/**
 * @file render.h
 * @brief High-level constructs for efficient OpenGL rendering.
 */

/*
 Copyright (C) 2001-2006, William Joseph.
 All Rights Reserved.

 This file is part of GtkRadiant.

 GtkRadiant is free software; you can redistribute it and/or modify
 it under the terms of the GNU General Public License as published by
 the Free Software Foundation; either version 2 of the License, or
 (at your option) any later version.

 GtkRadiant is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 GNU General Public License for more details.

 You should have received a copy of the GNU General Public License
 along with GtkRadiant; if not, write to the Free Software
 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 */

#if !defined(INCLUDED_RENDER_H)
#define INCLUDED_RENDER_H

#include "irender.h"
#include "igl.h"

#include "container/array.h"
#include "math/FloatTools.h"
#include "math/Vector2.h"
#include "math/pi.h"

#include <vector>

typedef unsigned int RenderIndex;
const GLenum RenderIndexTypeID = GL_UNSIGNED_INT;

/// \brief A resizable buffer of indices.
class IndexBuffer
{
		typedef std::vector<RenderIndex> Indices;
		Indices m_data;
	public:
		typedef Indices::iterator iterator;
		typedef Indices::const_iterator const_iterator;

		iterator begin ()
		{
			return m_data.begin();
		}
		const_iterator begin () const
		{
			return m_data.begin();
		}
		iterator end ()
		{
			return m_data.end();
		}
		const_iterator end () const
		{
			return m_data.end();
		}

		bool empty () const
		{
			return m_data.empty();
		}
		std::size_t size () const
		{
			return m_data.size();
		}
		const RenderIndex* data () const
		{
			return &(*m_data.begin());
		}
		RenderIndex& operator[] (std::size_t index)
		{
			return m_data[index];
		}
		const RenderIndex& operator[] (std::size_t index) const
		{
			return m_data[index];
		}
		void clear ()
		{
			m_data.clear();
		}
		void reserve (std::size_t max_indices)
		{
			m_data.reserve(max_indices);
		}
		void insert (RenderIndex index)
		{
			m_data.push_back(index);
		}
		void swap (IndexBuffer& other)
		{
			std::swap(m_data, m_data);
		}
};

namespace std
{
	/// \brief Swaps the values of \p self and \p other.
	/// Overloads std::swap.
	inline void swap (IndexBuffer& self, IndexBuffer& other)
	{
		self.swap(other);
	}
}

/// \brief A resizable buffer of vertices.
/// \param Vertex The vertex data type.
template<typename Vertex>
class VertexBuffer
{
		typedef typename std::vector<Vertex> Vertices;
		Vertices m_data;
	public:
		typedef typename Vertices::iterator iterator;
		typedef typename Vertices::const_iterator const_iterator;

		iterator begin ()
		{
			return m_data.begin();
		}
		iterator end ()
		{
			return m_data.end();
		}
		const_iterator begin () const
		{
			return m_data.begin();
		}
		const_iterator end () const
		{
			return m_data.end();
		}

		bool empty () const
		{
			return m_data.empty();
		}
		RenderIndex size () const
		{
			return RenderIndex(m_data.size());
		}
		const Vertex* data () const
		{
			return &(*m_data.begin());
		}
		Vertex& operator[] (std::size_t index)
		{
			return m_data[index];
		}
		const Vertex& operator[] (std::size_t index) const
		{
			return m_data[index];
		}

		void clear ()
		{
			m_data.clear();
		}
		void reserve (std::size_t max_vertices)
		{
			m_data.reserve(max_vertices);
		}
		void push_back (const Vertex& vertex)
		{
			m_data.push_back(vertex);
		}
};

/// \brief A wrapper around a VertexBuffer which inserts only vertices which have not already been inserted.
/// \param Vertex The vertex data type. Must support operator<, operator== and operator!=.
/// For best performance, quantise vertices before inserting them.
template<typename Vertex>
class UniqueVertexBuffer
{
		typedef VertexBuffer<Vertex> Vertices;
		Vertices& m_data;

		struct bnode
		{
				bnode () :
					m_left(0), m_right(0)
				{
				}
				RenderIndex m_left;
				RenderIndex m_right;
		};

		std::vector<bnode> m_btree;
		RenderIndex m_prev0;
		RenderIndex m_prev1;
		RenderIndex m_prev2;

