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use std::ops::{Deref, DerefMut};
use rin_graphics::mvp;
use rin_gl as gl;
use rin_gl::types::*;
use rin_math::{vec2, Vec2, Mat4};
use rin_material::{MaterialRef, ShadowMaterialRef};
use super::geometry::GpuGeometryRef;
use densevec::KeyedDenseVec;
use std::rc::Rc;
use glin::OffscreenBuffer;
use std::cell::{UnsafeCell, Cell, RefCell};
use super::memory::VaoId;
#[cfg(feature="async")]
use rin_util::async_fs;
#[cfg(feature="async")]
use std::sync::Arc;
#[cfg(feature="async")]
use std::sync::RwLock;
#[cfg(feature="async")]
use std::pin::Pin;
#[cfg(feature="async")]
use futures::task::{Poll, Context, Waker};
#[cfg(feature="async")]
use futures::{Future, FutureExt, future::FusedFuture, channel::mpsc::*, stream::StreamExt};
#[cfg(feature = "async")]
use rinecs::{CreationProxy, CreationSystemAsync};
use std::hash::{Hash, Hasher};
use hashbrown::HashSet;

pub struct CameraUBO{
    pub ubo: gl::Buffer<mvp::CameraData>,
    pub reversed_z: bool,
    #[cfg(not(any(feature="webgl", feature="gles")))]
    pub zero_to_one: bool,
    pub clamp_depth: bool,
    pub dirty: bool,
}

impl Deref for CameraUBO{
    type Target = gl::Buffer<mvp::CameraData>;
    fn deref(&self) -> &gl::Buffer<mvp::CameraData>{
        &self.ubo
    }
}

impl DerefMut for CameraUBO{
    fn deref_mut(&mut self) -> &mut gl::Buffer<mvp::CameraData>{
        &mut self.ubo
    }
}

pub struct LightingUBO{
    pub ubo: gl::Buffer<u8>,
    pub dirty: bool,
}

impl Deref for LightingUBO{
    type Target = gl::Buffer<u8>;
    fn deref(&self) -> &gl::Buffer<u8>{
        &self.ubo
    }
}

impl DerefMut for LightingUBO{
    fn deref_mut(&mut self) -> &mut gl::Buffer<u8>{
        &mut self.ubo
    }
}

#[derive(Debug)]
pub struct LightingTexture{
    pub name: String,
    pub texture: u32,
    pub target: GLenum,
}

#[derive(Debug)]
pub struct LightingSampler{
    pub shadow_sampler_idx: i32,
    pub texture: u32,
    pub sampler: u32,
    pub pcf_sampler: u32,
    pub target: GLenum,
}

impl Hash for LightingSampler{
    fn hash<H: Hasher>(&self, state: &mut H) {
        self.texture.hash(state);
        self.sampler.hash(state);
        self.pcf_sampler.hash(state);
        self.target.hash(state);
    }
}

impl PartialEq for LightingSampler{
    fn eq(&self, other: &LightingSampler) -> bool {
        self.texture == other.texture
            && self.sampler == other.sampler
            && self.pcf_sampler == other.pcf_sampler
            && self.target == other.target
    }
}

impl Eq for LightingSampler{}

impl LightingSampler{
    pub fn sampler_name(&self) -> String{
        format!("shadow_map[{}]", self.shadow_sampler_idx)
    }

    pub fn pcf_sampler_name(&self) -> String{
        format!("shadow_map_pcf[{}]", self.shadow_sampler_idx)
    }

    pub fn offset_uniform_name(&self) -> String{
        format!("shadow_map_offset[{}]", self.shadow_sampler_idx)
    }

    pub fn factor_uniform_name(&self) -> String{
        format!("shadow_map_factor[{}]", self.shadow_sampler_idx)
    }
}

#[derive(Debug, Default)]
pub struct LightingTextures{
    pub ibl: Vec<LightingTexture>,
    pub shadow_maps: HashSet<LightingSampler>,
    pub has_changed: bool,
    pub num_shadow_maps_changed: bool,
}

impl LightingTextures{
    pub fn new() -> LightingTextures{
        Self::default()
    }
}

pub struct LightData(pub std140_data::Data);

impl Deref for LightData{
    type Target = std140_data::Data;
    fn deref(&self) -> &std140_data::Data{
        &self.0
    }
}

impl DerefMut for LightData{
    fn deref_mut(&mut self) -> &mut std140_data::Data{
        &mut self.0
    }
}

#[cfg(feature="async")]
struct FutureData<T>{
    payload: Option<rin_util::Result<T>>,
    done: bool,
    waker: Option<Waker>
}

#[cfg(feature = "async")]
#[derive(Clone)]
pub struct ResourceFuture<T>{
    data: Arc<RwLock<FutureData<T>>>,
}

#[cfg(feature="async")]
impl<T> Future for ResourceFuture<T>{
    type Output = rin_util::Result<T>;
    fn poll(self: Pin<&mut Self>, cw: &mut Context) -> Poll<Self::Output>{
        let mut data = self.data.write().unwrap();
        let res = data.payload.take();
        match res {
            Some(res) => {
                data.done = true;
                Poll::Ready(res)
            },
            None if !data.done => {
                data.waker = Some(cw.waker().clone());
                Poll::Pending
            },
            None => {
                Poll::Ready(Err(rin_util::Error::new("Texture already loaded")))
            }
        }
    }
}

