/*
 *  Copyright (c) 2000-2022 Inria
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 *
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 *  modification, are permitted provided that the following conditions are met:
 *
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 *  this list of conditions and the following disclaimer.
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 *  and/or other materials provided with the distribution.
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 *  contributors may be used to endorse or promote products derived from this
 *  software without specific prior written permission.
 *
 *  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 *  AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 *  IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 *  ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
 *  LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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 *  ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 *  POSSIBILITY OF SUCH DAMAGE.
 *
 *  Contact: Bruno Levy
 *
 *     https://www.inria.fr/fr/bruno-levy
 *
 *     Inria,
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 */

#ifndef GEOGRAM_GFX_MESH_GFX
#define GEOGRAM_GFX_MESH_GFX

#include <geogram_gfx/basic/common.h>
#include <geogram_gfx/GLUP/GLUP.h>
#include <geogram_gfx/GLUP/GLUP_private.h>
#include <geogram/mesh/mesh.h>

/**
 * \file geogram_gfx/mesh/mesh_gfx.h
 * \brief A class to display a mesh using OpenGL/GLUP.
 */

namespace GEO {

    class MeshGfxImpl;

    /**
     * \brief Draws a mesh using OpenGL.
     */
    class GEOGRAM_GFX_API MeshGfx {
    public:

    /**
     * \brief MeshGfx constructor.
     */
    MeshGfx();

    /**
     * \brief MeshGfx destructor.
     */
    ~MeshGfx();

    /**
     * \brief Forbids MeshGfx copy..
     */
    MeshGfx(const MeshGfx& rhs) = delete;

    /**
     * \brief Forbids MeshGfx copy..
     */
    MeshGfx& operator=(const MeshGfx& rhs) = delete;

    /**
     * \brief Draws the vertices of the mesh.
     * \details If a vertices selection is set, only the
     *  vertices in the selection are drawn
     * \see set_vertices_selection()
     */
    void draw_vertices();

    /**
     * \brief Draws the edges of the mesh.
     */
    void draw_edges();

    /**
     * \brief Draws the surfacic part of the mesh.
     */
    void draw_surface();

    /**
     * \brief Draws the borders of the surfacic
     *  part of the mesh.
     */
    void draw_surface_borders();

    /**
     * \brief Draws the volumetric part of the mesh.
     */
    void draw_volume();

    /**
     * \brief Gets the mesh visibility flag.
     * \details The mesh visibility flags specifies
     *  whether mesh edges should be drawn. The used
     *  color can be specified by set_mesh_color()
     * \retval true if mesh edges should be displayed
     * \retval false otherwise
     */
    bool get_show_mesh() const {
        return show_mesh_;
    }

    /**
     * \brief Sets the mesh visibility flag.
     * \param[in] x the new value of the mesh visibility flag.
     * \details The mesh visibility flags specifies
     *  whether mesh edges should be drawn. The used
     *  color can be specified by set_mesh_color()
     */
    void set_show_mesh(bool x) {
        show_mesh_ = x;
    }

    /**
     * \brief Gets the mesh width
     * \details The mesh width is taken into account
     *   when the mesh visibility flag is set
     *   (by set_show_mesh()), when drawing facets
     *   and cells.
     * \return the mesh width
     */
    index_t get_mesh_width() const {
        return mesh_width_;
    }

    /**
     * \brief Sets the mesh width
     * \details The mesh width is taken into account
     *   when the mesh visibility flag is set
     *   (by set_show_mesh()), when drawing facets
     *   and cells.
     * \param[in] x the mesh width (minimum is 1)
     */
    void set_mesh_width(index_t x) {
        mesh_width_ = x;
    }

    /**
     * \brief Gets the mesh border width
     * \details The mesh border width is the one used
     *   by draw_surface_borders()
     * \return the mesh border width
     */
    index_t get_mesh_border_width() const {
        return mesh_border_width_;
    }

    /**
     * \brief Sets the mesh border width
     * \details The mesh border width is the one used
     *   by draw_surface_borders()
     * \param[in] x the mesh width (minimum is 1)
     */
    void set_mesh_border_width(index_t x) {
        mesh_border_width_ = x;
    }