		RenderIndex find_or_insert (const Vertex& vertex)
		{
			RenderIndex index = 0;

			while (1) {
				if (vertex < m_data[index]) {
					bnode& node = m_btree[index];
					if (node.m_left != 0) {
						index = node.m_left;
						continue;
					} else {
						node.m_left = RenderIndex(m_btree.size());
						m_btree.push_back(bnode());
						m_data.push_back(vertex);
						return RenderIndex(m_btree.size() - 1);
					}
				}
				if (m_data[index] < vertex) {
					bnode& node = m_btree[index];
					if (node.m_right != 0) {
						index = node.m_right;
						continue;
					} else {
						node.m_right = RenderIndex(m_btree.size());
						m_btree.push_back(bnode());
						m_data.push_back(vertex);
						return RenderIndex(m_btree.size() - 1);
					}
				}

				return index;
			}
		}
	public:
		UniqueVertexBuffer (Vertices& data) :
			m_data(data), m_prev0(0), m_prev1(0), m_prev2(0)
		{
		}

		typedef typename Vertices::const_iterator iterator;

		iterator begin () const
		{
			return m_data.begin();
		}
		iterator end () const
		{
			return m_data.end();
		}

		std::size_t size () const
		{
			return m_data.size();
		}
		const Vertex* data () const
		{
			return &(*m_data.begin());
		}
		Vertex& operator[] (std::size_t index)
		{
			return m_data[index];
		}
		const Vertex& operator[] (std::size_t index) const
		{
			return m_data[index];
		}

		void clear ()
		{
			m_prev0 = 0;
			m_prev1 = 0;
			m_prev2 = 0;
			m_data.clear();
			m_btree.clear();
		}
		void reserve (std::size_t max_vertices)
		{
			m_data.reserve(max_vertices);
			m_btree.reserve(max_vertices);
		}
		/// \brief Returns the index of the element equal to \p vertex.
		RenderIndex insert (const Vertex& vertex)
		{
			if (m_data.empty()) {
				m_data.push_back(vertex);
				m_btree.push_back(bnode());
				return 0;
			}

			if (m_data[m_prev0] == vertex)
				return m_prev0;
			if (m_prev1 != m_prev0 && m_data[m_prev1] == vertex)
				return m_prev1;
			if (m_prev2 != m_prev0 && m_prev2 != m_prev1 && m_data[m_prev2] == vertex)
				return m_prev2;

			m_prev2 = m_prev1;
			m_prev1 = m_prev0;
			m_prev0 = find_or_insert(vertex);

			return m_prev0;
		}
};

/// \brief A 4-byte colour.
struct Colour4b
{
		unsigned char r, g, b, a;

		Colour4b ()
		{
		}

		Colour4b (unsigned char _r, unsigned char _g, unsigned char _b, unsigned char _a) :
			r(_r), g(_g), b(_b), a(_a)
		{
		}
};

inline bool operator< (const Colour4b& self, const Colour4b& other)
{
	if (self.r != other.r) {
		return self.r < other.r;
	}
	if (self.g != other.g) {
		return self.g < other.g;
	}
	if (self.b != other.b) {
		return self.b < other.b;
	}
	if (self.a != other.a) {
		return self.a < other.a;
	}
	return false;
}

inline bool operator== (const Colour4b& self, const Colour4b& other)
{
	return self.r == other.r && self.g == other.g && self.b == other.b && self.a == other.a;
}

inline bool operator!= (const Colour4b& self, const Colour4b& other)
{
	return !operator==(self, other);
}

/// \brief A 3-float vertex.
struct Vertex3f: public Vector3
{

		/** Default constructor.
		 */
		Vertex3f ()
		{
		}

		/** Construct a Vertex3f from 3 individual values
		 */
		Vertex3f (float _x, float _y, float _z) :
			Vector3(_x, _y, _z)
		{
		}

		/** Construct a Vertex3f from a 3-element array
		 */
		Vertex3f (const float* array) :
			Vector3(array)
		{
		}

};

inline bool operator< (const Vertex3f& self, const Vertex3f& other)
{
	if (self.x() != other.x()) {
		return self.x() < other.x();
	}
	if (self.y() != other.y()) {
		return self.y() < other.y();
	}
	if (self.z() != other.z()) {
		return self.z() < other.z();
	}
	return false;
}

inline bool operator== (const Vertex3f& self, const Vertex3f& other)
{
	return self.x() == other.x() && self.y() == other.y() && self.z() == other.z();
}

inline bool operator!= (const Vertex3f& self, const Vertex3f& other)
{
	return !operator==(self, other);
}

inline Vertex3f vertex3f_from_array (const float* array)
{
	return Vertex3f(array[0], array[1], array[2]);
}

inline float* vertex3f_to_array (Vertex3f& vertex)
{
	return reinterpret_cast<float*> (&vertex);
}

inline const float* vertex3f_to_array (const Vertex3f& vertex)
{
	return reinterpret_cast<const float*> (&vertex);
}

const Vertex3f vertex3f_identity(0, 0, 0);

inline Vertex3f vertex3f_for_vector3 (const Vector3& vector3)
{
	return Vertex3f(vector3.x(), vector3.y(), vector3.z());
}

inline const Vector3& vertex3f_to_vector3 (const Vertex3f& vertex)
{
	return vertex;
}

inline Vector3& vertex3f_to_vector3 (Vertex3f& vertex)
{
	return vertex;
}

/// \brief A 3-float normal.
struct Normal3f: public Vector3
{
		Normal3f ()
		{
		}

		/** Construct a Normal3f from 3 float
		 * values
		 */

		Normal3f (float _x, float _y, float _z) :
			Vector3(_x, _y, _z)
		{
		}

		// Static conversion from Vector3
		Normal3f (const Vector3& vec) :
			Vector3(vec)
		{
		}

