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/*!
 * OpenGL renderer following the AZDO directives where available
 */

#[macro_use] mod material;
pub mod light;
mod renderer;
pub mod components;
pub mod shadow;
pub mod geometry;
mod camera;
pub mod resources;
mod transformation;
mod depth_prepass;

//TODO: only make traits public
pub mod memory;
#[cfg(not(feature="gl_continuous_allocator"))]
pub mod individual_allocator;
#[cfg(not(feature="gl_continuous_allocator"))]
pub use individual_allocator as allocator;
#[cfg(feature="gl_continuous_allocator")]
pub mod allocator;

pub use self::material::{
    MaterialCache, MaterialPool, ShadowMaterialPool, ShadowMaterialCache,
    Material, FullMaterial, PostFragmentMaterial, PostFragmentMaterialBuilder,
    MaterialTransparency, PropertyChanged, ProgramSettings, PostFragment,
    Materials, ToGlinShaderPrecision,
    ProgramCache, TexturesPool,
    ShaderMaterial, ShaderMaterialBuilder, Image, std140_data,
    UBOBindingPoints
};
// TODO this should go out, see material::Water bundle setup
#[cfg(image_enabled)]
pub use self::material::water;


pub use self::light::{
    ImageBasedLightBuilder
};
pub use self::shadow::ShadowMapPool;
pub use self::resources::{
    ScreenRenderBuffer, ScreenRenderBufferBuilder,
};
pub use self::memory::Allocator;

use std::collections::HashMap;
use rinecs::{EntitiesThreadLocal, ResourcesThreadLocal, SystemThreadLocal, World, system_thread_local};
use std::rc::Rc;
use std::cell::RefCell;
use std::fmt::Debug;
use crate::DeferredScene;
#[cfg(any(feature="desktop", feature="desktop_gles", feature="web"))]
use rin_window::{self as window, WindowExt, Events, WindowEvents};
use rin_events::{Property, Stream, StreamExt};
use rin_math::{Pnt2, Rect};
use rin_gl as gl;
use renderer::RendererType;
#[cfg(feature="gui")]
use rin_gui::ParameterGroup;
use self::resources::ScreenRenderBufferStaticBuilder;

pub fn default_attribute_bindings() -> rin_gl::HashMap<String, u32>{
    rin_gl::hash_map![
        "position".to_string() => 0,
        "color".to_string() => 1,
        "texcoord".to_string() => 2,
        "normal".to_string() => 3,
        // "tangent".to_string() => 4,
        "material_offset".to_string() => 4,
        "model_matrix".to_string() => 5,
        "normal_atrix".to_string() => 9,
    ]
}

pub type OpaqueRenderSurface<'a> = glin::Fbo<Rc<glin::fbo::ColorAttachment>, Rc<glin::fbo::DepthAttachment>>;
pub type OtherRenderSurface<'a> = glin::Fbo<&'a glin::fbo::ColorAttachment, &'a glin::fbo::DepthAttachment>;
// pub type Window = gl::Screen;

pub enum AttributeBufferIndex{
    Vertex = 0,
    Matrices = 1,
    MaterialOffsets = 2,
}

#[cfg(feature="gles")]
pub(crate) const fn default_glsl_version() -> usize{
    300
}

#[cfg(feature="webgl")]
pub(crate) const fn default_glsl_version() -> usize{
    300
}

#[cfg(not(any(feature="gles", feature="webgl")))]
pub(crate) const fn default_glsl_version() -> usize{
    410
}

pub(crate) const fn use_model_as_attribute() -> bool{
    true
}

pub struct ForwardRendererBuilder{
    renderer: gl::Renderer<'static>,

    #[cfg(any(feature="desktop", feature="desktop_gles", feature="web"))]
    window: window::Window,
}

#[cfg(any(feature="desktop", feature="desktop_gles", feature="web"))]
impl ForwardRendererBuilder {
    pub fn new(renderer: gl::Renderer<'static>, window: window::Window) -> ForwardRendererBuilder {
        ForwardRendererBuilder {
            renderer,
            window,
        }
    }

    pub fn with_render_surface(mut self) -> ForwardRendererWithSurfaceBuilder {
        ForwardRendererWithSurfaceBuilder {
            render_surface_builder: ScreenRenderBufferStaticBuilder::new(
                self.window.width() as u32,
                self.window.height() as u32,
                gl::fbo::ColorFormat::RGBA16F,
            ),
            renderer: self.renderer,
            window: self.window,
        }
    }

    pub fn build(self) -> ForwardRenderer {
        ForwardRenderer::new(self.renderer, self.window)
    }
}

pub struct ForwardRendererWithSurfaceBuilder {
    render_surface_builder: ScreenRenderBufferStaticBuilder,
    renderer: gl::Renderer<'static>,