#[cfg(feature="async")]
impl<T> FusedFuture for ResourceFuture<T>{
    fn is_terminated(&self) -> bool {
        self.data.read().unwrap().done
    }
}

#[cfg(feature = "async")]
impl<T> ResourceFuture<T>{
    pub fn new() -> ResourceFuture<T>{
        ResourceFuture{
            data: Arc::new(RwLock::new(FutureData{
                payload: None,
                done: false,
                waker: None
            }))
        }
    }

    pub fn with(ready: rin_util::Result<T>) -> ResourceFuture<T>{
        ResourceFuture{
            data: Arc::new(RwLock::new(FutureData{
                payload: Some(ready),
                done: false,
                waker: None,
            }))
        }
    }

    pub fn ready(&mut self, ready: rin_util::Result<T>){
        let mut data = self.data.write().unwrap();
        data.payload = Some(ready);
        if let Some(waker) = data.waker.take(){
            waker.wake()
        }
    }
}



pub struct ModelMatricesData{
    pub data: Vec<(Mat4, Mat4)>,
    pub has_changed: bool,
}

impl Deref for ModelMatricesData{
    type Target = Vec<(Mat4, Mat4)>;
    fn deref(&self) -> &Vec<(Mat4, Mat4)>{
        &self.data
    }
}

impl DerefMut for ModelMatricesData{
    fn deref_mut(&mut self) -> &mut Vec<(Mat4, Mat4)>{
        &mut self.data
    }
}

pub struct AllModelMatricesData{
    pub data: Vec<Mat4>,
    pub has_changed: bool,
}

impl Deref for AllModelMatricesData{
    type Target = Vec<Mat4>;
    fn deref(&self) -> &Vec<Mat4>{
        &self.data
    }
}

impl DerefMut for AllModelMatricesData{
    fn deref_mut(&mut self) -> &mut Vec<Mat4>{
        &mut self.data
    }
}

pub struct StaticModelMatricesData{
    pub data: Vec<Mat4>,
    pub has_changed: bool,
}

impl Deref for StaticModelMatricesData{
    type Target = Vec<Mat4>;
    fn deref(&self) -> &Vec<Mat4>{
        &self.data
    }
}

impl DerefMut for StaticModelMatricesData{
    fn deref_mut(&mut self) -> &mut Vec<Mat4>{
        &mut self.data
    }
}

pub struct DynamicModelMatricesData{
    pub data: Vec<Mat4>,
    pub has_changed: bool,
}

impl Deref for DynamicModelMatricesData{
    type Target = Vec<Mat4>;
    fn deref(&self) -> &Vec<Mat4>{
        &self.data
    }
}

impl DerefMut for DynamicModelMatricesData{
    fn deref_mut(&mut self) -> &mut Vec<Mat4>{
        &mut self.data
    }
}

pub struct ModelMatricesBuffer(pub gl::SharedBuffer<(Mat4, Mat4)>);
pub struct AllModelMatricesBuffer(pub gl::SharedBuffer<Mat4>);
pub struct StaticModelMatricesBuffer(pub gl::SharedBuffer<Mat4>);
pub struct DynamicModelMatricesBuffer(pub gl::SharedBuffer<Mat4>);

impl Deref for ModelMatricesBuffer{
    type Target = gl::SharedBuffer<(Mat4, Mat4)>;
    fn deref(&self) -> &gl::SharedBuffer<(Mat4, Mat4)>{
        &self.0
    }
}

impl DerefMut for ModelMatricesBuffer{
    fn deref_mut(&mut self) -> &mut gl::SharedBuffer<(Mat4, Mat4)>{
        &mut self.0
    }
}

impl Deref for StaticModelMatricesBuffer{
    type Target = gl::SharedBuffer<Mat4>;
    fn deref(&self) -> &gl::SharedBuffer<Mat4>{
        &self.0
    }
}

impl DerefMut for StaticModelMatricesBuffer{
    fn deref_mut(&mut self) -> &mut gl::SharedBuffer<Mat4>{
        &mut self.0
    }
}

impl Deref for DynamicModelMatricesBuffer{
    type Target = gl::SharedBuffer<Mat4>;
    fn deref(&self) -> &gl::SharedBuffer<Mat4>{
        &self.0
    }
}

impl DerefMut for DynamicModelMatricesBuffer{
    fn deref_mut(&mut self) -> &mut gl::SharedBuffer<Mat4>{
        &mut self.0
    }
}

impl Deref for AllModelMatricesBuffer{
    type Target = gl::SharedBuffer<Mat4>;
    fn deref(&self) -> &gl::SharedBuffer<Mat4>{
        &self.0
    }
}

impl DerefMut for AllModelMatricesBuffer{
    fn deref_mut(&mut self) -> &mut gl::SharedBuffer<Mat4>{
        &mut self.0
    }
}

#[derive(Clone)]
pub struct GeometryIndex{
    pub entities: Vec<rinecs::Entity>,
    // pub name: String,
    pub geometryref: rinecs::Entity,
    pub materialref: MaterialRef,
    pub submesh: usize,
    pub vao_id: VaoId,
    pub renderplane: Option<rinecs::Entity>,
}

impl GeometryIndex{
    pub fn num_instances(&self) -> usize{
        self.entities.len()
    }
}