    /**
     * \brief Gets the cells shrink coefficient.
     * \details The cells shrink coefficient is used
     *  to display cells slighly smaller than what they are.
     *  Cells shrinking is only supported in GLSL mode.
     * \return the cells shrink coefficient, betwe 0.0 (no shrink)
     *  and 1.0 (full shrink)
     */
    double get_shrink() const {
        return shrink_;
    }

    /**
     * \brief Sets the cells shrink coefficient.
     * \details The cells shrink coefficient is used
     *  to display cells slighly smaller than what they are.
     *  Cells shrinking is only supported in GLSL mode.
     * \param[in] x the cells shrink coefficient, betwe 0.0 (no shrink)
     *  and 1.0 (full shrink)
     */
    void set_shrink(double x) {
        shrink_ = x;
        if(shrink_ < 0.0) {
            shrink_ = 0.0;
        } else if(shrink_ > 1.0) {
            shrink_ = 1.0;
        }
    }


    /**
     * \brief Gets the animate flag
     * \details When animate mode is activated and the
     *  mesh has 6d vertices, then an animation is displayed.
     *  The first three coordinates correspond to the vertex
     *  position at initial time (t=0). The last three coordinates
     *  correspond to the vertex position at final time (t=1).
     * \retval true if animation is used
     * \retval false otherwise
     * \see get_time(), set_time()
     */
    bool get_animate() const {
        return animate_;
    }

    /**
     * \brief Gets the animate flag
     * \details When animate mode is activated and the
     *  mesh has 6d vertices, then an animation is displayed.
     *  The first three coordinates correspond to the vertex
     *  position at initial time (t=0). The last three coordinates
     *  correspond to the vertex position at final time (t=1).
     * \param[in] x true if animation should be used, false otherwise
     * \see get_time(), set_time()
     */
    void set_animate(bool x) {
        animate_ = x;
    }

    /**
     * \brief Gets the time of the animation.
     * \details Used if animate mode is set.
     * \return the time of the animation, betwe 0.0 (initial)
     *  and 1.0 (final)
     * \see get_animate(), set_animate()
     */
    double get_time() const {
        return time_;
    }

    /**
     * \brief Gets the time of the animation.
     * \details Used if animate mode is set.
     * \param[in] x the time of the animation, betwe 0.0 (initial)
     *  and 1.0 (final)
     * \see get_animate(), set_animate()
     */
    void set_time(double x) {
        time_ = x;
        if(time_ < 0.0) {
            time_ = 0.0;
        } else if(time_ > 1.0) {
            time_ = 1.0;
        }
    }

    /**
     * \brief Gets the cell visibility flag.
     * \details It is possible to specify cell visibility
     *  flags for each individual cell type.
     * \param[in] type one of MESH_TET, MESH_HEX, MESH_PRISM, MESH_PYRAMID
     * \retval true if the cells of \p type should be displayed
     * \retval false otherwise
     */
    bool get_draw_cells(MeshCellType type) const {
        return draw_cells_[type];
    }


    /**
     * \brief Sets the cell visibility flag.
     * \details It is possible to specify cell visibility
     *  flags for each individual cell type.
     * \param[in] type one of MESH_TET, MESH_HEX, MESH_PRISM, MESH_PYRAMID
     * \param[in] x true if mesh cells of type \p type should be displayed,
     *  false otherwise.
     */
    void set_draw_cells(MeshCellType type, bool x) {
        draw_cells_[type] = x;
    }

    /**
     * \brief Sets the points color
     * \details Specifies the color used to display points
     * \param[in] r , g , b , a the components of the points color,
     *  in (0.0 .. 1.0)
     * \see draw_points()
     */
    void set_points_color(float r, float g, float b, float a=1.0f) {
        points_color_[0] = r;
        points_color_[1] = g;
        points_color_[2] = b;
        points_color_[3] = a;
    }

    /**
     * \brief Gets the points color
     * \param[out] r , g , b , a the components of the points color,
     *  in (0.0 .. 1.0)
     * \see draw_points()
     */
    void get_points_color(float& r, float& g, float& b, float& a) const {
        r = points_color_[0];
        g = points_color_[1];
        b = points_color_[2];
        a = points_color_[3];
    }

