
			Parameters[i].ent->EntityZ());}
			break;
		case 13:
			if (arb_program !=0){arb_program->SetParameterArray(Parameters[i].name,Parameters[i].surf,Parameters[i].vbo);}
			break;
		case 14:
			if (arb_program !=0){
				GLfloat modelViewMatrix[16];
				glGetFloatv(GL_MODELVIEW_MATRIX, modelViewMatrix);
				arb_program->SetMatrix4F(Parameters[i].name, modelViewMatrix);
			}
			break;

		case 15:
			if (arb_program !=0){
				GLfloat modelViewMatrix[16];
				glGetFloatv(GL_PROJECTION_MATRIX, modelViewMatrix);
				arb_program->SetMatrix4F(Parameters[i].name, modelViewMatrix);
			}
			break;


		//default:
		}
	}
}
	*/
// internal 
void Shader::TurnOn(Surface* surf, Matrix& mat){
	ProgramAttriBegin();
	// Update Data

	for (unsigned int i=0;i<Parameters.size();i++){
		switch(Parameters[i].type){
		case 0:
			if (arb_program !=0){arb_program->SetParameter1F(Parameters[i].name,*(Parameters[i].fp[0]));}
			break;
		case 1:
			if (arb_program !=0){arb_program->SetParameter2F(Parameters[i].name,*(Parameters[i].fp[0]),*(Parameters[i].fp[1]));}
			break;
		case 2:
			if (arb_program !=0){arb_program->SetParameter3F(Parameters[i].name,*(Parameters[i].fp[0]),*(Parameters[i].fp[1]),
			*(Parameters[i].fp[2]));}
			break;
		case 3:
			if (arb_program !=0){arb_program->SetParameter4F(Parameters[i].name,*(Parameters[i].fp[0]),*(Parameters[i].fp[1]),
			*(Parameters[i].fp[2]),*(Parameters[i].fp[3]));}
			break;
		case 4:
			if (arb_program !=0){arb_program->SetParameter1I(Parameters[i].name,*(Parameters[i].ip[0]));}
			break;
		case 5:
			if (arb_program !=0){arb_program->SetParameter2I(Parameters[i].name,*(Parameters[i].ip[0]),*(Parameters[i].ip[1]));}
			break;
		case 6:
			if (arb_program !=0){arb_program->SetParameter3I(Parameters[i].name,*(Parameters[i].ip[0]),*(Parameters[i].ip[1]),
			*(Parameters[i].ip[2]));}
			break;
		case 7:
			if (arb_program !=0){arb_program->SetParameter4I(Parameters[i].name,*(Parameters[i].ip[0]),*(Parameters[i].ip[1]),
			*(Parameters[i].ip[2]),*(Parameters[i].ip[3]));}
			break;
		case 8:
			if (arb_program !=0){arb_program->SetParameter3F(Parameters[i].name, 
			Parameters[i].ent->EntityX(), 
			Parameters[i].ent->EntityY(),
			Parameters[i].ent->EntityZ());}
			break;
		case 13:
			if (arb_program !=0){arb_program->SetParameterArray(Parameters[i].name,Parameters[i].surf,Parameters[i].vbo);}
			break;
		case 14:
			if (arb_program !=0){
				Matrix new_mat=Global::camera_in_use->mat.Inverse();
				new_mat.Multiply(mat);
				arb_program->SetMatrix4F(Parameters[i].name, &new_mat.grid[0][0]);
			}
			break;

		case 15:
			if (arb_program !=0){
				arb_program->SetMatrix4F(Parameters[i].name, &Global::camera_in_use->proj_mat[0]);
			}
			break;


		//default:
		}
	}

	if (UpdateSampler != 0){
		for (int i=0; i<=254; i++){
			if (Shader_Tex[i] == 0) break;
			if (arb_program !=0){arb_program->SetParameter1I(Shader_Tex[i]->Name,Shader_Tex[i]->Slot);}
		}
		UpdateSampler = 0;
	}
	
	if (surf!=0) {
		int DisableCubeSphereMapping=0;
		for (int ix=0;ix<=254;ix++){
			if (Shader_Tex[ix] == 0) break;
			// Main brush texture takes precedent over surface brush texture
			unsigned int texture=0;
			int tex_flags=0,tex_blend=0,tex_coords=0;
			float tex_u_scale=1.0,tex_v_scale=1.0,tex_u_pos=0.0,tex_v_pos=0.0,tex_ang=0.0;
			int tex_cube_mode=0;//,frame=0;
			texture=Shader_Tex[ix]->texture->texture;
			tex_flags=Shader_Tex[ix]->texture->flags;
			tex_blend=Shader_Tex[ix]->texture->blend;
			tex_coords=Shader_Tex[ix]->texture->coords;
			tex_u_scale=Shader_Tex[ix]->texture->u_scale;
			tex_v_scale=Shader_Tex[ix]->texture->v_scale;
			tex_u_pos=Shader_Tex[ix]->texture->u_pos;
			tex_v_pos=Shader_Tex[ix]->texture->v_pos;
			tex_ang=Shader_Tex[ix]->texture->angle;
			tex_cube_mode=Shader_Tex[ix]->texture->cube_mode;
											
			glActiveTexture(GL_TEXTURE0+ix);
			glClientActiveTexture(GL_TEXTURE0+ix);

			if (Shader_Tex[ix]->is3D==0){
				glEnable(GL_TEXTURE_2D);
				glBindTexture(GL_TEXTURE_2D,texture); // call before glTexParameteri
				// mipmapping texture flag
				if(tex_flags&8){
					glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
					glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
				}else{
					glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
					glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
				}
			}else{
				glEnable(GL_TEXTURE_3D);
				glBindTexture(GL_TEXTURE_3D,texture); // call before glTexParameteri
				// mipmapping texture flag
				if(tex_flags&8){
					glTexParameteri(GL_TEXTURE_3D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
					glTexParameteri(GL_TEXTURE_3D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
				}else{
					glTexParameteri(GL_TEXTURE_3D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
					glTexParameteri(GL_TEXTURE_3D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
				}
			}