		/** Construct a Normal3f from a 3-element array
		 */
		Normal3f (const float* array) :
			Vector3(array)
		{
		}

};

inline bool operator< (const Normal3f& self, const Normal3f& other)
{
	if (self.x() != other.x()) {
		return self.x() < other.x();
	}
	if (self.y() != other.y()) {
		return self.y() < other.y();
	}
	if (self.z() != other.z()) {
		return self.z() < other.z();
	}
	return false;
}

inline bool operator== (const Normal3f& self, const Normal3f& other)
{
	return self.x() == other.x() && self.y() == other.y() && self.z() == other.z();
}

inline bool operator!= (const Normal3f& self, const Normal3f& other)
{
	return !operator==(self, other);
}

inline Normal3f normal3f_from_array (const float* array)
{
	return Normal3f(array[0], array[1], array[2]);
}

inline float* normal3f_to_array (Normal3f& normal)
{
	return reinterpret_cast<float*> (&normal);
}

inline const float* normal3f_to_array (const Normal3f& normal)
{
	return reinterpret_cast<const float*> (&normal);
}

inline Normal3f normal3f_for_vector3 (const Vector3& vector3)
{
	return Normal3f(vector3.x(), vector3.y(), vector3.z());
}

inline const Vector3& normal3f_to_vector3 (const Normal3f& normal)
{
	return normal;
}

inline Vector3& normal3f_to_vector3 (Normal3f& normal)
{
	return normal;
}

/// \brief A 2-float texture-coordinate set.
struct TexCoord2f: public Vector2
{
		TexCoord2f ()
		{
		}

		/** Construct a TexCoord2f from 2 float values.
		 */

		TexCoord2f (float _s, float _t) :
			Vector2(_s, _t)
		{
		}

		/** Construct a TexCoord2f from a 2-element array.
		 */

		TexCoord2f (const float* array) :
			Vector2(array[0], array[1])
		{
		}

		float& s ()
		{
			return x();
		}
		const float& s () const
		{
			return x();
		}
		float& t ()
		{
			return y();
		}
		const float& t () const
		{
			return y();
		}
};

inline bool operator< (const TexCoord2f& self, const TexCoord2f& other)
{
	if (self.s() != other.s()) {
		return self.s() < other.s();
	}
	if (self.t() != other.t()) {
		return self.t() < other.t();
	}
	return false;
}

inline bool operator== (const TexCoord2f& self, const TexCoord2f& other)
{
	return self.s() == other.s() && self.t() == other.t();
}

inline bool operator!= (const TexCoord2f& self, const TexCoord2f& other)
{
	return !operator==(self, other);
}

inline float* texcoord2f_to_array (TexCoord2f& texcoord)
{
	return reinterpret_cast<float*> (&texcoord);
}

inline const float* texcoord2f_to_array (const TexCoord2f& texcoord)
{
	return reinterpret_cast<const float*> (&texcoord);
}

inline const TexCoord2f& texcoord2f_from_array (const float* array)
{
	return *reinterpret_cast<const TexCoord2f*> (array);
}

inline TexCoord2f texcoord2f_for_vector2 (const Vector2& vector2)
{
	return TexCoord2f(vector2.x(), vector2.y());
}

inline const Vector2& texcoord2f_to_vector2 (const TexCoord2f& vertex)
{
	return vertex;
}

inline Vector2& texcoord2f_to_vector2 (TexCoord2f& vertex)
{
	return vertex;
}

/// \brief Returns \p normal rescaled to be unit-length.
inline Normal3f normal3f_normalised (const Normal3f& normal)
{
	return normal3f_for_vector3(normal3f_to_vector3(normal).getNormalised());
}

enum UnitSphereOctant
{
	UNITSPHEREOCTANT_000 = 0 << 0 | 0 << 1 | 0 << 2,
	UNITSPHEREOCTANT_001 = 0 << 0 | 0 << 1 | 1 << 2,
	UNITSPHEREOCTANT_010 = 0 << 0 | 1 << 1 | 0 << 2,
	UNITSPHEREOCTANT_011 = 0 << 0 | 1 << 1 | 1 << 2,
	UNITSPHEREOCTANT_100 = 1 << 0 | 0 << 1 | 0 << 2,
	UNITSPHEREOCTANT_101 = 1 << 0 | 0 << 1 | 1 << 2,
	UNITSPHEREOCTANT_110 = 1 << 0 | 1 << 1 | 0 << 2,
	UNITSPHEREOCTANT_111 = 1 << 0 | 1 << 1 | 1 << 2
};

/// \brief Returns the octant for \p normal indicating the sign of the region of unit-sphere space it lies within.
inline UnitSphereOctant normal3f_classify_octant (const Normal3f& normal)
{
	return static_cast<UnitSphereOctant> (((normal.x() > 0) << 0) | ((normal.y() > 0) << 1) | ((normal.z() > 0) << 2));
}

