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#pragma once

#include <GL/glew.h>
#include <glm/detail/type_mat.hpp>
#include <glm/vec2.hpp>
#include <glm/detail/type_mat4x4.hpp>
#include <glm/gtx/transform.hpp>
#include <easylogging++.h>

#include <core/AssetManager.hpp>
#include <world/Section.hpp>
#include <world/World.hpp>

class RenderState {
	GLuint ActiveVao;
	GLuint ActiveShader;
public:
	void SetActiveVao(GLuint Vao);
	void SetActiveShader(GLuint Shader);
};

class RenderSection {
	Vector sectionPosition;
	World *world;
	GLuint Vao, VboTextures, VboModels, VboColors;
	std::vector<glm::mat4> models;
	std::vector<glm::vec4> textures;
	std::vector<glm::vec3> colors;

	static GLuint VboVertices, VboUvs;
	static std::map<GLuint, int> refCounterVbo;
	static std::map<GLuint, int> refCounterVao;

	size_t numOfFaces = 0;

    bool isEnabled = true;

    size_t hash = 0;
public:
	RenderSection(World *world, Vector position);
	RenderSection(const RenderSection &other);
	~RenderSection();

	void UpdateState(const std::map<BlockTextureId, glm::vec4> &textureAtlas);
	void Render(RenderState &state);

    void SetEnabled(bool isEnabled);

	Section *GetSection();

    bool IsNeedUpdate();
};