			// masked texture flag
			if(tex_flags&4){
				glEnable(GL_ALPHA_TEST);
			}else{
				glDisable(GL_ALPHA_TEST);
			}
		
		
			// clamp u flag
			if(tex_flags&16){
				glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
			}else{						
				glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
			}
			
			// clamp v flag
			if(tex_flags&32){
				glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
			}else{
				glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
			}
	
			// ***!ES***
			///*
			// spherical environment map texture flag
			if(tex_flags&64){
				glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_SPHERE_MAP);
				glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_SPHERE_MAP);
				glEnable(GL_TEXTURE_GEN_S);
				glEnable(GL_TEXTURE_GEN_T);
				DisableCubeSphereMapping=1;
			}/*else{
				glDisable(GL_TEXTURE_GEN_S);
				glDisable(GL_TEXTURE_GEN_T);
			}*/
					
			// cubic environment map texture flag
			if(tex_flags&128){

				glEnable(GL_TEXTURE_CUBE_MAP);
				glBindTexture(GL_TEXTURE_CUBE_MAP,texture); // call before glTexParameteri
				
				glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
				glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
				glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_WRAP_R,GL_CLAMP_TO_EDGE);
				glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
				glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
				
				glEnable(GL_TEXTURE_GEN_S);
				glEnable(GL_TEXTURE_GEN_T);
				glEnable(GL_TEXTURE_GEN_R);
				//glEnable(GL_TEXTURE_GEN_Q)
				if(tex_cube_mode==1){
					glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_REFLECTION_MAP);
					glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_REFLECTION_MAP);
					glTexGeni(GL_R,GL_TEXTURE_GEN_MODE,GL_REFLECTION_MAP);
				}
				
				if(tex_cube_mode==2){
					glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_NORMAL_MAP);
					glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_NORMAL_MAP);
					glTexGeni(GL_R,GL_TEXTURE_GEN_MODE,GL_NORMAL_MAP);
				}
				DisableCubeSphereMapping=1;
			}
			else if (DisableCubeSphereMapping!=0){

				glDisable(GL_TEXTURE_CUBE_MAP);
				
				// only disable tex gen s and t if sphere mapping isn't using them
				if((tex_flags&64)==0){
					glDisable(GL_TEXTURE_GEN_S);
					glDisable(GL_TEXTURE_GEN_T);
				}
				
				glDisable(GL_TEXTURE_GEN_R);
				//glDisable(GL_TEXTURE_GEN_Q)

			}
			
			switch(tex_blend){
				case 0: glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);
				break;
				case 1: glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_DECAL);
				break;
				case 2: glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
				//case 2 glTexEnvf(GL_TEXTURE_ENV,GL_COMBINE_RGB_EXT,GL_MODULATE);
				break;
				case 3: glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_ADD);
				break;
				case 4:
					glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); 
					glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_DOT3_RGB_EXT); 
					break;
				case 5:
					glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE);
					glTexEnvi(GL_TEXTURE_ENV,GL_COMBINE_RGB,GL_MODULATE);
					glTexEnvi(GL_TEXTURE_ENV,GL_RGB_SCALE,2.0);
					break;
				default: glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
			}

			glEnableClientState(GL_TEXTURE_COORD_ARRAY);

			if (Shader_Tex[ix]->is3D==0){

				if(surf->vbo_enabled==true && surf->no_tris>=Global::vbo_min_tris){
			
					if(tex_coords==0){
						glBindBuffer(GL_ARRAY_BUFFER,surf->vbo_id[1]);
						glTexCoordPointer(2,GL_FLOAT,0,NULL);
					}else{
						glBindBuffer(GL_ARRAY_BUFFER,surf->vbo_id[2]);
						glTexCoordPointer(2,GL_FLOAT,0,NULL);
					}
				
				}else{
			
					if(tex_coords==0){
						//glBindBufferARB(GL_ARRAY_BUFFER_ARB,0) already reset above
						glTexCoordPointer(2,GL_FLOAT,0,&surf->vert_tex_coords0[0]);
					}else{
						//glBindBufferARB(GL_ARRAY_BUFFER_ARB,0)
						glTexCoordPointer(2,GL_FLOAT,0,&surf->vert_tex_coords1[0]);
					}

				}

			}else{
				if(surf->vbo_enabled==true && surf->no_tris>=Global::vbo_min_tris){
			
					glBindBuffer(GL_ARRAY_BUFFER,surf->vbo_id[2]);
					glTexCoordPointer(3,GL_FLOAT,0,NULL);
				