    #[cfg(any(feature="desktop", feature="desktop_gles", feature="web"))]
    window: window::Window,
}

impl ForwardRendererWithSurfaceBuilder {
    pub fn size(mut self, w: u32, h: u32) -> Self {
        self.render_surface_builder.size(w, h);
        self
    }

    pub fn color_format(mut self, format: gl::fbo::ColorFormat) -> Self {
        self.render_surface_builder.color_format(format);
        self
    }

    pub fn normals_buffer(mut self) -> Self{
        self.render_surface_builder.normals_buffer();
        self
    }

    pub fn position_buffer(mut self) -> Self{
        self.render_surface_builder.position_buffer();
        self
    }

    pub fn separate_ambient_buffer(mut self) -> Self{
        self.render_surface_builder.separate_ambient_buffer();
        self
    }

    pub fn linear_depth_buffer(mut self) -> Self{
        self.render_surface_builder.linear_depth_buffer();
        self
    }

    pub fn depth_format(mut self, depth_format: glin::fbo::DepthFormat) -> Self{
        self.render_surface_builder.depth_format(depth_format);
        self
    }

    pub fn disable_resolve_base_color(mut self) -> Self{
        self.render_surface_builder.disable_resolve_base_color();
        self
    }

    pub fn disable_normals_resolve(mut self) -> Self{
        self.render_surface_builder.disable_normals_resolve();
        self
    }

    pub fn disable_position_resolve(mut self) -> Self{
        self.render_surface_builder.disable_position_resolve();
        self
    }

    pub fn disable_separate_ambient_resolve(mut self) -> Self{
        self.render_surface_builder.disable_separate_ambient_resolve();
        self
    }

    pub fn disable_linear_depth_resolve(mut self) -> Self{
        self.render_surface_builder.disable_linear_depth_resolve();
        self
    }

    pub fn disable_depth_resolve(mut self) -> Self{
        self.render_surface_builder.disable_depth_resolve();
        self
    }

    pub fn samples(mut self, samples: u32) -> Self{
        self.render_surface_builder.samples(samples);
        self
    }

    pub fn depth_prepass(mut self) -> Self{
        self.render_surface_builder.depth_prepass();
        self
    }

    pub fn depth_as_texture(mut self) -> Self{
        self.render_surface_builder.depth_as_texture();
        self
    }

    #[cfg(any(feature="desktop", feature="desktop_gles", feature="web"))]
    pub fn build(mut self) -> rin_util::Result<ForwardRenderer> {
        let render_surface = self.render_surface_builder
            .build(&self.renderer)
            .map_err(|err| rin_util::Error::with_cause("Can't create render surface", err))?;
        let viewport = Property::new(render_surface.viewport().into());
        let renderer_type = renderer::choose_renderer_type(&self.renderer);
        let needs_indexing_hack = renderer::needs_indexing_hack(&self.renderer);
        log::trace!("needs_indexing_hack: {}", needs_indexing_hack);

        Ok(ForwardRenderer{
            renderer: self.renderer,
            window: self.window,
            viewport,
            render_surface: Some(render_surface),
            program_cache: None,
            #[cfg(not(any(feature = "webgl", feature = "gles")))]
            use_unified_material_ubo: renderer_type == RendererType::MultiDrawIndirect,
            renderer_type,
            needs_indexing_hack,
            parameters: Parameters::new(),
        })
    }
}

#[cfg(any(feature="desktop", feature="desktop_gles", feature="web"))]
pub struct ForwardRenderer{
    renderer: gl::Renderer<'static>,
    window: window::Window,
    render_surface: Option<ScreenRenderBuffer>,
    viewport: Property<'static, Rect<i32>>,
    program_cache: Option<material::ProgramCache>,
    renderer_type: RendererType,
    #[cfg(not(any(feature = "webgl", feature = "gles")))]
    use_unified_material_ubo: bool,
    needs_indexing_hack: bool,
    parameters: Parameters,
}

