//
//  KRShader.cpp
//  KREngine
//
//  Copyright 2012 Kearwood Gilbert. All rights reserved.
//  
//  Redistribution and use in source and binary forms, with or without modification, are
//  permitted provided that the following conditions are met:
//  
//  1. Redistributions of source code must retain the above copyright notice, this list of
//  conditions and the following disclaimer.
//  
//  2. Redistributions in binary form must reproduce the above copyright notice, this list
//  of conditions and the following disclaimer in the documentation and/or other materials
//  provided with the distribution.
//  
//  THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''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 KEARWOOD GILBERT OR
//  CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
//  CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
//  SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
//  ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
//  NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
//  ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//  
//  The views and conclusions contained in the software and documentation are those of the
//  authors and should not be interpreted as representing official policies, either expressed
//  or implied, of Kearwood Gilbert.
//

#include "KRShader.h"
#include "assert.h"
#include "KRLight.h"
#include "KRDirectionalLight.h"
#include "KRSpotLight.h"
#include "KRPointLight.h"


const char *KRShader::KRENGINE_UNIFORM_NAMES[] = {
    "material_ambient", // KRENGINE_UNIFORM_MATERIAL_AMBIENT
    "material_diffuse", // KRENGINE_UNIFORM_MATERIAL_DIFFUSE
    "material_specular", // KRENGINE_UNIFORM_MATERIAL_SPECULAR
    "material_reflection", // KRENGINE_UNIFORM_MATERIAL_REFLECTION
    "material_alpha", // KRENGINE_UNIFORM_MATERIAL_ALPHA
    "material_shininess", // KRENGINE_UNIFORM_MATERIAL_SHININESS
    "light_position", // KRENGINE_UNIFORM_LIGHT_POSITION
    "light_direction_model_space", // KRENGINE_UNIFORM_LIGHT_DIRECTION_MODEL_SPACE
    "light_direction_view_space", // KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE
    "light_color", //    KRENGINE_UNIFORM_LIGHT_COLOR
    "light_decay_start", //    KRENGINE_UNIFORM_LIGHT_DECAY_START
    "light_cutoff", //    KRENGINE_UNIFORM_LIGHT_CUTOFF
    "light_intensity", //    KRENGINE_UNIFORM_LIGHT_INTENSITY
    "flare_size", //    KRENGINE_UNIFORM_FLARE_SIZE
    "view_space_model_origin", //    KRENGINE_UNIFORM_VIEW_SPACE_MODEL_ORIGIN
    "mvp_matrix", //    KRENGINE_UNIFORM_MVP
    "inv_projection_matrix", //    KRENGINE_UNIFORM_INVP
    "inv_mvp_matrix", //    KRENGINE_UNIFORM_INVMVP
    "inv_mvp_matrix_no_translate", //    KRENGINE_UNIFORM_INVMVP_NO_TRANSLATE
    "model_view_inverse_transpose_matrix", //    KRENGINE_UNIFORM_MODEL_VIEW_INVERSE_TRANSPOSE
    "model_inverse_transpose_matrix", //    KRENGINE_UNIFORM_MODEL_INVERSE_TRANSPOSE
    "model_view_matrix", //    KRENGINE_UNIFORM_MODEL_VIEW