				}else{
			
					//glBindBufferARB(GL_ARRAY_BUFFER_ARB,0)
					glTexCoordPointer(3,GL_FLOAT,0,&surf->vert_tex_coords1[0]);

				}
			}

							
			// reset texture matrix
			glMatrixMode(GL_TEXTURE);
			glLoadIdentity();
					
			if(tex_u_pos!=0.0 || tex_v_pos!=0.0){
				glTranslatef(tex_u_pos,tex_v_pos,0.0);
			}
			if(tex_ang!=0.0){
				glRotatef(tex_ang,0.0,0.0,1.0);
			}
			if(tex_u_scale!=1.0 || tex_v_scale!=1.0){
				glScalef(tex_u_scale,tex_v_scale,1.0);
			}

			///* ***!ES***
			// if spheremap flag=true then flip tex
			if(tex_flags&64){
				glScalef(1.0,-1.0,-1.0);
			}
			
			// if cubemap flag=true then manipulate texture matrix so that cubemap is displayed properly 
			if(tex_flags&128){

				glScalef(1.0,-1.0,-1.0);
				
				// get current modelview matrix (set in last camera update)
				float mod_mat[16];
				glGetFloatv(GL_MODELVIEW_MATRIX,&mod_mat[0]);
				// get rotational inverse of current modelview matrix
				Matrix new_mat;
				new_mat.LoadIdentity();
					
				new_mat.grid[0][0] = mod_mat[0];
				new_mat.grid[1][0] = mod_mat[1];
				new_mat.grid[2][0] = mod_mat[2];

				new_mat.grid[0][1] = mod_mat[4];
				new_mat.grid[1][1] = mod_mat[5];
				new_mat.grid[2][1] = mod_mat[6];

				new_mat.grid[0][2] = mod_mat[8];
				new_mat.grid[1][2] = mod_mat[9];
				new_mat.grid[2][2] = mod_mat[10];
					
				glMultMatrixf(&new_mat.grid[0][0]);

			}
			//*/
						
		}
	}

}
	
void Shader::TurnOff(){
	ProgramAttriEnd();
	for (int ix=0; ix<=254; ix++){
		if (Shader_Tex[ix] == 0) break;

		glActiveTexture(GL_TEXTURE0+ix);
		glClientActiveTexture(GL_TEXTURE0+ix);
				
		// reset texture matrix
		glMatrixMode(GL_TEXTURE);
		glLoadIdentity();
				
		if (Shader_Tex[ix]->is3D==0){
			glDisable(GL_TEXTURE_2D);
		}else{
			glDisable(GL_TEXTURE_3D);
		}
				
		glDisable(GL_TEXTURE_CUBE_MAP);
		glDisable(GL_TEXTURE_GEN_S);
		glDisable(GL_TEXTURE_GEN_T);
		glDisable(GL_TEXTURE_GEN_R);
			
	}
	for (unsigned int i=0;i<Parameters.size();i++){
		switch(Parameters[i].type){
		case 13:
			if (arb_program !=0){	
				int loc= glGetAttribLocation(arb_program->Program, Parameters[i].name.c_str());
				glDisableVertexAttribArray(loc);
			}
		}
	}


}
		

/*	Method AddShader(_vert:String = Null , _frag:String = Null)
'		If arb_program = Null Then Return
'		Local Vert:TShaderObject
'		Local Frag:TShaderObject
'		
'		If _Vert <> Null Then 
'			Vert = TGlobal.RenderInterface.CreateVertexShaderObj(arb_program.languageType,_vert,arb_program)
'			arb_program.attachVertShader(Vert)
'		EndIf
'		
'		If _frag <> Null Then 
'			frag = TGlobal.RenderInterface.CreatePixelShaderObj(arb_program.languageType,_frag,arb_program)
'			arb_program.attachFragShader(frag)
'		EndIf
'	End Method*/
	
void Shader::AddShader(string _vert, string _frag){
	if (arb_program == 0) return;
	ShaderObject* Vert;
	ShaderObject* Frag;
	
	if (_vert != ""){
		Vert = ShaderObject::CreateVertShader(_vert);
		arb_program->AttachVertShader(Vert);
	}
		
	if (_frag != ""){
		Frag = ShaderObject::CreateFragShader(_frag);
		arb_program->AttachFragShader(Frag);
	}
}
	
void Shader::AddShaderFromString(string _vert, string _frag){
	if (arb_program == 0) return;
	ShaderObject* Vert;
	ShaderObject* Frag;
		
	if (_vert != ""){
		Vert = ShaderObject::CreateVertShaderFromString(_vert);
		arb_program->AttachVertShader(Vert);
	}
		
	if (_frag != ""){
		Frag = ShaderObject::CreateFragShaderFromString(_frag);
		arb_program->AttachFragShader(Frag);
	}
}