#[derive(Clone, Debug)]
pub struct ShadowGeometryIndex{
    pub entities: Vec<rinecs::Entity>,
    pub geometryref: GpuGeometryRef,
    pub materialref: Option<ShadowMaterialRef>,
    pub submesh: Option<usize>,
    pub vao_id: VaoId,
    pub primitive_type: GLenum,
}

impl ShadowGeometryIndex{
    pub fn num_instances(&self) -> usize{
        self.entities.len()
    }
}

#[derive(Clone)]
pub struct OpaqueSortedGeometry{
    index: Vec<GeometryIndex>,
    has_changed: bool,
}

impl OpaqueSortedGeometry{
    pub fn new() -> OpaqueSortedGeometry{
        OpaqueSortedGeometry{
            index: vec![],
            has_changed: false,
        }
    }

    pub fn geometryrefs(&self) -> impl Iterator<Item = rinecs::Entity> + '_ {
        self.index.iter().map(|geom| geom.geometryref)
    }

    pub fn reset_has_changed(&mut self) {
        self.has_changed = false
    }

    pub fn has_changed(&self) -> bool {
        self.has_changed
    }
}

impl Deref for OpaqueSortedGeometry {
    type Target = Vec<GeometryIndex>;
    fn deref(&self) -> &Vec<GeometryIndex>{
        &self.index
    }
}

impl DerefMut for OpaqueSortedGeometry {
    fn deref_mut(&mut self) -> &mut Vec<GeometryIndex>{
        self.has_changed = true;
        &mut self.index
    }
}

#[derive(Clone)]
pub struct TranslucentSortedGeometry{
    index: Vec<GeometryIndex>,
    has_changed: bool,
}

impl TranslucentSortedGeometry{
    pub fn new() -> TranslucentSortedGeometry{
        TranslucentSortedGeometry{
            index: vec![],
            has_changed: false,
        }
    }

    pub fn geometryrefs(&self) -> impl Iterator<Item = rinecs::Entity> + '_ {
        self.index.iter().map(|geom| geom.geometryref)
    }

    pub fn reset_has_changed(&mut self) {
        self.has_changed = false
    }

    pub fn has_changed(&self) -> bool {
        self.has_changed
    }
}

impl Deref for TranslucentSortedGeometry {
    type Target = Vec<GeometryIndex>;
    fn deref(&self) -> &Vec<GeometryIndex>{
        &self.index
    }
}

impl DerefMut for TranslucentSortedGeometry {
    fn deref_mut(&mut self) -> &mut Vec<GeometryIndex>{
        self.has_changed = true;
        &mut self.index
    }
}

#[cfg(feature = "debug_geometry")]
#[derive(Clone)]
pub struct DebugSortedGeometry{
    index: Vec<GeometryIndex>,
    has_changed: bool,
}

#[cfg(feature = "debug_geometry")]
impl DebugSortedGeometry{
    pub fn new() -> DebugSortedGeometry{
        DebugSortedGeometry{
            index: vec![],
            has_changed: false,
        }
    }

    pub fn geometryrefs(&self) -> impl Iterator<Item = &rinecs::Entity> + '_ {
        self.index.iter().map(|geom| &geom.geometryref)
    }

    pub fn reset_has_changed(&mut self) {
        self.has_changed = false
    }

    pub fn has_changed(&self) -> bool {
        self.has_changed
    }
}

#[cfg(feature = "debug_geometry")]
impl Deref for DebugSortedGeometry {
    type Target = Vec<GeometryIndex>;
    fn deref(&self) -> &Vec<GeometryIndex>{
        &self.index
    }
}

#[cfg(feature = "debug_geometry")]
impl DerefMut for DebugSortedGeometry {
    fn deref_mut(&mut self) -> &mut Vec<GeometryIndex>{
        self.has_changed = true;
        &mut self.index
    }
}

#[derive(Clone, Debug)]
pub struct DynamicShadowsSortedGeometry{
    index: Vec<ShadowGeometryIndex>,
    has_changed: bool,
}

impl DynamicShadowsSortedGeometry{
    pub fn new() -> DynamicShadowsSortedGeometry{
        DynamicShadowsSortedGeometry{
            index: vec![],
            has_changed: false,
        }
    }

    pub fn geometryrefs(&self) -> impl Iterator<Item = &GpuGeometryRef> + '_ {
        self.index.iter().map(|geom| &geom.geometryref)
    }

    pub fn has_changed(&self) -> bool {
        self.has_changed
    }

    pub fn reset_has_changed(&mut self) {
        self.has_changed = false
    }

    pub fn is_empty(&self) -> bool{
        self.index.is_empty()
    }
}

impl Deref for DynamicShadowsSortedGeometry {
    type Target = Vec<ShadowGeometryIndex>;
    fn deref(&self) -> &Vec<ShadowGeometryIndex>{
        &self.index
    }
}

impl DerefMut for DynamicShadowsSortedGeometry {
    fn deref_mut(&mut self) -> &mut Vec<ShadowGeometryIndex>{
        self.has_changed = true;
        &mut self.index
    }
}