/// \brief Returns \p normal with its components signs made positive based on \p octant.
inline Normal3f normal3f_fold_octant (const Normal3f& normal, UnitSphereOctant octant)
{
	switch (octant) {
	case UNITSPHEREOCTANT_000:
		return Normal3f(-normal.x(), -normal.y(), -normal.z());
	case UNITSPHEREOCTANT_001:
		return Normal3f(normal.x(), -normal.y(), -normal.z());
	case UNITSPHEREOCTANT_010:
		return Normal3f(-normal.x(), normal.y(), -normal.z());
	case UNITSPHEREOCTANT_011:
		return Normal3f(normal.x(), normal.y(), -normal.z());
	case UNITSPHEREOCTANT_100:
		return Normal3f(-normal.x(), -normal.y(), normal.z());
	case UNITSPHEREOCTANT_101:
		return Normal3f(normal.x(), -normal.y(), normal.z());
	case UNITSPHEREOCTANT_110:
		return Normal3f(-normal.x(), normal.y(), normal.z());
	case UNITSPHEREOCTANT_111:
		return Normal3f(normal.x(), normal.y(), normal.z());
	}
	return Normal3f();
}

/// \brief Reverses the effect of normal3f_fold_octant() on \p normal with \p octant.
/// \p normal must have been obtained with normal3f_fold_octant().
/// \p octant must have been obtained with normal3f_classify_octant().
inline Normal3f normal3f_unfold_octant (const Normal3f& normal, UnitSphereOctant octant)
{
	return normal3f_fold_octant(normal, octant);
}

enum UnitSphereSextant
{
	UNITSPHERESEXTANT_XYZ = 0,
	UNITSPHERESEXTANT_XZY = 1,
	UNITSPHERESEXTANT_YXZ = 2,
	UNITSPHERESEXTANT_YZX = 3,
	UNITSPHERESEXTANT_ZXY = 4,
	UNITSPHERESEXTANT_ZYX = 5
};

/// \brief Returns the sextant for \p normal indicating how to sort its components so that x > y > z.
/// All components of \p normal must be positive.
/// \p normal must be normalised.
inline UnitSphereSextant normal3f_classify_sextant (const Normal3f& normal)
{
	return normal.x() >= normal.y() ? normal.x() >= normal.z() ? normal.y() >= normal.z() ? UNITSPHERESEXTANT_XYZ
			: UNITSPHERESEXTANT_XZY : UNITSPHERESEXTANT_ZXY
			: normal.y() >= normal.z() ? normal.x() >= normal.z() ? UNITSPHERESEXTANT_YXZ : UNITSPHERESEXTANT_YZX
					: UNITSPHERESEXTANT_ZYX;
}

/// \brief Returns \p normal with its components sorted so that x > y > z based on \p sextant.
/// All components of \p normal must be positive.
/// \p normal must be normalised.
inline Normal3f normal3f_fold_sextant (const Normal3f& normal, UnitSphereSextant sextant)
{
	switch (sextant) {
	case UNITSPHERESEXTANT_XYZ:
		return Normal3f(normal.x(), normal.y(), normal.z());
	case UNITSPHERESEXTANT_XZY:
		return Normal3f(normal.x(), normal.z(), normal.y());
	case UNITSPHERESEXTANT_YXZ:
		return Normal3f(normal.y(), normal.x(), normal.z());
	case UNITSPHERESEXTANT_YZX:
		return Normal3f(normal.y(), normal.z(), normal.x());
	case UNITSPHERESEXTANT_ZXY:
		return Normal3f(normal.z(), normal.x(), normal.y());
	case UNITSPHERESEXTANT_ZYX:
		return Normal3f(normal.z(), normal.y(), normal.x());
	}
	return Normal3f();
}

/// \brief Reverses the effect of normal3f_fold_sextant() on \p normal with \p sextant.
/// \p normal must have been obtained with normal3f_fold_sextant().
/// \p sextant must have been obtained with normal3f_classify_sextant().
inline Normal3f normal3f_unfold_sextant (const Normal3f& normal, UnitSphereSextant sextant)
{
	return normal3f_fold_sextant(normal, sextant);
}

const std::size_t c_quantise_normal = 1 << 6;

/// \brief All the components of \p folded must be positive and sorted so that x > y > z.
inline Normal3f normal3f_folded_quantised (const Normal3f& folded)
{
	// compress
	double scale = static_cast<float> (c_quantise_normal) / (folded.x() + folded.y() + folded.z());
	unsigned int zbits = static_cast<unsigned int> (folded.z() * scale);
	unsigned int ybits = static_cast<unsigned int> (folded.y() * scale);

	// decompress
	return normal3f_normalised(Normal3f(static_cast<float> (c_quantise_normal - zbits - ybits),
			static_cast<float> (ybits), static_cast<float> (zbits)));
}

/// \brief Returns \p normal quantised by compressing and then decompressing its representation.
inline Normal3f normal3f_quantised_custom (const Normal3f& normal)
{
	UnitSphereOctant octant = normal3f_classify_octant(normal);
	Normal3f folded = normal3f_fold_octant(normal, octant);
	UnitSphereSextant sextant = normal3f_classify_sextant(folded);
	folded = normal3f_fold_sextant(folded, sextant);
	return normal3f_unfold_octant(normal3f_unfold_sextant(normal3f_folded_quantised(folded), sextant), octant);
}

struct spherical_t
{
		double longditude, latitude;

		spherical_t (double _longditude, double _latitude) :
			longditude(_longditude), latitude(_latitude)
		{
		}
};