    /**
     * \brief Sets the point size
     * \param[in] x the point size (minimum 1)
     * \see draw_points()
     */
    void set_points_size(float x) {
        points_size_ = x;
    }

    /**
     * \brief Gets the point size
     * \return the point size
     * \see draw_points()
     */
    float get_points_size() const {
        return points_size_;
    }

    /**
     * \brief Sets the mesh color
     * \details Specifies the mesh color to be used if
     *  mesh edges should be displayed.
     * \param[in] r , g , b , a the components of the mesh color,
     *  in (0.0 .. 1.0)
     * \see set_show_mesh(), draw_surface(), draw_volume()
     */
    void set_mesh_color(float r, float g, float b, float a=1.0f) {
        mesh_color_[0] = r;
        mesh_color_[1] = g;
        mesh_color_[2] = b;
        mesh_color_[3] = a;
    }

    /**
     * \brief Gets the mesh color
     * \param[out] r , g , b , a the components of the mesh color,
     *  in (0.0 .. 1.0)
     * \see set_show_mesh(), draw_surface(), draw_volume()
     */
    void get_mesh_color(float& r, float& g, float& b, float& a) const {
        r = mesh_color_[0];
        g = mesh_color_[1];
        b = mesh_color_[2];
        a = mesh_color_[3];
    }

    /**
     * \brief Sets the surface color
     * \details Specifies the color used to display the
     *  surfacic part of the mesh. It specifies the color
     *  of both frontfacing and backfacing faces.
     * \param[in] r , g , b , a the components of the surface color,
     *  in (0.0 .. 1.0)
     * \see draw_surface(), set_backface_surface_color()
     */
    void set_surface_color(float r, float g, float b, float a=1.0f) {
        surface_color_[0] = r;
        surface_color_[1] = g;
        surface_color_[2] = b;
        surface_color_[3] = a;
        backface_surface_color_[0] = r;
        backface_surface_color_[1] = g;
        backface_surface_color_[2] = b;
        backface_surface_color_[3] = a;
    }

    /**
     * \brief Gets the surface color
     * \param[out] r , g , b , a the components of the surface color,
     *  in (0.0 .. 1.0)
     * \see draw_surface()
     */
    void get_surface_color(float& r, float& g, float& b, float& a) const {
        r = surface_color_[0];
        g = surface_color_[1];
        b = surface_color_[2];
        a = surface_color_[3];
    }

    /**
     * \brief Sets the surface color for backfacing faces.
     * \details Specifies the color used to display the
     *  backfaces of the surfacic part of the mesh.
     * \param[in] r , g , b , a the components of the surface color,
     *  in (0.0 .. 1.0)
     * \see set_show_mesh(), draw_surface(), draw_volume()
     */
    void set_backface_surface_color(
        float r, float g, float b, float a=1.0f
    ) {
        backface_surface_color_[0] = r;
        backface_surface_color_[1] = g;
        backface_surface_color_[2] = b;
        backface_surface_color_[3] = a;
    }

    /**
     * \brief Sets the color used to display mesh cells.
     * \param[in] r , g , b , a the components of the cells color,
     *  in (0.0 .. 1.0)
     * \see set_cells_colors_by_type(), draw_volume()
     */
    void set_cells_color(float r, float g, float b, float a=1.0f) {
        for(index_t i=0; i<MESH_NB_CELL_TYPES; ++i) {
            cells_color_[i][0] = r;
            cells_color_[i][1] = g;
            cells_color_[i][2] = b;
            cells_color_[i][3] = a;
        }
    }

    /**
     * \brief Gets the cells color
     * \param[out] r , g , b , a the components of the cells color,
     *  in (0.0 .. 1.0)
     * \see set_cells_colors_by_type(), draw_volume()
     */
    void get_cells_color(float& r, float& g, float& b, float& a) const {
        r = cells_color_[0][0];
        g = cells_color_[0][1];
        b = cells_color_[0][2];
        a = cells_color_[0][3];
    }