#[derive(Clone, Debug)]
pub struct StaticShadowsSortedGeometry{
    index: Vec<ShadowGeometryIndex>,
    has_changed: bool,
}

impl StaticShadowsSortedGeometry{
    pub fn new() -> StaticShadowsSortedGeometry{
        StaticShadowsSortedGeometry{
            index: vec![],
            has_changed: false,
        }
    }

    pub fn geometryrefs(&self) -> impl Iterator<Item = &GpuGeometryRef> + '_ {
        self.index.iter().map(|geom| &geom.geometryref)
    }

    pub fn has_changed(&self) -> bool {
        self.has_changed
    }

    pub fn reset_has_changed(&mut self) {
        self.has_changed = false
    }

    pub fn is_empty(&self) -> bool {
        self.index.is_empty()
    }
}

impl Deref for StaticShadowsSortedGeometry {
    type Target = Vec<ShadowGeometryIndex>;
    fn deref(&self) -> &Vec<ShadowGeometryIndex>{
        &self.index
    }
}

impl DerefMut for StaticShadowsSortedGeometry {
    fn deref_mut(&mut self) -> &mut Vec<ShadowGeometryIndex>{
        self.has_changed = true;
        &mut self.index
    }
}

#[derive(Clone, Debug)]
pub struct AllShadowsSortedGeometry{
    index: Vec<ShadowGeometryIndex>,
    has_changed: bool,
}

impl AllShadowsSortedGeometry{
    pub fn new() -> AllShadowsSortedGeometry{
        AllShadowsSortedGeometry{
            index: vec![],
            has_changed: false,
        }
    }

    pub fn geometryrefs(&self) -> impl Iterator<Item = &GpuGeometryRef> + '_ {
        self.index.iter().map(|geom| &geom.geometryref)
    }

    pub fn has_changed(&self) -> bool {
        self.has_changed
    }

    pub fn reset_has_changed(&mut self) {
        self.has_changed = false
    }

    pub fn is_empty(&self) -> bool {
        self.index.is_empty()
    }
}

impl Deref for AllShadowsSortedGeometry {
    type Target = Vec<ShadowGeometryIndex>;
    fn deref(&self) -> &Vec<ShadowGeometryIndex>{
        &self.index
    }
}

impl DerefMut for AllShadowsSortedGeometry {
    fn deref_mut(&mut self) -> &mut Vec<ShadowGeometryIndex>{
        self.has_changed = true;
        &mut self.index
    }
}

#[derive(Clone, Copy, Debug, Eq, PartialEq, Hash, Ord, PartialOrd)]
enum RenderBuffers{
    Color = 0,
    Normals = 1,
    Position = 2,
    LinearDepth = 3,
    AmbientColor = 4,
}

impl densevec::Key for RenderBuffers{
    fn to_usize(self) -> usize{
        self as usize
    }

    fn from_usize(uid: usize) -> Self{
        match uid{
            0 => RenderBuffers::Color,
            1 => RenderBuffers::Normals,
            2 => RenderBuffers::Position,
            3 => RenderBuffers::LinearDepth,
            4 => RenderBuffers::AmbientColor,
            _ => panic!("Non exisiting uid")
        }
    }
}



fn add_alpha(format: glin::fbo::ColorFormat) -> glin::fbo::ColorFormat{
    use glin::fbo::ColorFormat;
    match format {
        ColorFormat::R8 => ColorFormat::RG8,
        ColorFormat::RG8 => ColorFormat::RG8,
        ColorFormat::RGB8 => ColorFormat::RGBA8,
        ColorFormat::RGBA8 => ColorFormat::RGBA8,
        #[cfg(all(not(feature = "gles"), not(feature="webgl")))]
        ColorFormat::R16 => ColorFormat::RG16,
        #[cfg(all(not(feature = "gles"), not(feature="webgl")))]
        ColorFormat::RG16 => ColorFormat::RG16,
        ColorFormat::R16F => ColorFormat::RG16F,
        ColorFormat::RG16F => ColorFormat::RG16F,
        #[cfg(all(not(feature = "gles"), not(feature="webgl")))]
        ColorFormat::RGB16 => ColorFormat::RGBA16,
        #[cfg(all(not(feature = "gles"), not(feature="webgl")))]
        ColorFormat::RGBA16 => ColorFormat::RGBA16,
        ColorFormat::RGB16F => ColorFormat::RGBA16F,
        ColorFormat::RGBA16F => ColorFormat::RGBA16F,
        ColorFormat::R32F => ColorFormat::RG32F,
        ColorFormat::RG32F => ColorFormat::RG32F,
        ColorFormat::RGB32F => ColorFormat::RGBA32F,
        ColorFormat::RGBA32F => ColorFormat::RGBA32F,
    }
}

pub(crate) struct ScreenRenderBufferStaticBuilder{
    w: u32,
    h: u32,
    samples: Option<u32>,
    color_format: glin::fbo::ColorFormat,
    depth_format: glin::fbo::DepthFormat,
    depth_prepass: bool,
    output_normals: bool,
    output_position: bool,
    output_separate_ambient: bool,
    output_linear_depth: bool,
    depth_as_texture: bool,
    resolve_base_color: bool,
    resolve_normals: bool,
    resolve_position: bool,
    resolve_separate_ambient: bool,
    resolve_linear_depth: bool,
    resolve_depth: bool,
}

impl ScreenRenderBufferStaticBuilder {
    pub(crate) fn new(w: u32, h: u32, format: glin::fbo::ColorFormat) -> ScreenRenderBufferStaticBuilder{
        ScreenRenderBufferStaticBuilder{
            w, h,
            samples: None,
            color_format: format,
            depth_format: glin::fbo::DepthFormat::_24,
            output_normals: false,
            output_position: false,
            output_separate_ambient: false,
            output_linear_depth: false,
            depth_prepass: false,
            depth_as_texture: false,
            resolve_base_color: true,
            resolve_normals: true,
            resolve_position: true,
            resolve_separate_ambient: true,
            resolve_linear_depth: true,
            resolve_depth: true,
        }
    }

    pub(crate) fn size(&mut self, w: u32, h: u32) -> &mut Self {
        self.w = w;
        self.h = h;
        self
    }