#[cfg(any(feature="desktop", feature="desktop_gles", feature="web"))]
impl ForwardRenderer{
    pub fn new(renderer: gl::Renderer<'static>, mut window: window::Window) -> ForwardRenderer{
        let viewport = window.event_stream().window().resized().map(|size| Rect{
            pos: Pnt2::origin(),
            width: size.x,
            height: size.y,
        }).to_property(window.viewport());
        let renderer_type = renderer::choose_renderer_type(&renderer);
        let needs_indexing_hack = renderer::needs_indexing_hack(&renderer);
        log::trace!("needs_indexing_hack: {}", needs_indexing_hack);

        ForwardRenderer{
            renderer,
            window,
            viewport,
            render_surface: None,
            program_cache: None,
            #[cfg(not(any(feature = "webgl", feature = "gles")))]
            use_unified_material_ubo: renderer_type == RendererType::MultiDrawIndirect,
            renderer_type,
            needs_indexing_hack,
            parameters: Parameters::new(),
        }
    }

    pub fn new_with_render_surface(
        renderer: gl::Renderer<'static>,
        window: window::Window,
        render_surface: ScreenRenderBuffer) -> ForwardRenderer
    {
        let viewport = Property::new(render_surface.viewport().into());
        let renderer_type = renderer::choose_renderer_type(&renderer);
        let needs_indexing_hack = renderer::needs_indexing_hack(&renderer);
        log::trace!("needs_indexing_hack: {}", needs_indexing_hack);

        ForwardRenderer{
            renderer,
            window,
            viewport,
            render_surface: Some(render_surface),
            program_cache: None,
            #[cfg(not(any(feature = "webgl", feature = "gles")))]
            use_unified_material_ubo: renderer_type == RendererType::MultiDrawIndirect,
            renderer_type,
            needs_indexing_hack,
            parameters: Parameters::new(),
        }
    }

    /// Allows to reuse the glsl programs cache
    ///
    /// Useful when recreating the whole scene, for example between a game different levels
    ///
    /// By keeping the program cache between levels the loading times can be much shorter since
    /// we avoid recompiling shaders for materials
    pub fn set_program_cache(&mut self, cache: material::ProgramCache){
        self.program_cache = Some(cache);
    }

    #[cfg(not(any(feature = "webgl", feature = "gles")))]
    pub fn use_unified_material_ubo(&mut self){
        self.use_unified_material_ubo = true;
    }

    fn into_resources(self, world: &mut DeferredScene) {
        if let Some(render_surface) = self.render_surface {
            world.add_resource_thread_local(render_surface);
        }

        let gl = &self.renderer;

        let shadow_maps_pool = ShadowMapPool::new(gl);

        let model_matrices_buffer = gl.new_shared_buffer().empty_target(gl::ARRAY_BUFFER).unwrap();
        let static_matrices_buffer = gl.new_shared_buffer().empty_target(gl::ARRAY_BUFFER).unwrap();
        let dynamic_matrices_buffer = gl.new_shared_buffer().empty_target(gl::ARRAY_BUFFER).unwrap();
        let all_matrices_buffer = gl.new_shared_buffer().empty_target(gl::ARRAY_BUFFER).unwrap();
        let camera_ubo = gl.new_buffer().empty_target(gl::UNIFORM_BUFFER).unwrap();
        let lighting_ubo = gl.new_buffer().empty_target(gl::UNIFORM_BUFFER).unwrap();
        #[cfg(not(any(feature = "webgl", feature = "gles")))]
        let use_unified_material_ubo = self.use_unified_material_ubo;

        #[cfg(any(feature = "webgl", feature = "gles"))]
        let use_unified_material_ubo = false;

        let deferred_vertex_register = DeferredVertexRegister::new(
            &gl,
            self.renderer_type,
            use_unified_material_ubo);
        let window = self.window;

        let material_pool = MaterialPool::new(
            use_unified_material_ubo,
            world,
            &self.renderer,
            #[cfg(feature="gui")]
            self.parameters.active_materials,
        );
        world.add_resource_thread_local(material_pool);

        let shadow_material_pool = ShadowMaterialPool::new_shadows(
            use_unified_material_ubo,
            world,
            &self.renderer,
            #[cfg(feature="gui")]
            self.parameters.active_shadow_materials
        );
        world.add_resource_thread_local(shadow_material_pool);