	/*Method ListShaders()
		If arb_program = Null Then Return
		'arb_program.ListAttachedShaders()
	End Method */

void Shader::AddSampler2D(string Name, int Slot, Texture* Tex){
	Shader_Tex[Slot] = Sampler::Create(Name,Slot,Tex);
	UpdateSampler = 1;
	Shader_Tex[Slot]->is3D=0;
	texCount++;
}
	
void Shader::AddSampler3D(string Name, int Slot, Texture* Tex){
	Shader_Tex[Slot] = Sampler::Create(Name,Slot,Tex);
	UpdateSampler = 1;
	Shader_Tex[Slot]->is3D=1;
	texCount++;
}


void Shader::ProgramAttriBegin(){
	if (arb_program !=0){arb_program->Activate();}
}	

void Shader::ProgramAttriEnd(){
	if (arb_program !=0){arb_program->DeActivate();}
}	

void Shader::SetFloat(string name, float v1){
	ProgramAttriBegin();
	if (arb_program !=0){arb_program->SetParameter1F(name, v1);}
	ProgramAttriEnd();
}

void Shader::SetFloat2(string name, float v1, float v2){
	ProgramAttriBegin();
	if (arb_program !=0){arb_program->SetParameter2F(name, v1, v2);}
	ProgramAttriEnd();
}

void Shader::SetFloat3(string name, float v1, float v2, float v3){
	ProgramAttriBegin();
	if (arb_program !=0){arb_program->SetParameter3F(name, v1, v2, v3);}
	ProgramAttriEnd();
}

void Shader::SetFloat4(string name, float v1, float v2, float v3, float v4){
	ProgramAttriBegin();
	if (arb_program !=0){arb_program->SetParameter4F(name, v1, v2, v3, v4);}
	ProgramAttriEnd();
}

void Shader::UseFloat(string name, float* v1){
	ShaderData data;
	data.name=name;
	data.type=0;
	data.fp[0]=v1;
	Parameters.push_back(data);
}

void Shader::UseFloat2(string name, float* v1, float* v2){
	ShaderData data;
	data.name=name;
	data.type=1;
	data.fp[0]=v1;
	data.fp[1]=v2;
	Parameters.push_back(data);
}

void Shader::UseFloat3(string name, float* v1, float* v2, float* v3){
	ShaderData data;
	data.name=name;
	data.type=2;
	data.fp[0]=v1;
	data.fp[1]=v2;
	data.fp[2]=v3;
	Parameters.push_back(data);
}

void Shader::UseFloat4(string name, float* v1, float* v2, float* v3, float* v4){
	ShaderData data;
	data.name=name;
	data.type=3;
	data.fp[0]=v1;
	data.fp[1]=v2;
	data.fp[2]=v3;
	data.fp[3]=v4;
	Parameters.push_back(data);
}

void Shader::SetInteger(string name, int v1){
	ProgramAttriBegin();
	if (arb_program !=0){arb_program->SetParameter1I(name, v1);}
	ProgramAttriEnd();
}

void Shader::SetInteger2(string name, int v1, int v2){
	ProgramAttriBegin();
	if (arb_program !=0){arb_program->SetParameter2I(name, v1, v2);}
	ProgramAttriEnd();
}

void Shader::SetInteger3(string name, int v1, int v2, int v3){
	ProgramAttriBegin();
	if (arb_program !=0){arb_program->SetParameter3I(name, v1, v2, v3);}
	ProgramAttriEnd();
}

void Shader::SetInteger4(string name, int v1, int v2, int v3, int v4){
	ProgramAttriBegin();
	if (arb_program !=0){arb_program->SetParameter4I(name, v1, v2, v3, v4);}
	ProgramAttriEnd();
}

void Shader::UseInteger(string name, int* v1){
	ShaderData data;
	data.name=name;
	data.type=4;
	data.ip[0]=v1;
	Parameters.push_back(data);
}

void Shader::UseInteger2(string name, int* v1, int* v2){
	ShaderData data;
	data.name=name;
	data.type=5;
	data.ip[0]=v1;
	data.ip[1]=v2;
	Parameters.push_back(data);
}

void Shader::UseInteger3(string name, int* v1, int* v2, int* v3){
	ShaderData data;
	data.name=name;
	data.type=6;
	data.ip[0]=v1;
	data.ip[1]=v2;
	data.ip[2]=v3;
	Parameters.push_back(data);
}

void Shader::UseInteger4(string name, int* v1, int* v2, int* v3, int* v4){
	ShaderData data;
	data.name=name;
	data.type=7;
	data.ip[0]=v1;
	data.ip[1]=v2;
	data.ip[2]=v3;
	data.ip[3]=v4;
	Parameters.push_back(data);
}



void Shader::UseSurface(string name, Surface* surf, int vbo){
	ShaderData data;
	data.name=name;
	data.type=13;
	data.surf=surf;
	data.vbo=vbo;
	Parameters.push_back(data);
}

void Shader::UseMatrix(string name, int mode){
	ShaderData data;
	data.name=name;
	if (mode==1) {
		data.type=14;
	}else{
		data.type=15;
	}
	Parameters.push_back(data);
}
/*void Shader::SetParameter1S(string name, float v1){
	if (arb_program !=0){arb_program->SetParameter1S(name, v1);}
}

void Shader::SetParameter2S(string name, float v1, float v2){
	if (arb_program !=0){arb_program->SetParameter2S(name, v1, v2);}
}

void Shader::SetParameter3S(string name, float v1, float v2, float v3){
	if (arb_program !=0){arb_program->SetParameter3S(name, v1, v2, v3);}
}

void Shader::SetParameter4S(string name, float v1, float v2, float v3, float v4){
	if (arb_program !=0){arb_program->SetParameter4S(name, v1, v2, v3, v4);}
}

void Shader::SetParameter1I(string name, int v1){
	if (arb_program !=0){arb_program->SetParameter1I(name, v1);}
}

void Shader::SetParameter2I(string name, int v1, int v2){
	if (arb_program !=0){arb_program->SetParameter2I(name, v1, v2);}
}