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

    pub(crate) fn normals_buffer(&mut self) -> &mut Self{
        self.output_normals = true;
        self
    }

    pub(crate) fn position_buffer(&mut self) -> &mut Self{
        self.output_position = true;
        self
    }

    pub(crate) fn separate_ambient_buffer(&mut self) -> &mut Self{
        self.output_separate_ambient = true;
        self
    }

    pub(crate) fn linear_depth_buffer(&mut self) -> &mut Self{
        self.output_linear_depth = true;
        self
    }

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

    pub(crate) fn disable_resolve_base_color(&mut self) -> &mut Self{
        self.resolve_base_color = false;
        self
    }

    pub(crate) fn disable_normals_resolve(&mut self) -> &mut Self{
        self.resolve_normals = false;
        self
    }

    pub(crate) fn disable_position_resolve(&mut self) -> &mut Self{
        self.resolve_position = false;
        self
    }

    pub(crate) fn disable_separate_ambient_resolve(&mut self) -> &mut Self{
        self.resolve_separate_ambient = false;
        self
    }

    pub(crate) fn disable_linear_depth_resolve(&mut self) -> &mut Self{
        self.resolve_linear_depth = false;
        self
    }

    pub(crate) fn disable_depth_resolve(&mut self) -> &mut Self{
        self.resolve_depth = false;
        self
    }

    pub(crate) fn samples(&mut self, samples: u32) -> &mut Self{
        self.samples = Some(samples);
        self
    }

    pub(crate) fn depth_prepass(&mut self) -> &mut Self{
        self.depth_prepass = true;
        self
    }

    pub(crate) fn depth_as_texture(&mut self) -> &mut Self{
        self.depth_as_texture = true;
        self
    }

    pub(crate) fn build<'r>(&mut self, gl: &gl::Renderer<'r>) -> glin::Result<ScreenRenderBuffer>{
        let color;
        let depth;
        if let Some(samples) = self.samples {
            color = gl.new_fbo_color_attachment()
                .render_buffer_multisampled(self.w, self.h, samples, self.color_format)?;
            if self.depth_as_texture && !self.resolve_depth {
                #[cfg(not(any(feature="gles", feature="webgl")))]
                {
                    depth = gl.new_fbo_depth_attachment()
                        .texture_multisampled(self.w, self.h, samples, self.depth_format)?;
                }

                #[cfg(any(feature="gles", feature="webgl"))]
                unimplemented!("Multisampled textures are not supported in GLES / WebGL, please use another format")
            }else{
                depth = gl.new_fbo_depth_attachment()
                    .render_buffer_multisampled(self.w, self.h, samples, self.depth_format)?;
            }
        }else{
            color = gl.new_fbo_color_attachment()
                .texture(self.w, self.h, self.color_format)?;
            depth = if self.depth_as_texture {
                gl.new_fbo_depth_attachment()
                    .texture(self.w, self.h, self.depth_format)?
            }else{
                gl.new_fbo_depth_attachment()
                    .render_buffer(self.w, self.h, self.depth_format)?
            };
        }

        let mut color = vec![Rc::new(color)];
        let mut attachments_map = KeyedDenseVec::new();
        let depth = Rc::new(depth);
        attachments_map.insert(RenderBuffers::Color, 0);
        let mut last_attachment_map = 1;

        if self.output_normals {
            let normals = if let Some(samples) = self.samples{
                gl.new_fbo_color_attachment()
                    .render_buffer_multisampled(self.w, self.h, samples, self.color_format)?
            }else{
                gl.new_fbo_color_attachment()
                    .texture(self.w, self.h, self.color_format)?
            };
            color.push(Rc::new(normals));
            attachments_map.insert(RenderBuffers::Normals, last_attachment_map);
            last_attachment_map += 1;
        }

        if self.output_position {
            let position = if let Some(samples) = self.samples{
                gl.new_fbo_color_attachment()
                    .render_buffer_multisampled(self.w, self.h, samples, self.color_format)?
            }else{
                gl.new_fbo_color_attachment()
                    .texture(self.w, self.h, self.color_format)?
            };
            color.push(Rc::new(position));
            attachments_map.insert(RenderBuffers::Position, last_attachment_map);
            last_attachment_map += 1;
        }


        let linear_depth_format = match self.depth_format{
            #[cfg(not(any(feature="gles", feature="webgl")))]
            glin::fbo::DepthFormat::_16 => glin::fbo::ColorFormat::R16,
            #[cfg(any(feature="gles", feature="webgl"))]
            glin::fbo::DepthFormat::_16 => glin::fbo::ColorFormat::R32F,
            glin::fbo::DepthFormat::_24 => glin::fbo::ColorFormat::R32F,
            glin::fbo::DepthFormat::_32 => glin::fbo::ColorFormat::R32F,
        };