    "model_matrix", //    KRENGINE_UNIFORM_MODEL_MATRIX
    "projection_matrix", //    KRENGINE_UNIFORM_PROJECTION_MATRIX
    "camera_position_model_space", //    KRENGINE_UNIFORM_CAMERAPOS_MODEL_SPACE
    "viewport", //    KRENGINE_UNIFORM_VIEWPORT
    "viewport_downsample", //     KRENGINE_UNIFORM_VIEWPORT_DOWNSAMPLE
    "diffuseTexture", //    KRENGINE_UNIFORM_DIFFUSETEXTURE
    "specularTexture", //    KRENGINE_UNIFORM_SPECULARTEXTURE
    "reflectionCubeTexture", //    KRENGINE_UNIFORM_REFLECTIONCUBETEXTURE
    "reflectionTexture", //    KRENGINE_UNIFORM_REFLECTIONTEXTURE
    "normalTexture", //    KRENGINE_UNIFORM_NORMALTEXTURE
    "diffuseTexture_Scale", //    KRENGINE_UNIFORM_DIFFUSETEXTURE_SCALE
    "specularTexture_Scale", //    KRENGINE_UNIFORM_SPECULARTEXTURE_SCALE
    "reflectionTexture_Scale", //    KRENGINE_UNIFORM_REFLECTIONTEXTURE_SCALE
    "normalTexture_Scale", //    KRENGINE_UNIFORM_NORMALTEXTURE_SCALE
    "normalTexture_Scale", //    KRENGINE_UNIFORM_AMBIENTTEXTURE_SCALE
    "diffuseTexture_Offset", //    KRENGINE_UNIFORM_DIFFUSETEXTURE_OFFSET
    "specularTexture_Offset", //    KRENGINE_UNIFORM_SPECULARTEXTURE_OFFSET
    "reflectionTexture_Offset", //    KRENGINE_UNIFORM_REFLECTIONTEXTURE_OFFSET
    "normalTexture_Offset", //    KRENGINE_UNIFORM_NORMALTEXTURE_OFFSET
    "ambientTexture_Offset", //    KRENGINE_UNIFORM_AMBIENTTEXTURE_OFFSET
    "shadow_mvp1", //    KRENGINE_UNIFORM_SHADOWMVP1
    "shadow_mvp2", //    KRENGINE_UNIFORM_SHADOWMVP2
    "shadow_mvp3", //    KRENGINE_UNIFORM_SHADOWMVP3
    "shadowTexture1", //    KRENGINE_UNIFORM_SHADOWTEXTURE1
    "shadowTexture2", //    KRENGINE_UNIFORM_SHADOWTEXTURE2
    "shadowTexture3", //    KRENGINE_UNIFORM_SHADOWTEXTURE3
    "lightmapTexture", //    KRENGINE_UNIFORM_LIGHTMAPTEXTURE
    "gbuffer_frame", //    KRENGINE_UNIFORM_GBUFFER_FRAME
    "gbuffer_depth", //    KRENGINE_UNIFORM_GBUFFER_DEPTH
    "depthFrame", //    KRENGINE_UNIFORM_DEPTH_FRAME
    "volumetricEnvironmentFrame", //    KRENGINE_UNIFORM_VOLUMETRIC_ENVIRONMENT_FRAME
    "renderFrame", //    KRENGINE_UNIFORM_RENDER_FRAME
    "time_absolute", //    KRENGINE_UNIFORM_ABSOLUTE_TIME
    "fog_near", //    KRENGINE_UNIFORM_FOG_NEAR
    "fog_far", //    KRENGINE_UNIFORM_FOG_FAR
    "fog_density", //    KRENGINE_UNIFORM_FOG_DENSITY
    "fog_color", //    KRENGINE_UNIFORM_FOG_COLOR
    "fog_scale", //    KRENGINE_UNIFORM_FOG_SCALE
    "fog_density_premultiplied_exponential", //    KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_EXPONENTIAL
    "fog_density_premultiplied_squared", //    KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_SQUARED
    "slice_depth_scale", //    KRENGINE_UNIFORM_SLICE_DEPTH_SCALE
    "particle_origin", //    KRENGINE_UNIFORM_PARTICLE_ORIGIN
    "bone_transforms", //    KRENGINE_UNIFORM_BONE_TRANSFORMS
    "rim_color", // KRENGINE_UNIFORM_RIM_COLOR
    "rim_power", // KRENGINE_UNIFORM_RIM_POWER
    "fade_color", // KRENGINE_UNIFORM_FADE_COLOR
};