    /**
     * \brief Sets a different color for each mesh cell type
     * \details it uses the following colors:
     *  - tets: red
     *  - hexes: white
     *  - prisms: green
     *  - pyramids: blue
     * \see set_cells_color(), draw_volume()
     */
    void set_cells_colors_by_type() {
        cells_colors_by_type_ = true;
        set_cells_color(MESH_TET,       1.0f, 0.0f, 0.0f);
        set_cells_color(MESH_HEX,       0.9f, 0.9f, 0.9f);
        set_cells_color(MESH_PRISM,     0.0f, 1.0f, 0.0f);
        set_cells_color(MESH_PYRAMID,   0.0f, 0.0f, 1.0f);
        set_cells_color(MESH_CONNECTOR, 1.0f, 0.8f, 0.0f);
    }

    /**
     * \brief Gets the lighing flag
     * \retval true if lighting should be used
     * \retval false otherwise
     */
    bool get_lighting() const {
        return lighting_;
    }

    /**
     * \brief Sets the lighting flag
     * \param[in] x true if lighting should be used, false
     *  otherwise.
     */
    void set_lighting(bool x) {
        lighting_ = x;
    }

    /**
     * \brief Sets the mesh
     * \param[in] M a pointer to the mesh that should be
     *  displayed.
     */
    void set_mesh(const Mesh* M);

    /**
     * \brief Gets the mesh
     * \return a pointer to the mesh that will be displayed.
     */
    const Mesh* mesh() const {
        return mesh_;
    }

    /**
     * \brief Sets picking mode.
     * \details If picking mode is MESH_NONE, then normal drawing
     *  is activated, else the color is replaced with the index of
     *  the elements.
     * \param[in] what a bitwise or ('|') combination of
     *  MESH_VERTICES, MESH_EDGES, MESH_FACETS, MESH_CELLS,
     *  or MESH_NONE if picking mode should be deactivated
     * \note Picking mode is currently only implemented with
     *  GLSL support at least v1.5.
     */
    void set_picking_mode(MeshElementsFlags what) {
        picking_mode_ = what;
    }

    /**
     * \brief Gets the current picking mode.
     * \return a bitwise or ('|') combination of
     *  MESH_VERTICES, MESH_EDGES, MESH_FACETS, MESH_CELLS,
     *  or MESH_NONE if picking mode is deactivated
     */
    MeshElementsFlags get_picking_mode() const {
        return picking_mode_;
    }


    /**
     * \brief Sets the object-wide picking id.
     * \details When the object-wide picking id is set,
     *  it is used to draw all primitives in the picking buffer.
     * \param[in] id the object-wide picking id, or index_t(-1) if
     *  normal per-primitive picking should be used.
     */
    void set_object_picking_id(index_t id) {
        object_picking_id_ = id;
    }

    /**
     * \brief Gets the object-wide picking id.
     * \return the object-wide picking id, or index_t(-1) if
     *  normal per-primitive picking should be used.
     */
    index_t get_object_picking_id() const {
        return object_picking_id_;
    }

    /**
     * \brief Sets the vertices selection.
     * \details If set, the vertices selection is used to determine
     *  which vertices should be drawn by draw_vertices().
     * \param[in] name the name of a Property<bool> bound to
     *  the vertices of the mesh.
     * \see draw_vertices()
     */
    void set_vertices_selection(const std::string& name) {
        vertices_selection_ = name;
    }

    /**
     * \brief Gets the vertices selection.
     * \return the name of the vertices selection, or an
     *  empty string if no vertices selection is set.
     */
    const std::string& get_vertices_selection() const {
        return vertices_selection_;
    }

    /**
     * \brief Sets the parameters for displaying a
     *  scalar attribute using texture mapping.
     * \param[in] subelements one of MESH_VERTICES, MESH_FACETS,
     *  MESH_FACET_CORNERS, MESH_CELLS, MESH_CELL_CORNERS,
     *  MESH_CELL_FACETS
     * \param[in] name name of the attribute with an optional index,
     *   for instance, "foobar[5]" refers to the 5th coordinate of
     *   the "foobar" vector attribute.
     * \param[in] attr_min value of the attribute that is bound to
     *   the leftmost color in the colormap
     * \param[in] attr_max value of the attribute that is bound to
     *   the rightmost color in the colormap
     * \param[in] colormap_texture the texture to be used to display
     *   the attribute colors
     * \param[in] repeat the number of times the colorramp should be
     *   repeated within the specified range.
     */
    void set_scalar_attribute(
        MeshElementsFlags subelements,
        const std::string& name,
        double attr_min, double attr_max,
        GLuint colormap_texture,
        index_t repeat = 1
    );