        if self.output_linear_depth {
            let linear_depth = if let Some(samples) = self.samples{
                gl.new_fbo_color_attachment()
                    .render_buffer_multisampled(self.w, self.h, samples, linear_depth_format)?
            }else{
                gl.new_fbo_color_attachment()
                    .texture(self.w, self.h, linear_depth_format)?
            };
            color.push(Rc::new(linear_depth));
            attachments_map.insert(RenderBuffers::LinearDepth, last_attachment_map);
            last_attachment_map += 1;
        }

        let ambient_format = add_alpha(self.color_format);

        if self.output_separate_ambient {
            let ambient = if let Some(samples) = self.samples{
                gl.new_fbo_color_attachment()
                    .render_buffer_multisampled(self.w, self.h, samples, ambient_format)?
            }else{
                gl.new_fbo_color_attachment()
                    .texture(self.w, self.h, ambient_format)?
            };
            color.push(Rc::new(ambient));
            attachments_map.insert(RenderBuffers::AmbientColor, last_attachment_map);
        }

        let render_buffer = Rc::new(gl.new_fbo().from_colors_depth(color, depth.clone())?);
        let depth_prepass = if self.depth_prepass{
            Some(gl.new_fbo().from_depth(depth)?)
        }else{
            None
        };

        let mut blit_buffers = KeyedDenseVec::new();
        let mut depth_blit_buffer = None;
        if self.samples.is_some(){
            if self.resolve_base_color {
                let blit_color = gl.new_fbo_color_attachment()
                    .texture(self.w, self.h, self.color_format)?;
                let blit_buffer = gl.new_fbo().from_color_no_depth(blit_color)?;
                blit_buffers.insert(RenderBuffers::Color, blit_buffer);
            }

            if self.resolve_depth {
                let blit_depth = gl.new_fbo_depth_attachment()
                    .texture(self.w, self.h, self.depth_format)?;
                let mut blit_buffer = gl.new_fbo().from_depth(blit_depth)?;
                blit_buffer.depth_tex_mut().unwrap().set_min_mag_filters(gl::NEAREST, gl::NEAREST);
                depth_blit_buffer = Some(UnsafeCell::new(blit_buffer));
            }

            if self.output_normals && self.resolve_normals {
                let blit_color = gl.new_fbo_color_attachment()
                    .texture(self.w, self.h, self.color_format)?;
                let mut blit_buffer = gl.new_fbo().from_color_no_depth(blit_color)?;
                blit_buffer.color_tex_mut(0).unwrap().set_min_mag_filters(gl::NEAREST, gl::NEAREST);
                blit_buffers.insert(RenderBuffers::Normals, blit_buffer);
            }

            if self.output_position && self.resolve_position {
                let blit_color = gl.new_fbo_color_attachment()
                    .texture(self.w, self.h, self.color_format)?;
                let mut blit_buffer = gl.new_fbo().from_color_no_depth(blit_color)?;
                blit_buffer.color_tex_mut(0).unwrap().set_min_mag_filters(gl::NEAREST, gl::NEAREST);
                blit_buffers.insert(RenderBuffers::Position, blit_buffer);
            }

            if self.output_linear_depth && self.resolve_linear_depth {
                let blit_color = gl.new_fbo_color_attachment()
                    .texture(self.w, self.h, linear_depth_format)?;
                let mut blit_buffer = gl.new_fbo().from_color_no_depth(blit_color)?;
                blit_buffer.color_tex_mut(0).unwrap().set_min_mag_filters(gl::NEAREST, gl::NEAREST);
                blit_buffers.insert(RenderBuffers::LinearDepth, blit_buffer);
            }

            if self.output_separate_ambient && self.resolve_separate_ambient {
                let blit_color = gl.new_fbo_color_attachment()
                    .texture(self.w, self.h, ambient_format)?;
                let mut blit_buffer = gl.new_fbo().from_color_no_depth(blit_color)?;
                blit_buffer.color_tex_mut(0).unwrap().set_min_mag_filters(gl::NEAREST, gl::NEAREST);
                blit_buffers.insert(RenderBuffers::AmbientColor, blit_buffer);
            }
        }

        let mut changed = KeyedDenseVec::new();
        changed.insert(RenderBuffers::Color, Cell::new(false));

        if self.output_normals{
            changed.insert(RenderBuffers::Normals, Cell::new(false));
        }

        if self.output_position{
            changed.insert(RenderBuffers::Position, Cell::new(false));
        }

        if self.output_linear_depth{
            changed.insert(RenderBuffers::LinearDepth, Cell::new(false));
        }

        if self.output_separate_ambient{
            changed.insert(RenderBuffers::AmbientColor, Cell::new(false));
        }

        let aux_fbo = gl.new_fbo().empty().unwrap();


        Ok(ScreenRenderBuffer{
            render_buffer,
            blit_buffers: UnsafeCell::new(blit_buffers),
            depth_blit_buffer,
            changed,
            depth_changed: Cell::new(false),
            depth_prepass,
            attachments_map,
            aux_fbo,
            color_format: self.color_format,
            last_stage: RenderStage::Opaque,
        })
    }
}

pub struct ScreenRenderBufferBuilder<'a, 'r>{
    gl: &'a gl::Renderer<'r>,
    builder: ScreenRenderBufferStaticBuilder,
}

impl<'a, 'r> ScreenRenderBufferBuilder<'a, 'r>{
    pub fn new(gl: &'a gl::Renderer<'r>, w: u32, h: u32, format: glin::fbo::ColorFormat) -> ScreenRenderBufferBuilder<'a, 'r>{
        ScreenRenderBufferBuilder{
            gl,
            builder: ScreenRenderBufferStaticBuilder::new(w, h, format)
        }
    }