void Shader::SetParameter3I(string name, int v1, int v2, int v3){
	if (arb_program !=0){arb_program->SetParameter3I(name, v1, v2, v3);}
}

void Shader::SetParameter4I(string name, int v1, int v2, int v3, int v4){
	if (arb_program !=0){arb_program->SetParameter4I(name, v1, v2, v3, v4);}
}
 
void Shader::SetVector1I(string name, int* v1){
	if (arb_program !=0){arb_program->SetVector1I(name, v1);}
}

void Shader::SetVector2I(string name, int* v1){
	if (arb_program !=0){arb_program->SetVector2I(name, v1);}
}

void Shader::SetVector3I(string name, int* v1){
	if (arb_program !=0){arb_program->SetVector3I(name, v1);}
}

void Shader::SetVector4I(string name, int* v1){
	if (arb_program !=0){arb_program->SetVector4I(name, v1);}
}

void Shader::SetParameter1F(string name, float v1){
	//if (arb_program !=0){arb_program->SetParameter1F(name, v1);}
	ShaderData data;
	data.name=name;
	data.type=0;
	data.valuef[0]=v1;
	Parameters.push_back(data);
}

void Shader::SetParameter2F(string name, float v1, float v2){
	if (arb_program !=0){arb_program->SetParameter2F(name, v1, v2);}
}

void Shader::SetParameter3F(string name, float v1, float v2, float v3){
	if (arb_program !=0){arb_program->SetParameter3F(name, v1, v2, v3);}
}

void Shader::SetParameter4F(string name, float v1, float v2, float v3, float v4){
	if (arb_program !=0){arb_program->SetParameter4F(name, v1, v2, v3, v4);}
}

void Shader::SetVector1F(string name, float* v1){
	if (arb_program !=0){arb_program->SetVector1F(name, v1);}
}

void Shader::SetVector2F(string name, float* v1){
	if (arb_program !=0){arb_program->SetVector2F(name, v1);}
}

void Shader::SetVector3F(string name, float* v1){
	if (arb_program !=0){arb_program->SetVector3F(name, v1);}
}

void Shader::SetVector4F(string name, float* v1){
	if (arb_program !=0){arb_program->SetVector4F(name, v1);}
}

void Shader::SetMatrix2F(string name, float* m){
	//if (arb_program !=0){arb_program->SetMatrix2F(name, m);}
	ShaderData data;
	data.name=name;
	data.type=11;
	data.pf=m;
	Parameters.push_back(data);

}

void Shader::SetMatrix3F(string name, float* m){
	if (arb_program !=0){arb_program->SetMatrix3F(name, m);}
}

void Shader::SetMatrix4F(string name, float* m){
	if (arb_program !=0){arb_program->SetMatrix4F(name, m);}
}

void Shader::SetParameter1D(string name, double v1){
	if (arb_program !=0){arb_program->SetParameter1D(name, v1);}
}

void Shader::SetParameter2D(string name, double v1, double v2){
	if (arb_program !=0){arb_program->SetParameter2D(name, v1, v2);}
}

void Shader::SetParameter3D(string name, double v1, double v2, double v3){
	if (arb_program !=0){arb_program->SetParameter3D(name, v1, v2, v3);}
}

void Shader::SetParameter4D(string name, double v1, double v2, double v3, double v4){
	if (arb_program !=0){arb_program->SetParameter4D(name, v1, v2, v3, v4);}
}*/

//ShaderObject

ProgramObject* ProgramObject::Create(string name){
	ProgramObject* p = new ProgramObject;
		
	//Create a new GL ProgramObject
	p->Program = glCreateProgram();
	if (p->Program == 0){
		p = 0;
		return 0;
	}
		
	/*--------------------------------
	'The amount of Vert & Frag Shaders
	'attached to this Program Object
	'---------------------------------*/
	p->vertShaderCount = 0;
	p->fragShaderCount = 0;
	
	/*--------------------------------------
	'These lists contain any Vert or Frag
	'Shader Objects Attached to this Program
	'-------------------------------------
	p->vList:TList = CreateList();
	p->fList:TList = CreateList();*/
	
	//This Program Objects Name
	p->progName = name;
		
	/*-----------------------------
	'Add this Program Object to the
	'Global list of ProgramObjects
	'------------------------------*/
	ProgramObjectList.push_back(p);
	return p;
}

void ProgramObject::Activate(){
	glUseProgram(Program);
}

void ProgramObject::DeActivate(){
	glUseProgram(0);
}

void ProgramObject::RefreshTypeMap(){
	TypeMap.clear();
		
	int maxlen;
	int count;
		 
	glGetProgramiv( Program,GL_ACTIVE_UNIFORM_MAX_LENGTH ,&maxlen);
	glGetProgramiv( Program,GL_ACTIVE_UNIFORMS ,&count);
	char* name=new char[maxlen+1];
	for (int i=0;i<=count; i++){
		int glsize;
		GLenum gltype;
		glGetActiveUniform (Program,i,maxlen,0,&glsize,&gltype,name);
		TypeMap[name]=1;//"Uniform"
	}
	delete [] name;

	glGetProgramiv( Program,GL_ACTIVE_ATTRIBUTE_MAX_LENGTH ,&maxlen);
	glGetProgramiv( Program,GL_ACTIVE_ATTRIBUTES ,&count);
	name=new char[maxlen+1];
	for (int i=0;i<=count; i++){
		int glsize;
		GLenum gltype;
		glGetActiveAttrib(Program,i,maxlen,0,&glsize,&gltype,name);
		TypeMap[name]=2;//"Attribute"
	}
	delete [] name;
		