    /**
     * \brief Sets the parameters for texture mapping.
     * \param[in] subelements the subelements that have texture
     *  coordinates.
     * \param[in] attribute_name the name of the attribute that
     *  has the texture coordinates. Can be a 2d or 3d vector attribute.
     * \param[in] texture the texture.
     * \param[in] repeat the number of times the texture should be repeated
     *  in the unit square in texture space.
     */
    void set_texturing(
        MeshElementsFlags subelements,
        const std::string& attribute_name,
        GLuint texture,
        index_t texture_dim,
        index_t repeat = 1
    );


    /**
     * \brief Unsets scalar attribute display.
     */
    void unset_scalar_attribute() {
        attribute_subelements_ = MESH_NONE;
        attribute_min_ = 0.0;
        attribute_max_ = 0.0;
        attribute_texture_ = 0;
        attribute_repeat_ = 1;
        attribute_dim_ = 0;
    }

    /**
     * \brief Sets primitive filtering
     * \details Primitive filtering deactivates display of some
     *  primitives based on their id and an attribute. The attribute
     *  is of type Numeric::uint8. If the attribute value is zero, then
     *  the corresponding primitive is not displayed.
     * \param[in] subelements one of
     *  MESH_VERTICES, MESH_FACETS, MESH_CELLS, MESH_ALL_ELEMENTS
     * \param[in] name the name of the attribute with the
     *  filter. Default is "filter"
     */
    void set_filter(
        MeshElementsFlags subelements,
        const std::string& name = "filter"
    );

    /**
     * \brief Unset primitive filtering
     */
    void unset_filters();


    /**
     * \brief Deallocates OpenGL objects
     */
    void cleanup();

    protected:

    void draw_vertices_array();
    void draw_vertices_immediate_plain();
    void draw_vertices_immediate_attrib();
    void draw_vertices_selection();

    void draw_edges_array();
    void draw_edges_immediate_plain();
    void draw_edges_immediate_attrib();

    void draw_triangles();
    void draw_triangles_array();
    void draw_triangles_immediate_plain();
    void draw_triangles_immediate_attrib();

    void draw_quads();
    void draw_quads_array();
    void draw_quads_immediate_plain();
    void draw_quads_immediate_attrib();

    void draw_triangles_and_quads();
    void draw_triangles_and_quads_array();
    void draw_triangles_and_quads_immediate_plain();
    void draw_triangles_and_quads_immediate_attrib();

    void draw_polygons();
    void draw_polygons_plain();
    void draw_polygons_attrib();

    void draw_tets();
    void draw_tets_array();
    void draw_tets_immediate_plain();
    void draw_tets_immediate_attrib();

    void draw_hybrid();
    void draw_hybrid_array();
    void draw_hybrid_immediate_plain();
    void draw_hybrid_immediate_attrib();

    void set_cells_color(MeshCellType type, float r, float g, float b) {
        cells_color_[type][0] = r;
        cells_color_[type][1] = g;
        cells_color_[type][2] = b;
    }

    void draw_attribute_as_tex_coord(index_t element) {
        if(picking_mode_ == MESH_NONE) {
            switch(attribute_dim_) {
            case 1:
                glupPrivateTexCoord1d(scalar_attribute_[element]);
                break;
            case 2:
                glupPrivateTexCoord2d(
                    tex_coord_attribute_[0][element],
                    tex_coord_attribute_[1][element]
                );
                break;
            case 3:
                glupPrivateTexCoord3d(
                    tex_coord_attribute_[0][element],
                    tex_coord_attribute_[1][element],
                    tex_coord_attribute_[2][element]
                );
                break;
            }
        }
    }

    void draw_vertex_with_attribute(index_t vertex) {
        if(attribute_subelements_ == MESH_VERTICES) {
            draw_attribute_as_tex_coord(vertex);
        }
        draw_vertex(vertex);
    }