KRShader::KRShader(KRContext &context, char *szKey, std::string options, std::string vertShaderSource, const std::string fragShaderSource) : KRContextObject(context)
{
    strcpy(m_szKey, szKey);
    m_iProgram = 0;
    
    
    GLuint vertexShader = 0, fragShader = 0;
    try {
        const GLchar *vertSource[2] = {options.c_str(), vertShaderSource.c_str()};
        const GLchar *fragSource[2] = {options.c_str(), fragShaderSource.c_str()};
        
        // Create shader program.
        GLDEBUG(m_iProgram = glCreateProgram());
        
        // Create and compile vertex shader.
        GLDEBUG(vertexShader = glCreateShader(GL_VERTEX_SHADER));
        GLDEBUG(glShaderSource(vertexShader, 2, vertSource, NULL));
        GLDEBUG(glCompileShader(vertexShader));
        
        // Report any compile issues to stderr
        GLint logLength;
        GLDEBUG(glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &logLength));
        if (logLength > 0) {
            GLchar *log = (GLchar *)malloc(logLength + 1);
            assert(log != NULL);
            GLDEBUG(glGetShaderInfoLog(vertexShader, logLength, &logLength, log));
            log[logLength] = '\0';
            KRContext::Log(KRContext::LOG_LEVEL_ERROR, "KREngine - Failed to compile vertex shader: %s\nShader compile log:\n%s", szKey, log);
            free(log);
        }

        
        // Create and compile vertex shader.
        GLDEBUG(fragShader = glCreateShader(GL_FRAGMENT_SHADER));
        GLDEBUG(glShaderSource(fragShader, 2, fragSource, NULL));
        GLDEBUG(glCompileShader(fragShader));
        
        // Report any compile issues to stderr
        GLDEBUG(glGetShaderiv(fragShader, GL_INFO_LOG_LENGTH, &logLength));
        if (logLength > 0) {
            GLchar *log = (GLchar *)malloc(logLength + 1);
            assert(log != NULL);
            GLDEBUG(glGetShaderInfoLog(fragShader, logLength, &logLength, log));
            log[logLength] = '\0';
            KRContext::Log(KRContext::LOG_LEVEL_ERROR, "KREngine - Failed to compile fragment shader: %s\nShader compile log:\n%s", szKey, log);
            free(log);
        }
        
        // Attach vertex shader to program.
        GLDEBUG(glAttachShader(m_iProgram, vertexShader));
        
        // Attach fragment shader to program.
        GLDEBUG(glAttachShader(m_iProgram, fragShader));
        
        // Bind attribute locations.
        // This needs to be done prior to linking.
        GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_VERTEX, "vertex_position"));
        GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_NORMAL, "vertex_normal"));
        GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_TANGENT, "vertex_tangent"));
        GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_TEXUVA, "vertex_uv"));
        GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_TEXUVB, "vertex_lightmap_uv"));
        GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_BONEINDEXES, "bone_indexes"));
        GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_BONEWEIGHTS, "bone_weights"));
        
        // Link program.
        GLDEBUG(glLinkProgram(m_iProgram));
        
        GLint link_success = GL_FALSE;
        GLDEBUG(glGetProgramiv(m_iProgram, GL_LINK_STATUS, &link_success));
        
        if(link_success != GL_TRUE) {
            // Report any linking issues to stderr
            KRContext::Log(KRContext::LOG_LEVEL_ERROR, "KREngine - Failed to link shader program: %s", szKey);
                    
            GLDEBUG(glGetProgramiv(m_iProgram, GL_INFO_LOG_LENGTH, &logLength));
            if (logLength > 0)
            {
                GLchar *log = (GLchar *)malloc(logLength + 1);
                assert(log != NULL);
                GLDEBUG(glGetProgramInfoLog(m_iProgram, logLength, &logLength, log));
                log[logLength] = '\0';
                KRContext::Log(KRContext::LOG_LEVEL_ERROR, "Program link log:\n%s", log);
                free(log);
            }
            GLDEBUG(glDeleteProgram(m_iProgram));
            m_iProgram = 0;
        } else {
        
            // Get uniform locations
            for(int i=0; i < KRENGINE_NUM_UNIFORMS; i++ ){
                GLDEBUG(m_uniforms[i] = glGetUniformLocation(m_iProgram, KRENGINE_UNIFORM_NAMES[i]));
                m_uniform_value_index[i] = -1;
            }
        }
        
    } catch(...) {
        if(vertexShader) {
            GLDEBUG(glDeleteShader(vertexShader));
            vertexShader = 0;
        }
        if(fragShader) {
            GLDEBUG(glDeleteShader(fragShader));
            fragShader = 0;
        }
        if(m_iProgram) {
            GLDEBUG(glDeleteProgram(m_iProgram));
            m_iProgram = 0;
        }
    }
    
    // Release vertex and fragment shaders.
    if (vertexShader) {
        GLDEBUG(glDeleteShader(vertexShader));
	}
    if (fragShader) {
        GLDEBUG(glDeleteShader(fragShader));
	}
}