		
}

// Get the Uniform Variable Location from a ProgramObject
int ProgramObject::GetUniLoc(string name){
	return glGetUniformLocation(Program, name.c_str());
}

// Get the Attribute Variable Location from a ProgramObject
int ProgramObject::GetAttribLoc(string name){
	return glGetAttribLocation(Program, name.c_str());
}

void ProgramObject::SetParameter1S(string name, float v1){
	int loc= glGetAttribLocation(Program, name.c_str());
	glVertexAttrib1s(loc, v1);
}
	
void ProgramObject::SetParameter2S(string name, float v1, float v2) {
	int loc= glGetAttribLocation(Program, name.c_str());
	glVertexAttrib2s(loc, v1,v2);
}
	 
void ProgramObject::SetParameter3S(string name, float v1, float v2, float v3){
	int loc= glGetAttribLocation(Program, name.c_str());
	glVertexAttrib3s(loc, v1,v2,v3);
}
	  
void ProgramObject::SetParameter4S(string name, float v1, float v2, float v3, float v4){
	int loc= glGetAttribLocation(Program, name.c_str());
	glVertexAttrib4s(loc, v1,v2,v3,v4);
}
	
//------------------------------------------------------------
// Int Parameter
	
void ProgramObject::SetParameter1I(string name, int v1){
	int loc= glGetUniformLocation(Program, name.c_str());
	glUniform1i(loc,v1);
}

void ProgramObject::SetParameter2I(string name, int v1, int v2){
	int loc= glGetUniformLocation(Program, name.c_str());
	glUniform2i(loc,v1,v2);
}

void ProgramObject::SetParameter3I(string name, int v1, int v2, int v3){
	int loc= glGetUniformLocation(Program, name.c_str());
	glUniform3i(loc,v1,v2,v3);
}

void ProgramObject::SetParameter4I(string name, int v1, int v2, int v3, int v4){
	int loc= glGetUniformLocation(Program, name.c_str());
	glUniform4i(loc,v1,v2,v3,v4);
}
	
//----------------------------------------------------------------------------------
// Int Vectors

void ProgramObject::SetVector1I(string name, int* v1){
	int loc= glGetUniformLocation(Program, name.c_str());
	glUniform1iv(loc,1,v1);
}
				
void ProgramObject::SetVector2I(string name, int* v1){
	int loc= glGetUniformLocation(Program, name.c_str());
	glUniform2iv(loc,1,v1);
}
										
void ProgramObject::SetVector3I(string name, int* v1){
	int loc= glGetUniformLocation(Program, name.c_str());
	glUniform3iv(loc,1,v1);
}
										
void ProgramObject::SetVector4I(string name, int* v1){
	int loc= glGetUniformLocation(Program, name.c_str());
	glUniform4iv(loc,1,v1);
}
				
//-------------------------------------------------------------------------------------
// Double Parameter ( automatically Attributes, because Uniform doubles does not exist)
	
void ProgramObject::SetParameter1D(string name, double v1){
	int loc= glGetAttribLocation(Program, name.c_str());
	glVertexAttrib1d(loc, v1);
}
	 
void ProgramObject::SetParameter2D(string name, double v1, double v2){
	int loc= glGetAttribLocation(Program, name.c_str());
	glVertexAttrib2d(loc, v1, v2);
}
	 
void ProgramObject::SetParameter3D(string name, double v1, double v2, double v3){
	int loc= glGetAttribLocation(Program, name.c_str());
	glVertexAttrib3d(loc, v1, v2, v3);
}
	 
void ProgramObject::SetParameter4D(string name, double v1, double v2, double v3, double v4){
	int loc= glGetAttribLocation(Program, name.c_str());
	glVertexAttrib4d(loc, v1, v2, v3, v4);
}


//-------------------------------------------------------------------------------------
// Array Parameter

void ProgramObject::SetParameterArray(string name, Surface* surf, int vbo){
	int loc= glGetAttribLocation(Program, name.c_str());
	if(surf->vbo_enabled!=0){
		surf->reset_vbo=vbo;

		Surface& surf2=*surf;
		glBindBuffer(GL_ARRAY_BUFFER,0);
		switch (vbo){
		case 1:
			glBindBuffer(GL_ARRAY_BUFFER,surf2.vbo_id[0]);
			glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, 0);
			break;
		case 2:
			glBindBuffer(GL_ARRAY_BUFFER,surf2.vbo_id[1]);
			glVertexAttribPointer(loc, 2, GL_FLOAT, GL_FALSE, 0, 0);

		case 3:
			glBindBuffer(GL_ARRAY_BUFFER,surf2.vbo_id[2]);
			glVertexAttribPointer(loc, 2, GL_FLOAT, GL_FALSE, 0, 0);
			break;
		case 4:
			glBindBuffer(GL_ARRAY_BUFFER,surf2.vbo_id[3]);
			glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, 0);
			break;
		case 5:
			glBindBuffer(GL_ARRAY_BUFFER,surf2.vbo_id[4]);
			glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 16, 0);
			break;

		case 6:
			glBindBuffer(GL_ARRAY_BUFFER,surf2.vbo_id[4]);
			glVertexAttribPointer(loc, 4, GL_FLOAT, GL_FALSE, 0, 0);
			break;
		}