    void draw_surface_vertex_with_attribute(
        index_t vertex, index_t facet, index_t corner
    ) {
        if(attribute_subelements_ == MESH_VERTICES) {
            draw_attribute_as_tex_coord(vertex);
        } else if(attribute_subelements_ == MESH_FACETS) {
            draw_attribute_as_tex_coord(facet);
        } else if(attribute_subelements_ == MESH_FACET_CORNERS) {
            draw_attribute_as_tex_coord(corner);
        }
        draw_vertex(vertex);
    }

    void draw_volume_vertex_with_attribute(
        index_t vertex, index_t cell, index_t cell_corner
    ) {
        if(attribute_subelements_ == MESH_VERTICES) {
            draw_attribute_as_tex_coord(vertex);
        } else if(attribute_subelements_ == MESH_CELLS) {
            draw_attribute_as_tex_coord(cell);
        } else if(attribute_subelements_ == MESH_CELL_CORNERS) {
            draw_attribute_as_tex_coord(cell_corner);
        }
        draw_vertex(vertex);
    }

    void draw_vertex(index_t v) {
        if(do_animation_) {
            if(mesh_->vertices.single_precision()) {
                const GLUPfloat* p =
                    mesh_->vertices.single_precision_point_ptr(v);
                float t = float(time_);
                float s = 1.0f - float(time_);
                glupPrivateVertex3f(
                    s*p[0] + t*p[3],
                    s*p[1] + t*p[4],
                    s*p[2] + t*p[5]
                );
            } else {
                const GLUPdouble* p = mesh_->vertices.point_ptr(v);
                double s = 1.0 - time_;
                glupPrivateVertex3d(
                    s*p[0] + time_*p[3],
                    s*p[1] + time_*p[4],
                    s*p[2] + time_*p[5]
                );
            }
        } else {
            if(mesh_->vertices.single_precision()) {
                if(mesh_->vertices.dimension() < 3) {
                    glupPrivateVertex2fv(
                        mesh_->vertices.single_precision_point_ptr(v)
                    );
                } else {
                    glupPrivateVertex3fv(
                        mesh_->vertices.single_precision_point_ptr(v)
                    );
                }
            } else {
                if(mesh_->vertices.dimension() < 3) {
                    glupPrivateVertex2dv(
                        mesh_->vertices.point_ptr(v)
                    );
                } else {
                    glupPrivateVertex3dv(
                        mesh_->vertices.point_ptr(v)
                    );
                }
            }
        }
    }

    void draw_surface_mesh_with_lines();

    /**
     * \brief Sets GLUP drawing parameters.
     */
    void set_GLUP_parameters();

    /**
     * \brief Sets GLUP picking mode for drawing primitives
     *  of a given type, or deactivates GLUP picking if MeshGfx picking mode
     *  is deactivated.
     * \param[in] what one of
     *  MESH_VERTICES, MESH_EDGES, MESH_FACETS, MESH_CELLS.
     */
    void set_GLUP_picking(MeshElementsFlags what);


    /**
     * \brief Encodes an id as the current vertex color.
     * \details This is required for drawing polygons, that
     *  cannot use standard GLUP primitives and picking.
     */
    void set_GLUP_vertex_color_from_picking_id(index_t id);


    /**
     * \brief Updates the Vertex Buffer Objects and Vertex Array
     *  Objects.
     * \details The buffer objects are updated if buffer_objects_dirty_
     *  is set, then buffer_objects_dirty_ is reset. If
     *  buffer_objects_dirty_ is not set, it checks whether the sizes
     *  of the buffer objects match the size of the mesh arrays.
     */
    void update_buffer_objects_if_needed();


    /**
     * \brief Updates the buffer objects used to display attributes.
     * \details The buffer objects are updated if
     *  attribute_buffer_objects_dirty_
     *  is set, then attribute_buffer_objects_dirty_ is reset. If
     *  attribute_buffer_objects_dirty_ is not set, it checks whether
     *  the sizes of the buffer objects match the size of the mesh arrays.
     */
    void update_attribute_buffer_objects_if_needed();