/*
 {
 theta = 2pi * U;
 phi = acos((2 * V) - 1);

 U = theta / 2pi;
 V = (cos(phi) + 1) / 2;
 }

 longitude = atan(y / x);
 latitude = acos(z);
 */
struct uniformspherical_t
{
		double U, V;

		uniformspherical_t (double U_, double V_) :
			U(U_), V(V_)
		{
		}
};

inline spherical_t spherical_from_normal3f (const Normal3f& normal)
{
	return spherical_t(normal.x() == 0 ? c_pi / 2 : normal.x() > 0 ? atan(normal.y() / normal.x()) : atan(normal.y()
			/ normal.x()) + c_pi, acos(normal.z()));
}

inline Normal3f normal3f_from_spherical (const spherical_t& spherical)
{
	return Normal3f(static_cast<float> (cos(spherical.longditude) * sin(spherical.latitude)), static_cast<float> (sin(
			spherical.longditude) * sin(spherical.latitude)), static_cast<float> (cos(spherical.latitude)));
}

inline uniformspherical_t uniformspherical_from_spherical (const spherical_t& spherical)
{
	return uniformspherical_t(spherical.longditude * c_inv_2pi, (cos(spherical.latitude) + 1) * 0.5);
}

inline spherical_t spherical_from_uniformspherical (const uniformspherical_t& uniformspherical)
{
	return spherical_t(c_2pi * uniformspherical.U, acos((2 * uniformspherical.V) - 1));
}

inline uniformspherical_t uniformspherical_from_normal3f (const Normal3f& normal)
{
	return uniformspherical_from_spherical(spherical_from_normal3f(normal));
	//return uniformspherical_t(atan2(normal.y / normal.x) * c_inv_2pi, (normal.z + 1) * 0.5);
}

inline Normal3f normal3f_from_uniformspherical (const uniformspherical_t& uniformspherical)
{
	return normal3f_from_spherical(spherical_from_uniformspherical(uniformspherical));
}

/// \brief Returns a single-precision \p component quantised to \p precision.
inline float float_quantise (float component, float precision)
{
	return float_snapped(component, precision);
}

/// \brief Returns a double-precision \p component quantised to \p precision.
inline double double_quantise (double component, double precision)
{
	return float_snapped(component, precision);
}

inline spherical_t spherical_quantised (const spherical_t& spherical, float snap)
{
	return spherical_t(double_quantise(spherical.longditude, snap), double_quantise(spherical.latitude, snap));
}

inline uniformspherical_t uniformspherical_quantised (const uniformspherical_t& uniformspherical, float snap)
{
	return uniformspherical_t(double_quantise(uniformspherical.U, snap), double_quantise(uniformspherical.V, snap));
}

/// \brief Returns a \p vertex quantised to \p precision.
inline Vertex3f vertex3f_quantised (const Vertex3f& vertex, float precision)
{
	return Vertex3f(float_quantise(vertex.x(), precision), float_quantise(vertex.y(), precision), float_quantise(
			vertex.z(), precision));
}

/// \brief Returns a \p normal quantised to a fixed precision.
inline Normal3f normal3f_quantised (const Normal3f& normal)
{
	return normal3f_quantised_custom(normal);
	//return normal3f_from_spherical(spherical_quantised(spherical_from_normal3f(normal), snap));
	//return normal3f_from_uniformspherical(uniformspherical_quantised(uniformspherical_from_normal3f(normal), snap));
	//  float_quantise(normal.x, snap), float_quantise(normal.y, snap), float_quantise(normal.y, snap));
}

/// \brief Returns a \p texcoord quantised to \p precision.
inline TexCoord2f texcoord2f_quantised (const TexCoord2f& texcoord, float precision)
{
	return TexCoord2f(float_quantise(texcoord.s(), precision), float_quantise(texcoord.t(), precision));
}

/// \brief Standard vertex type for lines and points.
class PointVertex
{
	public:
		Colour4b colour;
		Vertex3f vertex;

		PointVertex ()
		{
		}
		PointVertex (Vertex3f _vertex) :
			colour(Colour4b(255, 255, 255, 255)), vertex(_vertex)
		{
		}
		PointVertex (Vertex3f _vertex, Colour4b _colour) :
			colour(_colour), vertex(_vertex)
		{
		}

		// greebo: Construct a PointVertex out of a Vector3 and a colour
		PointVertex(const DoubleVector3& point, const Colour4b& _colour) {
			vertex = Vertex3f(
				static_cast<float>(point.x()),
				static_cast<float>(point.y()),
				static_cast<float>(point.z())
			);

			colour = _colour;
		}

		// greebo: Same as above, but with a Vector3 as <point> argument
		PointVertex(const Vector3& point, const Colour4b& _colour) {
			vertex = Vertex3f(point);
			colour = _colour;
		}

		bool operator< (const PointVertex& other) const {
			if (vertex != other.vertex) {
				return vertex < other.vertex;
			}

			if (colour != other.colour) {
				return colour < other.colour;
			}

			return false;
		}

		bool operator== (const PointVertex& other) const {
			return colour == other.colour && vertex == other.vertex;
		}

		bool operator!= (const PointVertex& other) const {
			return !(*this == other);
		}
};