        let needs_indexing_hack = self.needs_indexing_hack;
        #[cfg(feature="gui")]
        let active_programs = self.parameters.active_programs;
        let program_cache = self.program_cache
            .unwrap_or_else(|| ProgramCache::new(
                use_unified_material_ubo,
                needs_indexing_hack,
                #[cfg(feature="gui")]
                active_programs
            ));
        world.add_resource_thread_local(program_cache);

        world.add_resource_as_trait_thread_local(rinecs::cast!(window as dyn WindowExt));

        world.add_resource_thread_local(resources::ModelMatricesBuffer(
            model_matrices_buffer
        ));
        world.add_resource_thread_local(resources::StaticModelMatricesBuffer(
            static_matrices_buffer
        ));
        world.add_resource_thread_local(resources::DynamicModelMatricesBuffer(
            dynamic_matrices_buffer
        ));
        world.add_resource_thread_local(resources::AllModelMatricesBuffer(
            all_matrices_buffer
        ));

        world.add_resource_thread_local(MaterialCache::new());
        world.add_resource_thread_local(ShadowMaterialCache::new_shadows());
        world.add_resource_thread_local(resources::CameraUBO{
            ubo: camera_ubo,
            reversed_z: false,
            #[cfg(not(any(feature="webgl", feature="gles")))]
            zero_to_one: false,
            clamp_depth: false,
            dirty: true,
        });
        world.add_resource_thread_local(resources::LightingUBO{
            ubo: lighting_ubo,
            dirty: true,
        });
        world.add_resource_thread_local(resources::LightingTextures::new());
        world.add_resource(resources::LightData(std140_data::Data::default()));
        world.add_resource(resources::ModelMatricesData{
            data: vec![],
            has_changed: true,
        });
        world.add_resource(resources::StaticModelMatricesData{
            data: vec![],
            has_changed: true,
        });
        world.add_resource(resources::DynamicModelMatricesData{
            data: vec![],
            has_changed: true,
        });
        world.add_resource(resources::AllModelMatricesData{
            data: vec![],
            has_changed: true,
        });

        #[cfg(not(any(feature = "webgl", feature = "gles")))]
        if self.renderer_type == RendererType::MultiDrawIndirect {
            world.add_resource(geometry::CommandBufferData::default());
            world.add_resource(geometry::ShadowsCommandBufferData::default());
            world.add_resource(geometry::StaticShadowsCommandBufferData::default());
            world.add_resource(geometry::AllShadowsCommandBufferData::default());

            let command_buffer = gl.new_buffer()
                .empty_target(gl::DRAW_INDIRECT_BUFFER)
                .unwrap();
            let static_shadows_command_buffer = gl.new_buffer()
                .empty_target(gl::DRAW_INDIRECT_BUFFER)
                .unwrap();
            let dynamic_shadows_command_buffer = gl.new_buffer()
                .empty_target(gl::DRAW_INDIRECT_BUFFER)
                .unwrap();
            let all_shadows_command_buffer = gl.new_buffer()
                .empty_target(gl::DRAW_INDIRECT_BUFFER)
                .unwrap();
            world.add_resource_thread_local(geometry::CommandBuffer(
                command_buffer
            ));
            world.add_resource_thread_local(geometry::ShadowsCommandBuffer(
                dynamic_shadows_command_buffer
            ));
            world.add_resource_thread_local(geometry::StaticShadowsCommandBuffer(
                static_shadows_command_buffer
            ));
            world.add_resource_thread_local(geometry::AllShadowsCommandBuffer(
                all_shadows_command_buffer
            ));
        }

        world.add_resource_thread_local(self.renderer);
        world.add_resource(resources::OpaqueSortedGeometry::new());
        world.add_resource(resources::TranslucentSortedGeometry::new());
        #[cfg(feature="debug_geometry")]
        world.add_resource(resources::DebugSortedGeometry::new());
        world.add_resource(resources::DynamicShadowsSortedGeometry::new());
        world.add_resource(resources::StaticShadowsSortedGeometry::new());
        world.add_resource(resources::AllShadowsSortedGeometry::new());

        world.add_resource_thread_local(deferred_vertex_register);

        world.add_resource_thread_local(shadow_maps_pool);
        world.add_resource_thread_local(resources::GeometryWithModelsIndex(vec![]));
        world.add_resource_thread_local(renderer::OpaqueInstances::new());