    /**
     * \brief Binds the attribute buffer object to a Vertex Array
     *  Object.
     * \param[in] VAO one of vertices_VAO_, edges_VAO_, facets_VAO_
     *  or cells_VAO_. If zero, the function does nothing.
     * \pre attribute_.is_bound()
     */
    void bind_attribute_buffer_object(GLuint VAO);


    /**
     * \brief Unbinds the attribute buffer object from a Vertex
     *   Array Object.
     * \param[in] VAO one of vertices_VAO_, edges_VAO_, facets_VAO_
     *  or cells_VAO_. If zero, the function does nothing.
     */
    void unbind_attribute_buffer_object(GLuint VAO);

    /**
     * \brief Binds the vertices VBO to the current VAO.
     */
    void bind_vertices_VBO();

    /**
     * \brief Setups drawing for attributes.
     * \details If no attribute is bound, does nothing.
     */
    void begin_attributes();

    /**
     * \brief Deactivates drawing for attributes.
     */
    void end_attributes();


    /**
     * \brief Tests whether array mode can be used
     *  to draw a specified GLUP primitive.
     * \param[in] prim the GLUP primitive
     */
    bool can_use_array_mode(GLUPprimitive prim) const;

    void update_surface_elements();

    void update_volume_elements();

    protected:
    bool show_mesh_;
    index_t mesh_width_;
    index_t mesh_border_width_;
    double shrink_;
    bool animate_;
    double time_;
    bool draw_cells_[MESH_NB_CELL_TYPES];
    float points_size_;

    float points_color_[4];
    float mesh_color_[4];
    float surface_color_[4];
    float backface_surface_color_[4];
    float cells_color_[MESH_NB_CELL_TYPES][4];
    bool cells_colors_by_type_;

    bool lighting_;

    MeshElementsFlags picking_mode_;
    index_t object_picking_id_;

    std::string vertices_selection_;

    bool do_animation_;

    const Mesh* mesh_;
    bool triangles_and_quads_;
    bool quads_;
    bool has_cells_[MESH_NB_CELL_TYPES];

    bool buffer_objects_dirty_;
    bool attributes_buffer_objects_dirty_;
    bool long_vector_attribute_;

    GLuint vertices_VAO_;
    GLuint edges_VAO_;
    GLuint facets_VAO_;
    GLuint cells_VAO_;

    GLuint vertices_VBO_;
    GLuint edge_indices_VBO_;
    GLuint facet_indices_VBO_;
    GLuint cell_indices_VBO_;
    GLuint vertices_attribute_VBO_;

    MeshElementsFlags attribute_subelements_;
    std::string attribute_name_;
    index_t attribute_dim_;
    double attribute_min_;
    double attribute_max_;
    GLuint attribute_texture_;
    index_t attribute_texture_dim_;
    index_t attribute_repeat_;
    ReadOnlyScalarAttributeAdapter scalar_attribute_;
    ReadOnlyScalarAttributeAdapter tex_coord_attribute_[3];
    bool ES_profile_;

    /**
     * \brief Filters primitives based on their id and on
     *  an attribute.
     */
    struct Filter {
        Filter();
        ~Filter();

        /**
         * \brief Begins rendering with primitive filtering.
         * \param[in] attributes_manager a reference to the
         *  attributes manager where the property is stored
         * \param[in] hw_primitive_filtering if set, uses
         *  hardware primitive fitering
         *  (GLUP_PRIMITIVES_FILTERING), else one may use
         *  the function test() instead.
         * \retval true if attribute filtering is active, that is,
         *  if attribute name is not the empty string and if an
         *  the attribute exists
         * \retval false otherwise
         */
        bool begin(
            AttributesManager& attributes_manager,
            bool hw_primitive_filtering=true
        );

        /**
         * \brief Needs to be called after rendering.
         */
        void end();

        /**
         * \brief Deallocates GPU objects.
         */
        void deallocate();

        /**
         * \brief Tests an individual primitive.
         * \retval true if the primitive should be
         *  displayed
         * \retval false otherwise
         */
        bool test(index_t primitive_id) const {
            return (
                !attribute.is_bound() ||
                attribute[primitive_id] != 0
            );
        }

        std::string attribute_name;
        Attribute<Numeric::uint8> attribute;
        GLuint VBO;
        GLuint texture;
        bool dirty;
    };