KRShader::~KRShader() {
    if(m_iProgram) {
        GLDEBUG(glDeleteProgram(m_iProgram));
        if(getContext().getShaderManager()->m_active_shader == this) {
            getContext().getShaderManager()->m_active_shader = NULL;
        }
    }
}

void KRShader::setUniform(int location, float value)
{
    if(m_uniforms[location] != -1) {
        int value_index = m_uniform_value_index[location];
        bool needs_update = true;
        if(value_index == -1) {
            m_uniform_value_index[location] = m_uniform_value_float.size();
            m_uniform_value_float.push_back(value);
        } else if(m_uniform_value_float[value_index] == value) {
            needs_update = false;
        } else {
            m_uniform_value_float[value_index] = value;
        }
        if(needs_update) {
            GLDEBUG(glUniform1f(m_uniforms[location], value));
        }
    }
}
void KRShader::setUniform(int location, int value)
{
    if(m_uniforms[location] != -1) {
        int value_index = m_uniform_value_index[location];
        bool needs_update = true;
        if(value_index == -1) {
            m_uniform_value_index[location] = m_uniform_value_int.size();
            m_uniform_value_int.push_back(value);
        } else if(m_uniform_value_int[value_index] == value) {
            needs_update = false;
        } else {
            m_uniform_value_int[value_index] = value;
        }
        if(needs_update) {
            GLDEBUG(glUniform1i(m_uniforms[location], value));
        }
    }
}

void KRShader::setUniform(int location, const KRVector2 &value)
{
    if(m_uniforms[location] != -1) {
        int value_index = m_uniform_value_index[location];
        bool needs_update = true;
        if(value_index == -1) {
            m_uniform_value_index[location] = m_uniform_value_vector2.size();
            m_uniform_value_vector2.push_back(value);
        } else if(m_uniform_value_vector2[value_index] == value) {
            needs_update = false;
        } else {
            m_uniform_value_vector2[value_index] = value;
        }
        if(needs_update) {
            GLDEBUG(glUniform2f(m_uniforms[location], value.x, value.y));
        }
    }
}
void KRShader::setUniform(int location, const KRVector3 &value)
{
    if(m_uniforms[location] != -1) {
        int value_index = m_uniform_value_index[location];
        bool needs_update = true;
        if(value_index == -1) {
            m_uniform_value_index[location] = m_uniform_value_vector3.size();
            m_uniform_value_vector3.push_back(value);
        } else if(m_uniform_value_vector3[value_index] == value) {
            needs_update = false;
        } else {
            m_uniform_value_vector3[value_index] = value;
        }
        if(needs_update) {
            GLDEBUG(glUniform3f(m_uniforms[location], value.x, value.y, value.z));
        }
    }
}
void KRShader::setUniform(int location, const KRVector4 &value)
{
    if(m_uniforms[location] != -1) {
        int value_index = m_uniform_value_index[location];
        bool needs_update = true;
        if(value_index == -1) {
            m_uniform_value_index[location] = m_uniform_value_vector4.size();
            m_uniform_value_vector4.push_back(value);
        } else if(m_uniform_value_vector4[value_index] == value) {
            needs_update = false;
        } else {
            m_uniform_value_vector4[value_index] = value;
        }
        if(needs_update) {
            GLDEBUG(glUniform4f(m_uniforms[location], value.x, value.y, value.z, value.w));
        }
    }
}

void KRShader::setUniform(int location, const KRMat4 &value)
{
    if(m_uniforms[location] != -1) {
        int value_index = m_uniform_value_index[location];
        bool needs_update = true;
        if(value_index == -1) {
            m_uniform_value_index[location] = m_uniform_value_mat4.size();
            m_uniform_value_mat4.push_back(value);
        } else if(m_uniform_value_mat4[value_index] == value) {
            needs_update = false;
        } else {
            m_uniform_value_mat4[value_index] = value;
        }
        if(needs_update) {
            GLDEBUG(glUniformMatrix4fv(m_uniforms[location], 1, GL_FALSE, value.c));
        }
    }
}

bool KRShader::bind(KRCamera &camera, const KRViewport &viewport, const KRMat4 &matModel, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, const KRNode::RenderPass &renderPass, const KRVector3 &rim_color, float rim_power, const KRVector4 &fade_color) {
    if(m_iProgram == 0) {
        return false;
    }
    
    bool shander_changed = false;
    if(getContext().getShaderManager()->m_active_shader != this) {
        getContext().getShaderManager()->m_active_shader = this;
        GLDEBUG(glUseProgram(m_iProgram));
        shander_changed = true;
    }
    
    
    setUniform(KRENGINE_UNIFORM_ABSOLUTE_TIME, getContext().getAbsoluteTime());
    
    int light_directional_count = 0;
    int light_point_count = 0;
    int light_spot_count = 0;
    // TODO - Need to support multiple lights and more light types in forward rendering
    if(renderPass != KRNode::RENDER_PASS_DEFERRED_LIGHTS && renderPass != KRNode::RENDER_PASS_DEFERRED_GBUFFER && renderPass != KRNode::RENDER_PASS_DEFERRED_OPAQUE && renderPass != KRNode::RENDER_PASS_GENERATE_SHADOWMAPS) {
        