        let depth_prepass = world.resource::<resources::ScreenRenderBuffer>()
            .map(|s| s.depth_prepass().is_some())
            .unwrap_or(false);

        if depth_prepass {
            world.add_resource(resources::DepthPrepass);
        }

        world.add_resource_thread_local(memory::AllocatorsIndex::new());
    }
}

#[cfg_attr(feature="gui", derive(ParameterGroup))]
pub struct Parameters {
    #[cfg_attr(feature="gui", gui(as_control = rin_gui::Label))]
    #[cfg_attr(feature="gui", gui(style{
        hide_label: false,
    }))]
    active_materials: Property<'static, usize>,
    #[cfg_attr(feature="gui", gui(as_control = rin_gui::Label))]
    #[cfg_attr(feature="gui", gui(style{
        hide_label: false,
    }))]
    active_shadow_materials: Property<'static, usize>,
    #[cfg_attr(feature="gui", gui(as_control = rin_gui::Label))]
    #[cfg_attr(feature="gui", gui(style{
        hide_label: false,
    }))]
    active_programs: Property<'static, usize>,
}

impl Parameters {
    fn new() -> Parameters {
        Parameters {
            active_materials: Property::new(0),
            active_shadow_materials: Property::new(0),
            active_programs: Property::new(0),
        }
    }
}

#[cfg(any(feature="desktop", feature="desktop_gles", feature="web"))]
impl crate::RendererBundle for ForwardRenderer{
    type Parameters = Parameters;

    fn parameters(&self) -> Option<&Parameters>{
        Some(&self.parameters)
    }

    fn name(&self) -> &str {
        "forward renderer"
    }

    fn setup(mut self, world: &mut DeferredScene){
        // #[cfg(any(feature="gles", feature="webgl"))]
        // create_update_geometry_buffer(world);


        let renderer_type = self.renderer_type;
        #[cfg(not(any(feature = "webgl", feature = "gles")))]
        let use_unified_material_ubo = self.use_unified_material_ubo;
        #[cfg(any(feature = "webgl", feature = "gles"))]
        let use_unified_material_ubo = false;
        let viewport = self.viewport.clone();
        let has_render_surface = self.render_surface.is_some();
        let window_size = self.window.event_stream()
            .window()
            .resized()
            .to_property(self.window.size());
        self.into_resources(world);

        world.add_system(crate::light::check_lights_changed_system);

        world.add_system(geometry::geometryref_changed_updater);
        world.add_system(geometry::update_visible_changed);
        world.add_system(geometry::update_materialrefs_changed);
        world.add_system_thread_local(camera::camera_ubo_updater);

        world.add_system_thread_local(material::material_pool_updater);
        world.add_system_thread_local(material::shadow_material_pool_updater);
        world.add_system_thread_local(material::program_cache_updater);

        world.add_creation_system(light::create_missing_light_matrices);
        world.add_system_thread_local(light::update_lights_data);

        world.add_system(geometry::geometry_sort);
        world.add_system(geometry::dynamic_shadows_geometry_sort);
        world.add_system(geometry::static_shadows_geometry_sort);
        world.add_system(geometry::all_shadows_geometry_sort);

        if use_unified_material_ubo{
            world.add_system_thread_local(material::material_offsets_updater);
            world.add_system_thread_local(material::shadow_material_offsets_updater);
        }

        #[cfg(not(any(feature = "webgl", feature = "gles")))]
        if renderer_type == RendererType::MultiDrawIndirect {
            world.add_system_thread_local(geometry::update_command_buffer_data);
            world.add_system_thread_local(geometry::update_shadows_command_buffer_data);
            world.add_system_thread_local(geometry::update_static_shadows_command_buffer_data);
            world.add_system_thread_local(geometry::update_all_shadows_command_buffer_data);
        }

        world.add_system(transformation::generate_model_matrices_data);
        world.add_system(transformation::generate_static_model_matrices_data);
        world.add_system(transformation::generate_dynamic_model_matrices_data);
        world.add_system(transformation::generate_all_model_matrices_data);