/// \brief Standard vertex type for lit/textured meshes.
struct ArbitraryMeshVertex
{
		TexCoord2f texcoord;
		Normal3f normal;
		Vertex3f vertex;
		Normal3f tangent;
		Normal3f bitangent;

		ArbitraryMeshVertex () :
			tangent(0, 0, 0), bitangent(0, 0, 0)
		{
		}
		ArbitraryMeshVertex (Vertex3f _vertex, Normal3f _normal, TexCoord2f _texcoord) :
			texcoord(_texcoord), normal(_normal), vertex(_vertex), tangent(0, 0, 0), bitangent(0, 0, 0)
		{
		}
};

inline bool operator< (const ArbitraryMeshVertex& self, const ArbitraryMeshVertex& other)
{
	if (self.texcoord != other.texcoord) {
		return self.texcoord < other.texcoord;
	}
	if (self.normal != other.normal) {
		return self.normal < other.normal;
	}
	if (self.vertex != other.vertex) {
		return self.vertex < other.vertex;
	}
	return false;
}

inline bool operator== (const ArbitraryMeshVertex& self, const ArbitraryMeshVertex& other)
{
	return self.texcoord == other.texcoord && self.normal == other.normal && self.vertex == other.vertex;
}

inline bool operator!= (const ArbitraryMeshVertex& self, const ArbitraryMeshVertex& other)
{
	return !operator==(self, other);
}

const float c_quantise_vertex = 1.f / static_cast<float> (1 << 3);

/// \brief Returns \p v with vertex quantised to a fixed precision.
inline PointVertex pointvertex_quantised (const PointVertex& v)
{
	return PointVertex(vertex3f_quantised(v.vertex, c_quantise_vertex), v.colour);
}

const float c_quantise_texcoord = 1.f / static_cast<float> (1 << 8);

/// \brief Returns \p v with vertex, normal and texcoord quantised to a fixed precision.
inline ArbitraryMeshVertex arbitrarymeshvertex_quantised (const ArbitraryMeshVertex& v)
{
	return ArbitraryMeshVertex(vertex3f_quantised(v.vertex, c_quantise_vertex), normal3f_quantised(v.normal),
			texcoord2f_quantised(v.texcoord, c_quantise_texcoord));
}

/// \brief Sets up the OpenGL colour and vertex arrays for \p array.
inline void pointvertex_gl_array (const PointVertex* array)
{
	glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(PointVertex), &array->colour);
	glVertexPointer(3, GL_FLOAT, sizeof(PointVertex), &array->vertex);
}

class RenderablePointArray: public OpenGLRenderable
{
		const Array<PointVertex>& m_array;
		const GLenum m_mode;
	public:
		RenderablePointArray (const Array<PointVertex>& array, GLenum mode) :
			m_array(array), m_mode(mode)
		{
		}
		void render (RenderStateFlags state) const
		{
#define NV_DRIVER_BUG 1
#if NV_DRIVER_BUG
			glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0);
			glVertexPointer(3, GL_FLOAT, 0, 0);
			glDrawArrays(GL_TRIANGLE_FAN, 0, 0);
#endif
			pointvertex_gl_array(m_array.data());
			glDrawArrays(m_mode, 0, GLsizei(m_array.size()));
		}
};

class RenderablePointVector: public OpenGLRenderable
{
		std::vector<PointVertex> m_vector;
		const GLenum m_mode;
	public:
		RenderablePointVector (GLenum mode) :
			m_mode(mode)
		{
		}

		void render (RenderStateFlags state) const
		{
			pointvertex_gl_array(&m_vector.front());
			glDrawArrays(m_mode, 0, GLsizei(m_vector.size()));
		}

		std::size_t size () const
		{
			return m_vector.size();
		}
		bool empty () const
		{
			return m_vector.empty();
		}
		void clear ()
		{
			m_vector.clear();
		}
		void reserve (std::size_t size)
		{
			m_vector.reserve(size);
		}
		void push_back (const PointVertex& point)
		{
			m_vector.push_back(point);
		}
};

class RenderableVertexBuffer: public OpenGLRenderable
{
		const GLenum m_mode;
		const VertexBuffer<PointVertex>& m_vertices;
	public:
		RenderableVertexBuffer (GLenum mode, const VertexBuffer<PointVertex>& vertices) :
			m_mode(mode), m_vertices(vertices)
		{
		}

		void render (RenderStateFlags state) const
		{
			pointvertex_gl_array(m_vertices.data());
			glDrawArrays(m_mode, 0, m_vertices.size());
		}
};