    Filter vertices_filter_;
    Filter facets_filter_;
    Filter cells_filter_;

    /**
     * \brief Tests whether hardware primitive filtering is supported.
     * \details On some higher profiles (GLUP150, GLUP440), it is possible
     *  to filter primitives in the shaders. It reduces GPU transfers by
     *  making it possible to reuse the same VBOs even when the list of
     *  objects to display changes.
     */
    bool hw_filtering_supported() const;

    /**
     * \brief Generic function to extract element sequences to draw
     * \details Tests the filter if set, and finds all intervals of
     *  primitives to render. For each interval, it calls
     *  glupBasePickingId(GLUPuint64(begin)) so that picking Ids are
     *  correct.
     * \param[in] elements the MeshSubElementsStore to render
     * \param[in] draw the function to be called for each (begin,end)
     *  sequence of elements to be drawn, where begin is the index of
     *  the first element, and end one position past the index of the
     *  last element.
     */
    void draw_sequences(
        const MeshSubElementsStore& elements,
        std::function<void(index_t, index_t)> draw
    ) {
        // GLUP hardware primitive filtering.
        // Not supported in all profiles.
        // If supported, primitives are filtered by the GPU,
        // else, they are filtered here explicitly.
        const bool hw_filtering = hw_filtering_supported();

        Filter* filter = nullptr;
        if(&elements == &mesh_->vertices) {
            filter = &vertices_filter_;
        } else if(&elements == &mesh_->facets) {
            filter = &facets_filter_;
        } else if(&elements == &mesh_->cells) {
            filter = &cells_filter_;
        }
        geo_assert(filter != nullptr) ;

        filter->begin(elements.attributes(), hw_filtering);
        index_t e = 0;
        while(e < elements.nb()) {
            while(e<elements.nb() && !(hw_filtering||filter->test(e))) {
                ++e;
            }
            if(e<elements.nb()) {
                index_t begin = e;
                while(e<elements.nb() && (hw_filtering||filter->test(e))) {
                    ++e;
                }
                index_t end = e;
                glupBasePickingId(GLUPuint64(begin));
                draw(begin,end);
            }
        }
        filter->end();
        glupBasePickingId(0);
    }

    /**
     * \brief Generic function to extract element sequences to draw
     * \details Tests the filter if set, and finds all intervals of
     *  primitives to render. For each interval, it calls
     *  glupBasePickingId(GLUPuint64(begin)) so that picking Ids are
     *  correct.
     * \param[in] elements the MeshSubElementsStore to render
     * \param[in] predicate a function that tests which elements should
     *  be drawn or not
     * \param[in] draw the function to be called for each (begin,end)
     *  sequence of elements to be drawn, where begin is the index of
     *  the first element, and end one position past the index of the
     *  last element.
     */
    void draw_sequences_if(
        const MeshSubElementsStore& elements,
        std::function<bool(index_t)> predicate,
        std::function<void(index_t, index_t)> draw
    ) {
        // GLUP hardware primitive filtering.
        // Not supported in all profiles.
        // If supported, primitives are filtered by the GPU,
        // else, they are filtered here explicitly.
        const bool hw_filtering = hw_filtering_supported();

        Filter* filter = nullptr;
        if(&elements == &mesh_->vertices) {
            filter = &vertices_filter_;
        } else if(&elements == &mesh_->facets) {
            filter = &facets_filter_;
        } else if(&elements == &mesh_->cells) {
            filter = &cells_filter_;
        }
        geo_assert(filter != nullptr) ;
        filter->begin(elements.attributes(), hw_filtering);

        index_t e = 0;
        while(e < elements.nb()) {
            while(
                e<elements.nb() && (
                    !(hw_filtering || filter->test(e)) || !predicate(e))
            ) {
                ++e;
            }
            if(e<elements.nb()) {
                index_t begin = e;
                while(
                    e<elements.nb() &&
                    (hw_filtering || filter->test(e)) &&
                    predicate(e)
                ) {
                    ++e;
                }
                index_t end = e;
                glupBasePickingId(GLUPuint64(begin));
                draw(begin,end);
            }
        }
        filter->end();
        glupBasePickingId(0);
    }

    };

}

#endif