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    pub fn build(&mut self) -> glin::Result<ScreenRenderBuffer>{
        self.builder.build(self.gl)
    }
}

#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub enum RenderStage{
    Opaque,
    AfterOpaque,
    AfterOpaquePostprocess,
    Translucent,
    AfterTranslucent,
    AfterFinalPostprocess,
}

pub struct ScreenRenderBuffer{
    render_buffer: Rc<glin::Fbo<Rc<glin::fbo::ColorAttachment>, Rc<glin::fbo::DepthAttachment>>>,
    blit_buffers: UnsafeCell<KeyedDenseVec<RenderBuffers, glin::Fbo>>,
    depth_blit_buffer: Option<UnsafeCell<glin::Fbo>>,
    changed: KeyedDenseVec<RenderBuffers, Cell<bool>>,
    attachments_map: KeyedDenseVec<RenderBuffers, u32>,
    depth_changed: Cell<bool>,
    depth_prepass: Option<glin::Fbo<glin::fbo::ColorAttachment, Rc<glin::fbo::DepthAttachment>>>,
    aux_fbo: glin::Fbo<(),()>,
    last_stage: RenderStage,
    color_format: glin::fbo::ColorFormat,
}

impl ScreenRenderBuffer{
    fn resolved_attachment(&self, buffer: RenderBuffers) -> Option<&glin::fbo::ColorAttachment> {
        let blit_buffers = unsafe{ &mut *self.blit_buffers.get() };
        if let Some(blit_buffer) = blit_buffers.get_mut(buffer) {
            self.changed[buffer].set(false);
            let attachment_idx = self.attachments_map[buffer];
            self.render_buffer.blit_color_attachment(attachment_idx,
                blit_buffer,
                &self.render_buffer.viewport(),
                &blit_buffer.viewport());
            blit_buffer.color_attachment(0)
        }else{
            let attachment_idx = *self.attachments_map.get(buffer)?;
            self.render_buffer.color_attachment(attachment_idx as usize).map(|r| r.deref())
        }
    }

    fn attachment(&self, buffer: RenderBuffers) -> Option<&glin::fbo::ColorAttachment> {
        let blit_buffers = unsafe{ &mut *self.blit_buffers.get() };
        if let Some(blit_buffer) = blit_buffers.get_mut(buffer) {
            if self.changed[buffer].get() {
                self.changed[buffer].set(false);
                let attachment_idx = self.attachments_map[buffer];
                self.render_buffer.blit_color_attachment(attachment_idx,
                    blit_buffer,
                    &self.render_buffer.viewport(),
                    &blit_buffer.viewport())
            }
            blit_buffer.color_attachment(0)
        }else{
            let attachment_idx = *self.attachments_map.get(buffer)?;
            self.render_buffer.color_attachment(attachment_idx as usize).map(|r| r.deref())
        }
    }

    fn unresolved_attachment(&self, buffer: RenderBuffers) -> Option<&Rc<glin::fbo::ColorAttachment>>{
        let attachment_idx = *self.attachments_map.get(buffer)?;
        self.render_buffer.color_attachment(attachment_idx as usize)
    }

    pub fn width(&self) -> u32{
        self.render_buffer.width()
    }

    pub fn height(&self) -> u32{
        self.render_buffer.height()
    }

    pub fn size(&self) -> Vec2<u32>{
        vec2(self.render_buffer.width(), self.render_buffer.height())
    }

    pub fn color_format(&self) -> glin::fbo::ColorFormat {
        self.color_format
    }

    pub fn aspect_ratio(&self) -> f32{
        self.render_buffer.aspect_ratio()
    }

    pub fn color_attachment(&self) -> &glin::fbo::ColorAttachment{
        self.attachment(RenderBuffers::Color).unwrap()
    }

    pub fn color_attachment_force_resolve(&self) -> &glin::fbo::ColorAttachment{
        self.resolved_attachment(RenderBuffers::Color).unwrap()
    }

    pub fn color_unresolved_attachment(&self) -> &Rc<glin::fbo::ColorAttachment>{
        self.unresolved_attachment(RenderBuffers::Color).unwrap()
    }

    pub fn depth_attachment(&self) -> &glin::fbo::DepthAttachment{
        if let Some(blit_buffer) = self.depth_blit_buffer.as_ref() {
            let blit_buffer = unsafe{ &mut *blit_buffer.get() };
            if self.depth_changed.get() {
                self.depth_changed.set(false);
                self.render_buffer.blit_depth(blit_buffer,
                    &self.render_buffer.viewport(),
                    &blit_buffer.viewport())
            }
            blit_buffer.depth_attachment().unwrap()
        }else{
            self.render_buffer.depth_attachment().map(|r| r.deref()).unwrap()
        }
    }

    pub fn depth_unresolved_attachment(&self) -> &Rc<glin::fbo::DepthAttachment>{
        self.render_buffer.depth().as_ref().unwrap()
    }

    pub fn normals_attachment(&self) -> Option<&glin::fbo::ColorAttachment>{
        self.attachment(RenderBuffers::Normals)
    }

    pub fn position_attachment(&self) -> Option<&glin::fbo::ColorAttachment>{
        self.attachment(RenderBuffers::Position)
    }