class RenderableIndexBuffer: public OpenGLRenderable
{
		const GLenum m_mode;
		const IndexBuffer& m_indices;
		const VertexBuffer<PointVertex>& m_vertices;
	public:
		RenderableIndexBuffer (GLenum mode, const IndexBuffer& indices, const VertexBuffer<PointVertex>& vertices) :
			m_mode(mode), m_indices(indices), m_vertices(vertices)
		{
		}

		void render (RenderStateFlags state) const
		{
#if 1
			pointvertex_gl_array(m_vertices.data());
			glDrawElements(m_mode, GLsizei(m_indices.size()), RenderIndexTypeID, m_indices.data());
#else
			glBegin(m_mode);
			if(state & RENDER_COLOURARRAY != 0)
			{
				for(std::size_t i = 0; i < m_indices.size(); ++i)
				{
					glColor4ubv(&m_vertices[m_indices[i]].colour.r);
					glVertex3fv(&m_vertices[m_indices[i]].vertex.x);
				}
			}
			else
			{
				for(std::size_t i = 0; i < m_indices.size(); ++i)
				{
					glVertex3fv(&m_vertices[m_indices[i]].vertex.x);
				}
			}
			glEnd();
#endif
		}
};

class RemapXYZ
{
	public:
		static void set (Vertex3f& vertex, float x, float y, float z)
		{
			vertex.x() = x;
			vertex.y() = y;
			vertex.z() = z;
		}
};

class RemapYZX
{
	public:
		static void set (Vertex3f& vertex, float x, float y, float z)
		{
			vertex.x() = z;
			vertex.y() = x;
			vertex.z() = y;
		}
};

class RemapZXY
{
	public:
		static void set (Vertex3f& vertex, float x, float y, float z)
		{
			vertex.x() = y;
			vertex.y() = z;
			vertex.z() = x;
		}
};

template<typename remap_policy>
inline void draw_circle (const std::size_t segments, const float radius, PointVertex* vertices, remap_policy remap)
{
	const double increment = c_pi / double(segments << 2);

	std::size_t count = 0;
	float x = radius;
	float y = 0;
	while (count < segments) {
		PointVertex* i = vertices + count;
		PointVertex* j = vertices + ((segments << 1) - (count + 1));

		PointVertex* k = i + (segments << 1);
		PointVertex* l = j + (segments << 1);

		PointVertex* m = i + (segments << 2);
		PointVertex* n = j + (segments << 2);
		PointVertex* o = k + (segments << 2);
		PointVertex* p = l + (segments << 2);

		remap_policy::set(i->vertex, x, -y, 0);
		remap_policy::set(k->vertex, -y, -x, 0);
		remap_policy::set(m->vertex, -x, y, 0);
		remap_policy::set(o->vertex, y, x, 0);

		++count;

		{
			const double theta = increment * count;
			x = static_cast<float> (radius * cos(theta));
			y = static_cast<float> (radius * sin(theta));
		}

		remap_policy::set(j->vertex, y, -x, 0);
		remap_policy::set(l->vertex, -x, -y, 0);
		remap_policy::set(n->vertex, -y, x, 0);
		remap_policy::set(p->vertex, x, y, 0);
	}
}

#if 0
class PointVertexArrayIterator
{
	PointVertex* m_point;
	public:
	PointVertexArrayIterator(PointVertex* point)
	: m_point(point)
	{
	}
	PointVertexArrayIterator& operator++()
	{
		++m_point;
		return *this;
	}
	PointVertexArrayIterator operator++(int)
	{
		PointVertexArrayIterator tmp(*this);
		++m_point;
		return tmp;
	}
	Vertex3f& operator*()
	{
		return m_point.vertex;
	}
	Vertex3f* operator->()
	{
		return &(operator*());
	}
}

template<typename remap_policy, typename iterator_type
inline void draw_circle(const std::size_t segments, const float radius, iterator_type start, remap_policy remap)
{
	const float increment = c_pi / (double)(segments << 2);

	std::size_t count = 0;
	iterator_type pxpy(start);
	iterator_type pypx(pxpy + (segments << 1));
	iterator_type pynx(pxpy + (segments << 1));
	iterator_type nxpy(pypx + (segments << 1));
	iterator_type nxny(pypx + (segments << 1));
	iterator_type nynx(nxpy + (segments << 1));
	iterator_type nypx(nxpy + (segments << 1));
	iterator_type pxny(start);
	while(count < segments)
	{
		const float theta = increment * count;
		const float x = radius * cos(theta);
		const float y = radius * sin(theta);

		remap_policy::set((*pxpy), x, y, 0);
		remap_policy::set((*pxny), x,-y, 0);
		remap_policy::set((*nxpy),-x, y, 0);
		remap_policy::set((*nxny),-x,-y, 0);

		remap_policy::set((*pypx), y, x, 0);
		remap_policy::set((*pynx), y,-x, 0);
		remap_policy::set((*nypx),-y, x, 0);
		remap_policy::set((*nynx),-y,-x, 0);
	}
}

template<typename remap_policy, typename iterator_type
inline void draw_semicircle(const std::size_t segments, const float radius, iterator_type start, remap_policy remap)
{
	const float increment = c_pi / (double)(segments << 2);

	std::size_t count = 0;
	iterator_type pxpy(start);
	iterator_type pypx(pxpy + (segments << 1));
	iterator_type pynx(pxpy + (segments << 1));
	iterator_type nxpy(pypx + (segments << 1));
	iterator_type nxny(pypx + (segments << 1));
	iterator_type nynx(nxpy + (segments << 1));
	iterator_type nypx(nxpy + (segments << 1));
	iterator_type pxny(start);
	while(count < segments)
	{
		const float theta = increment * count;
		const float x = radius * cos(theta);
		const float y = radius * sin(theta);

		remap_policy::set((*pxpy), x, y, 0);
		remap_policy::set((*pxny), x,-y, 0);
		remap_policy::set((*nxpy),-x, y, 0);
		remap_policy::set((*nxny),-x,-y, 0);