        #[cfg(not(any(feature = "webgl", feature = "gles")))]
        if renderer_type == RendererType::MultiDrawIndirect {
            world.add_system_thread_local(geometry::upload_command_buffer);
            world.add_system_thread_local(geometry::upload_shadows_command_buffer);
            world.add_system_thread_local(geometry::upload_static_shadows_command_buffer);
            world.add_system_thread_local(geometry::upload_all_shadows_command_buffer);
        }

        world.add_system_thread_local(transformation::update_model_matrices_gpu);
        world.add_system_thread_local(transformation::update_static_model_matrices_gpu);
        world.add_system_thread_local(transformation::update_dynamic_model_matrices_gpu);
        world.add_system_thread_local(transformation::update_all_model_matrices_gpu);

        shadow::create_shadow_maps_updater(world, renderer_type);

        if world.resource::<resources::DepthPrepass>().is_some(){
            log::trace!("Initializing gl with depth prepass");
            depth_prepass::create_depth_prepass(world, renderer_type);
        }

        renderer::create_opaque_renderer(renderer_type, use_unified_material_ubo, world);
        renderer::create_translucent_renderer(
            renderer_type,
            use_unified_material_ubo,
            world);
        if has_render_surface {
            world.add_system_thread_local(renderer::BlitToScreenSystem::new(window_size));
            #[cfg(feature="postprocessing")]
            world.add_system_thread_local(renderer::ResolveIntermediateSurfaces::new());
            world.add_system_thread_local(ViewportSender{ viewport });
        }

        #[cfg(feature="gl_persistent_map")]
        world.add_system_with_name_thread_local(
            geometry::update_regions::<crate::blender::Vertex>,
            "update dyn geometry regions");

    }

    fn window(&self) -> Option<&window::Window>{
        Some(&self.window)
    }

    fn window_mut(&mut self) -> Option<&mut window::Window>{
        Some(&mut self.window)
    }

    fn viewport(&mut self) -> Property<'static, Rect<i32>>{
        self.viewport.clone()
    }

    fn event_stream(&mut self) -> Stream<'static, window::Event>{
        self.window.event_stream()
    }
}


#[cfg(not(any(feature="gles", feature="webgl")))]
fn create_indices_storage(gl: &gl::Renderer) -> Rc<RefCell<allocator::Allocator<glin::SharedBufferStorage<u8>>>>{
    let indices_allocator = allocator::Allocator::new_storage(&*gl, 1024,
        memory::storage_static_flags(),
        gl::ELEMENT_ARRAY_BUFFER)
        .unwrap();
    Rc::new(RefCell::new(indices_allocator))
}

fn create_indices_buffer(gl: &gl::Renderer) -> Rc<RefCell<allocator::Allocator<glin::SharedBuffer<u8>>>>{
    let indices_allocator = allocator::Allocator::new_buffer(&*gl, 1024,
        memory::buffer_static_usage(),
        gl::ELEMENT_ARRAY_BUFFER)
        .unwrap();
    Rc::new(RefCell::new(indices_allocator))
}

pub enum IndicesAllocator{
    #[cfg(not(any(feature="gles", feature="webgl")))]
    Storage(Rc<RefCell<allocator::Allocator<glin::SharedBufferStorage<u8>>>>),
    Buffer(Rc<RefCell<allocator::Allocator<glin::SharedBuffer<u8>>>>),
}

impl IndicesAllocator{
    pub fn new(gl: &gl::Renderer) -> IndicesAllocator {
        #[cfg(not(any(feature="gles", feature="webgl")))]
        {
            let supports_storage =
                unsafe{ gl.context().gl().BufferStorage.is_loaded() };

            if supports_storage {
                IndicesAllocator::Storage(create_indices_storage(gl))
            }else{
                IndicesAllocator::Buffer(create_indices_buffer(gl))
            }
        }

        #[cfg(any(feature="gles", feature="webgl"))]
        IndicesAllocator::Buffer(create_indices_buffer(gl))
    }
}

pub struct DeferredVertexRegister{
    indices_allocator: IndicesAllocator,
    renderer_type: RendererType,
    use_unified_material_ubo: bool,
}

impl DeferredVertexRegister{
    pub fn new(
        gl: &gl::Renderer,
        renderer_type: RendererType,
        use_unified_material_ubo: bool) -> DeferredVertexRegister
    {
        DeferredVertexRegister{
            indices_allocator: IndicesAllocator::new(gl),
            renderer_type,
            use_unified_material_ubo,
        }
    }

    pub fn register_vertex_type<T>(&mut self, world: &mut World)
    where T: glin::VertexFormat + Send + Clone + Copy + Debug + 'static
    {
        world.add_system(geometry::geometry_changed_updater::<T>::new());