    pub fn linear_depth_attachment(&self) -> Option<&glin::fbo::ColorAttachment>{
        self.attachment(RenderBuffers::LinearDepth)
    }

    pub fn separate_ambient_attachment(&self) -> Option<&glin::fbo::ColorAttachment>{
        self.attachment(RenderBuffers::AmbientColor)
    }

    pub fn normals_unresolved_attachment(&self) -> Option<&Rc<glin::fbo::ColorAttachment>>{
        self.unresolved_attachment(RenderBuffers::Normals)
    }

    pub fn position_unresolved_attachment(&self) -> Option<&Rc<glin::fbo::ColorAttachment>>{
        self.unresolved_attachment(RenderBuffers::Position)
    }

    pub fn linear_depth_unresolved_attachment(&self) -> Option<&Rc<glin::fbo::ColorAttachment>>{
        self.unresolved_attachment(RenderBuffers::LinearDepth)
    }

    pub fn separate_ambient_unresolved_attachment(&self) -> Option<&Rc<glin::fbo::ColorAttachment>>{
        self.unresolved_attachment(RenderBuffers::AmbientColor)
    }

    pub fn depth_prepass(&self) -> Option<&glin::Fbo<glin::fbo::ColorAttachment, Rc<glin::fbo::DepthAttachment>>>{
        self.depth_prepass.as_ref()
    }

    pub fn normals_location(&self) -> Option<u32>{
        self.attachments_map.get(RenderBuffers::Normals).cloned()
    }

    pub fn position_location(&self) -> Option<u32>{
        self.attachments_map.get(RenderBuffers::Position).cloned()
    }

    pub fn linear_depth_location(&self) -> Option<u32>{
        self.attachments_map.get(RenderBuffers::LinearDepth).cloned()
    }

    pub fn separate_ambient_location(&self) -> Option<u32>{
        self.attachments_map.get(RenderBuffers::AmbientColor).cloned()
    }

    pub fn outputs_fragment(&self) -> String{
        const OUTPUT_FS: &str = include_str!("shaders/outputs.fs.glsl");
        let output_position = self.attachments_map.contains_key(RenderBuffers::Position);
        let output_normal = self.attachments_map.contains_key(RenderBuffers::Normals);
        let output_linear_depth = self.attachments_map.contains_key(RenderBuffers::LinearDepth);
        let output_ambient = self.attachments_map.contains_key(RenderBuffers::AmbientColor);

        let position_location = self.attachments_map.get(RenderBuffers::Position)
            .cloned().unwrap_or(0);
        let normal_location = self.attachments_map.get(RenderBuffers::Normals)
            .cloned().unwrap_or(0);
        let linear_depth_location = self.attachments_map.get(RenderBuffers::LinearDepth)
            .cloned().unwrap_or(0);
        let ambient_location = self.attachments_map.get(RenderBuffers::AmbientColor)
            .cloned().unwrap_or(0);

        OUTPUT_FS
            .replace("${output_position}", &(output_position as u8).to_string())
            .replace("${output_normal}", &(output_normal as u8).to_string())
            .replace("${output_linear_depth}", &(output_linear_depth as u8).to_string())
            .replace("${output_ambient}", &(output_ambient as u8).to_string())
            .replace("${position_location}", &position_location.to_string())
            .replace("${normal_location}", &normal_location.to_string())
            .replace("${linear_depth_location}", &linear_depth_location.to_string())
            .replace("${ambient_location}", &ambient_location.to_string())
    }

    pub fn render_buffer(&mut self, stage: RenderStage) -> &Rc<super::OpaqueRenderSurface>{
        for changed in self.changed.values(){
            changed.set(true);
        }
        self.depth_changed.set(true);
        self.last_stage = stage;
        &self.render_buffer
    }

    pub fn color_depth_only_fbo(&mut self, stage: RenderStage) -> super::OtherRenderSurface{
        self.changed[RenderBuffers::Color].set(true);
        self.depth_changed.set(true);
        self.last_stage = stage;
        let color = self.color_unresolved_attachment();
        let depth = self.depth_unresolved_attachment();
        self.aux_fbo.with(vec![&**color], &**depth).unwrap()
    }

    pub fn last_stage(&self) -> RenderStage {
        self.last_stage
    }

    pub fn viewport(&self) -> glin::Rect{
        self.render_buffer.viewport()
    }
}

pub(crate) struct DepthPrepass;

// We need this cause the same geometry can be drawn with more than one
// material so we can't simply attach the model matrices buffer to the
// geometries vaos but need to create new ones
//
// eg:
//
// Geom 0  Geom 1  Geom 0
// Mat 0   Mat 0   Mat 1
// Model   Model   Model
//
// Which can't be simply instanced unless we had all materials in
// a texture / shader buffer <- TODO!!
pub struct GeometryWithModelsIndex(pub Vec<(Rc<RefCell<glin::Vao>>, GLenum)>);

impl Deref for GeometryWithModelsIndex {
    type Target = Vec<(Rc<RefCell<glin::Vao>>, GLenum)>;
    fn deref(&self) -> &Vec<(Rc<RefCell<glin::Vao>>, GLenum)>{
        &self.0
    }
}

impl DerefMut for GeometryWithModelsIndex {
    fn deref_mut(&mut self) -> &mut Vec<(Rc<RefCell<glin::Vao>>, GLenum)>{
        &mut self.0
    }
}