	}else{
		Surface& surf2=*surf;
		glBindBuffer(GL_ARRAY_BUFFER,0);
		switch (vbo){
		case 1:
			glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, &surf2.vert_coords[0]);
			break;
		case 2:
			glVertexAttribPointer(loc, 2, GL_FLOAT, GL_FALSE, 0, &surf2.vert_tex_coords0[0]);
			break;
		case 3:
			glVertexAttribPointer(loc, 2, GL_FLOAT, GL_FALSE, 0, &surf2.vert_tex_coords1[0]);
			break;
		case 4:
			glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, &surf2.vert_norm[0]);
			break;
		case 5:
			glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 16, &surf2.vert_col[0]);
			break;

		case 6:
			glVertexAttribPointer(loc, 4, GL_FLOAT, GL_FALSE, 0, &surf2.vert_col[0]);
			break;
		}
	}

	glEnableVertexAttribArray(loc);
}

//-------------------------------------------------------------------------------------
// Float Parameter

void ProgramObject::SetParameter1F(string name, float v){
	if (TypeMap.find(name) == TypeMap.end() ){
		return;
	}
	int ParameterType=TypeMap.find(name)->second;
	
	if (ParameterType == 1){		//"Uniform" 
		int loc= glGetUniformLocation(Program, name.c_str());
		glUniform1f(loc, v);
			
	} else if (ParameterType == 2){		//"Attribute"
 
		int loc= glGetAttribLocation(Program, name.c_str());
		glVertexAttrib1f(loc, v);

	}
		
}

void ProgramObject::SetParameter2F(string name, float v1, float v2){
	if (TypeMap.find(name) == TypeMap.end() ){
		return;
	}
	int ParameterType=TypeMap.find(name)->second;
	
	if (ParameterType == 1){		//"Uniform" 
		int loc= glGetUniformLocation(Program, name.c_str());
		glUniform2f(loc, v1, v2);
			
	} else if (ParameterType == 2){		//"Attribute"
 
		int loc= glGetAttribLocation(Program, name.c_str());
		glVertexAttrib2f(loc, v1, v2);

	}

}

void ProgramObject::SetParameter3F(string name, float v1, float v2, float v3){
		
	if (TypeMap.find(name) == TypeMap.end() ){
		return;
	}
	int ParameterType=TypeMap.find(name)->second;
		
	if (ParameterType == 1){		//"Uniform" 
		int loc= glGetUniformLocation(Program, name.c_str());
		glUniform3f(loc, v1,v2,v3);
			
	} else if (ParameterType == 2){		//"Attribute"
 
		int loc= glGetAttribLocation(Program, name.c_str());
		glVertexAttrib3f(loc, v1, v2, v3);

	}
}

void ProgramObject::SetParameter4F(string name, float v1, float v2, float v3, float v4){
	if (TypeMap.find(name) == TypeMap.end() ){
		return;
	}
	int ParameterType=TypeMap.find(name)->second;
		
	if (ParameterType == 1){		//"Uniform" 
		int loc= glGetUniformLocation(Program, name.c_str());
		glUniform4f(loc, v1,v2,v3,v4);
			
	} else if (ParameterType == 2){		//"Attribute"
 
		int loc= glGetAttribLocation(Program, name.c_str());
		glVertexAttrib4f(loc, v1, v2, v3,v4);

	}
}

//---------------------------------------------------------------------------------------------------
// Float Vectors


void ProgramObject::SetVector1F(string name, float* v1){
	int loc= glGetUniformLocation(Program, name.c_str());
	glUniform1fv(loc,1,v1);
}

void ProgramObject::SetVector2F(string name, float* v1){
	int loc= glGetUniformLocation(Program, name.c_str());
	glUniform2fv(loc,1,v1);
}

void ProgramObject::SetVector3F(string name, float* v1){
	int loc= glGetUniformLocation(Program, name.c_str());
	glUniform3fv(loc,1,v1);
}

void ProgramObject::SetVector4F(string name, float* v1){
	int loc= glGetUniformLocation(Program, name.c_str());
	glUniform4fv(loc,1,v1);
}


//--------------------------------------------------------------------------------------------------
// Matrices

void ProgramObject::SetMatrix2F(string name, float* m){
	int loc= glGetUniformLocation(Program, name.c_str());
	glUniformMatrix2fv(loc, 1 , 0, m );
} 

void ProgramObject::SetMatrix3F(string name, float* m){
	int loc= glGetUniformLocation(Program, name.c_str());
	glUniformMatrix3fv(loc, 1 , 0, m );	
}

void ProgramObject::SetMatrix4F(string name, float* m){
	int loc= glGetUniformLocation(Program, name.c_str());
	glUniformMatrix4fv(loc, 1 , 0, m );
}


//----------------------------------------------------------
//Attach & Link a Vertex Shader Object to this ProgramObject
//----------------------------------------------------------
int ProgramObject::AttachVertShader(ShaderObject* myShader){
	/*-------------------------
	'Attach & Link a VertShader
	'------------------------*/
	glAttachShader(Program, myShader->ShaderObj);
	glLinkProgram(Program);