		//remap_policy::set((*pypx), y, x, 0);
		//remap_policy::set((*pynx), y,-x, 0);
		//remap_policy::set((*nypx),-y, x, 0);
		//remap_policy::set((*nynx),-y,-x, 0);
	}
}

#endif

inline void draw_quad (const float radius, PointVertex* quad)
{
	(*quad++).vertex = Vertex3f(-radius, radius, 0);
	(*quad++).vertex = Vertex3f(radius, radius, 0);
	(*quad++).vertex = Vertex3f(radius, -radius, 0);
	(*quad++).vertex = Vertex3f(-radius, -radius, 0);
}

inline void draw_cube (const float radius, PointVertex* cube)
{
	(*cube++).vertex = Vertex3f(-radius, -radius, -radius);
	(*cube++).vertex = Vertex3f(radius, -radius, -radius);
	(*cube++).vertex = Vertex3f(-radius, radius, -radius);
	(*cube++).vertex = Vertex3f(radius, radius, -radius);
	(*cube++).vertex = Vertex3f(-radius, -radius, radius);
	(*cube++).vertex = Vertex3f(radius, -radius, radius);
	(*cube++).vertex = Vertex3f(-radius, radius, radius);
	(*cube++).vertex = Vertex3f(radius, radius, radius);
}

/// \brief Calculates the tangent vectors for a triangle \p a, \p b, \p c and stores the tangent in \p s and the bitangent in \p t.
inline void ArbitraryMeshTriangle_calcTangents (const ArbitraryMeshVertex& a, const ArbitraryMeshVertex& b,
		const ArbitraryMeshVertex& c, Vector3& s, Vector3& t)
{
	s = Vector3(0, 0, 0);
	t = Vector3(0, 0, 0);
	Vector3 aVec, bVec, cVec;
	{
		aVec = Vector3(a.vertex.x(), a.texcoord.s(), a.texcoord.t());
		bVec = Vector3(b.vertex.x(), b.texcoord.s(), b.texcoord.t());
		cVec = Vector3(c.vertex.x(), c.texcoord.s(), c.texcoord.t());
		Vector3 cross((bVec - aVec).crossProduct(cVec - aVec));

		if (fabs(cross.x()) > 0.000001f) {
			s.x() = -cross.y() / cross.x();
		}

		if (fabs(cross.x()) > 0.000001f) {
			t.x() = -cross.z() / cross.x();
		}
	}

	{
		aVec = Vector3(a.vertex.y(), a.texcoord.s(), a.texcoord.t());
		bVec = Vector3(b.vertex.y(), b.texcoord.s(), b.texcoord.t());
		cVec = Vector3(c.vertex.y(), c.texcoord.s(), c.texcoord.t());
		Vector3 cross((bVec - aVec).crossProduct(cVec - aVec));

		if (fabs(cross.x()) > 0.000001f) {
			s.y() = -cross.y() / cross.x();
		}

		if (fabs(cross.x()) > 0.000001f) {
			t.y() = -cross.z() / cross.x();
		}
	}

	{
		aVec = Vector3(a.vertex.z(), a.texcoord.s(), a.texcoord.t());
		bVec = Vector3(b.vertex.z(), b.texcoord.s(), b.texcoord.t());
		cVec = Vector3(c.vertex.z(), c.texcoord.s(), c.texcoord.t());
		Vector3 cross((bVec - aVec).crossProduct(cVec - aVec));

		if (fabs(cross.x()) > 0.000001f) {
			s.z() = -cross.y() / cross.x();
		}

		if (fabs(cross.x()) > 0.000001f) {
			t.z() = -cross.z() / cross.x();
		}
	}
}

inline void ArbitraryMeshTriangle_sumTangents (ArbitraryMeshVertex& a, ArbitraryMeshVertex& b, ArbitraryMeshVertex& c)
{
	Vector3 s, t;

	ArbitraryMeshTriangle_calcTangents(a, b, c, s, t);

	reinterpret_cast<Vector3&> (a.tangent) += s;
	reinterpret_cast<Vector3&> (b.tangent) += s;
	reinterpret_cast<Vector3&> (c.tangent) += s;

	reinterpret_cast<Vector3&> (a.bitangent) += t;
	reinterpret_cast<Vector3&> (b.bitangent) += t;
	reinterpret_cast<Vector3&> (c.bitangent) += t;
}

#endif