        match &self.indices_allocator{
            #[cfg(not(any(feature="gles", feature="webgl")))]
            IndicesAllocator::Storage(indices_allocator) => {
                let uploader = geometry::GeometryUploader::<T,_>::new(
                    world,
                    1024,
                    indices_allocator.clone(),
                    self.renderer_type,
                    self.use_unified_material_ubo,
                );

                let animated_upload = geometry::AnimatedGeometryGpuUpdater::<
                    T, gl::SharedBufferStorage<u8>>::new(uploader.allocator_handle);

                world.add_creation_system(uploader);
                world.add_system_thread_local(animated_upload);
            }

            IndicesAllocator::Buffer(indices_allocator) => {
                let uploader = geometry::GeometryUploader::<T,_>::new(
                    world,
                    1024,
                    indices_allocator.clone(),
                    self.renderer_type,
                    self.use_unified_material_ubo,
                );

                let animated_upload = geometry::AnimatedGeometryGpuUpdater::<
                    T, gl::SharedBuffer<u8>>::new(uploader.allocator_handle);

                world.add_creation_system(uploader);
                world.add_system_thread_local(animated_upload);
            }
        };
    }
}


gl::program_cache!(glin::program::Settings{
    version: default_glsl_version(),
    extensions: vec![],
    precision: glin::program::ShaderPrecision::High,
    defines: vec![
        ("USE_CAMERA_UBO",  "1"),
        ("USE_MODEL_ATTR",  "1"),
    ],
    shaders: vec![
        (glin::gl::VERTEX_SHADER, include_str!("shaders/shadow_render.vs.glsl")),
        (glin::gl::FRAGMENT_SHADER, include_str!("shaders/shadow_render.fs.glsl")),
    ],
    bindings: default_attribute_bindings(),
    base_path: "",
    includes: rin_gl::hash_map!{
        "mvp_uniforms.glsl" => include_str!("shaders/mvp_uniforms.glsl")
    },
}, get_shadow_render_shader, SHADOW_MAP_SHADER);

gl::program_cache!(glin::program::Settings{
    version: default_glsl_version(),
    extensions: vec![],
    precision: glin::program::ShaderPrecision::High,
    defines: vec![
        ("USE_CAMERA_UBO",  "1"),
        ("USE_MODEL_ATTR",  "1"),
    ],
    shaders: vec![
        (glin::gl::VERTEX_SHADER, include_str!("shaders/depth_only.vs.glsl")),
        (glin::gl::FRAGMENT_SHADER, include_str!("shaders/depth_only.fs.glsl")),
    ],
    bindings: default_attribute_bindings(),
    base_path: "",
    includes: rin_gl::hash_map!{
        "mvp_uniforms.glsl" => include_str!("shaders/mvp_uniforms.glsl")
    },
}, get_depth_only_shader, DEPTH_ONLY_SHADER);

gl::program_cache!(glin::program::Settings{
    version: default_glsl_version(),
    extensions: vec![],
    precision: glin::program::ShaderPrecision::High,
    defines: vec![
        ("USE_CAMERA_UBO",  "1"),
        ("USE_MODEL_ATTR",  "1"),
        ("EMULATE_DEPTH_CLAMP",  "1"),
    ],
    shaders: vec![
        (glin::gl::VERTEX_SHADER, include_str!("shaders/depth_only.vs.glsl")),
        (glin::gl::FRAGMENT_SHADER, include_str!("shaders/depth_only.fs.glsl")),
    ],
    bindings: default_attribute_bindings(),
    base_path: "",
    includes: rin_gl::hash_map!{
        "mvp_uniforms.glsl" => include_str!("shaders/mvp_uniforms.glsl")
    },
}, get_depth_clamp_shader, DEPTH_CLAMP_SHADER);

struct ViewportSender{
    viewport: Property<'static, Rect<i32>>
}

#[system_thread_local(name = "viewport sender")]
#[reads(ScreenRenderBuffer)]
impl SystemThreadLocal for ViewportSender {
    fn run(&mut self, _entities: EntitiesThreadLocal, resources: ResourcesThreadLocal){
        let render_surface = resources.get::<ScreenRenderBuffer>().unwrap();
        self.viewport.set(render_surface.viewport().into())
    }
}