	/*-------------------------------
	'Check if it Linked successfully
	'------------------------------*/
	int linked;
	glValidateProgram(Program);
	glGetProgramiv(Program,GL_LINK_STATUS, &linked);
	
	if (linked==0){
		return 0;
	}

	//Add this VertShaderObject to this ProgramObjects list
	vList.push_back(myShader);

	//Add this ProgramObject to this Shaders 'attached to' list
	myShader->Attached.push_back(this);
	RefreshTypeMap();
	return 1;
}

//------------------------------------------------------------
//Attach & Link a Fragment Shader Object to this ProgramObject
//------------------------------------------------------------
int ProgramObject::AttachFragShader(ShaderObject* myShader){
	/*-------------------------
	'Attach & Link a FragShader
	'------------------------*/
	glAttachShader(Program, myShader->ShaderObj);
	glLinkProgram(Program);


	/*-------------------------------
	'Check if it Linked successfully
	'------------------------------*/
	int linked;
	glValidateProgram(Program);
	glGetProgramiv(Program,GL_LINK_STATUS, &linked);

	if (linked==0){
		return 0;
	}

	//Add this FragShaderObject to this ProgramObjects list
	fList.push_back(myShader);
	
	//Add this ProgramObject to this Shaders 'attached to' list
	myShader->Attached.push_back(this);
	RefreshTypeMap();
	return 1;
}

//-------------------------------------------------------
//Detach a VertShader:tShaderObject from a tProgramObject
//-------------------------------------------------------
void ProgramObject::DetachVertShader(ShaderObject* vShader){
	list<ShaderObject*>::iterator it;

	for(it=vList.begin();it!=vList.end();it++){
		if (vShader==*it){
			glDetachShader(Program, vShader->ShaderObj);
			vList.remove(vShader);
			vShader->Attached.remove(this);
			break;
		}
	}
}

//-------------------------------------------------------
//Detach a FragShader:tShaderObject from a tProgramObject
//-------------------------------------------------------
void ProgramObject::DetachFragShader(ShaderObject* fShader){
	list<ShaderObject*>::iterator it;

	for(it=fList.begin();it!=vList.end();it++){
		if (fShader==*it){
			glDetachShader(Program, fShader->ShaderObj);
			fList.remove(fShader);
			fShader->Attached.remove(this);
			break;
		}
	}
}


/*------------------------------------------------------
/Dump a list of Shaders attached to this tProgramObject
/------------------------------------------------------
Method ListAttachedShaders()
	Print "Vertex Shader(s) attached to ProgramObject '"+Self.progName+"'"
	Print "----------------------------------------------------------------------"
	If vList.Count() = 0
		Print "No Vertex Shaders attached"
	Else
		For Local v:tShaderObject = EachIn vList
			Print v.shaderName
		Next
	End If
		
	Print
	Print "Fragment Shader(s) attached to ProgramObject '"+Self.progName+"'"
	Print "-----------------------------------------------------------------------"
	If fList.Count() = 0
		Print "No Fragment Shaders attached"
	Else
		For Local f:tShaderObject = EachIn fList
			Print f.shaderName
		Next
	End If
	Print
End Method*/

void CopyPixels (unsigned char *src, unsigned int srcWidth, unsigned int srcHeight, unsigned int srcX, unsigned int srcY, unsigned char *dst, unsigned int dstWidth, unsigned int dstHeight, unsigned int bytesPerPixel);


Material* Material::LoadMaterial(string filename,int flags, int frame_width,int frame_height,int first_frame,int frame_count){

	//filename=Strip(filename); // get rid of path info

	if(File::ResourceFilePath(filename)==""){
		cout << "Error: Cannot Find Texture: " << filename << endl;
		return NULL;
	}

	Material* tex=new Material();
	tex->file=filename;

	// set tex.flags before TexInList
	tex->flags=flags;
	tex->FilterFlags();

	/*// check to see if texture with same properties exists already, if so return existing texture
	Texture* old_tex=tex->TexInList();
	if(old_tex){
		return old_tex;
	}else{
		tex_list.push_back(tex);
	}*/

	//const char* c_filename_left=filename_left.c_str();
	//const char* c_filename_right=filename_right.c_str();


	unsigned char* buffer;

	buffer=stbi_load(filename.c_str(),&tex->width,&tex->height,0,4);

	unsigned int name;

	glGenTextures (1,&name);
	glBindTexture (GL_TEXTURE_3D,name);

	tex->no_frames=frame_count;
	//tex->frames=new unsigned int[frame_count];

	unsigned char* dstbuffer=new unsigned char[frame_width*frame_height*4*frame_count];

	glGenTextures (1,&name);
	glBindTexture (GL_TEXTURE_3D,name);


	//tex.gltex=tex.gltex[..tex.no_frames]

	int frames_in_row=tex->width/frame_width;

	for (int i=0;i<frame_count;i++){
		CopyPixels (buffer,tex->width, tex->height,frame_width*(i%frames_in_row), frame_height*(i/frames_in_row),
		dstbuffer+i*(frame_width * frame_height * 4), frame_width, frame_height, 4);


	}

	glTexParameteri(GL_TEXTURE_3D, GL_GENERATE_MIPMAP, GL_TRUE);
	glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA,frame_width, frame_height, frame_count, 0, GL_RGBA, GL_UNSIGNED_BYTE, dstbuffer);

	tex->texture=name;
	tex->width=frame_width;
	tex->height=frame_height;
	delete dstbuffer;
	stbi_image_free(buffer);


	return tex;

}