        
        for(std::vector<KRDirectionalLight *>::const_iterator light_itr=directional_lights.begin(); light_itr != directional_lights.end(); light_itr++) {
            KRDirectionalLight *directional_light = (*light_itr);
            if(light_directional_count == 0) {
                int cShadowBuffers = directional_light->getShadowBufferCount();
                if(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE1] != -1 && cShadowBuffers > 0) {
                    if(m_pContext->getTextureManager()->selectTexture(GL_TEXTURE_2D, 3, directional_light->getShadowTextures()[0])) {
                        GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
                        GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
                    }
                    
                    m_pContext->getTextureManager()->_setWrapModeS(3, GL_CLAMP_TO_EDGE);
                    m_pContext->getTextureManager()->_setWrapModeT(3, GL_CLAMP_TO_EDGE);
                }
                
                if(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE2] != -1 && cShadowBuffers > 1 && camera.settings.m_cShadowBuffers > 1) {
                    if(m_pContext->getTextureManager()->selectTexture(GL_TEXTURE_2D, 4, directional_light->getShadowTextures()[1])) {
                        GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
                        GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
                    }
                    m_pContext->getTextureManager()->_setWrapModeS(4, GL_CLAMP_TO_EDGE);
                    m_pContext->getTextureManager()->_setWrapModeT(4, GL_CLAMP_TO_EDGE);
                }
                
                if(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE3] != -1 && cShadowBuffers > 2 && camera.settings.m_cShadowBuffers > 2) {
                    if(m_pContext->getTextureManager()->selectTexture(GL_TEXTURE_2D, 5, directional_light->getShadowTextures()[2])) {
                        GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
                        GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
                    }
                    m_pContext->getTextureManager()->_setWrapModeS(5, GL_CLAMP_TO_EDGE);
                    m_pContext->getTextureManager()->_setWrapModeT(5, GL_CLAMP_TO_EDGE);
                }
                
                KRMat4 matBias;
                matBias.translate(1.0, 1.0, 1.0);
                matBias.scale(0.5);
                for(int iShadow=0; iShadow < cShadowBuffers; iShadow++) {
                    setUniform(KRENGINE_UNIFORM_SHADOWMVP1 + iShadow, matModel * directional_light->getShadowViewports()[iShadow].getViewProjectionMatrix() * matBias);
                }
                
                if(m_uniforms[KRENGINE_UNIFORM_LIGHT_DIRECTION_MODEL_SPACE] != -1) {
                    KRMat4 inverseModelMatrix = matModel;
                    inverseModelMatrix.invert();
                    
                    // Bind the light direction vector
                    KRVector3 lightDirObject = KRMat4::Dot(inverseModelMatrix, directional_light->getWorldLightDirection());
                    lightDirObject.normalize();
                    setUniform(KRENGINE_UNIFORM_LIGHT_DIRECTION_MODEL_SPACE, lightDirObject);
                }
            }
            
            light_directional_count++;
        }

        light_point_count = point_lights.size();
        light_spot_count = spot_lights.size();
    }
    

    
    if(m_uniforms[KRENGINE_UNIFORM_CAMERAPOS_MODEL_SPACE] != -1) {
        KRMat4 inverseModelMatrix = matModel;
        inverseModelMatrix.invert();
        
        if(m_uniforms[KRENGINE_UNIFORM_CAMERAPOS_MODEL_SPACE] != -1) {
            // Transform location of camera to object space for calculation of specular halfVec
            KRVector3 cameraPosObject = KRMat4::Dot(inverseModelMatrix, viewport.getCameraPosition());
            setUniform(KRENGINE_UNIFORM_CAMERAPOS_MODEL_SPACE, cameraPosObject);
        }
    }
    
    if(m_uniforms[KRENGINE_UNIFORM_MVP] != -1 || m_uniforms[KRShader::KRENGINE_UNIFORM_INVMVP] != -1) {
        // Bind our modelmatrix variable to be a uniform called mvpmatrix in our shaderprogram
        KRMat4 mvpMatrix = matModel * viewport.getViewProjectionMatrix();
        setUniform(KRENGINE_UNIFORM_MVP, mvpMatrix);
        
        if(m_uniforms[KRShader::KRENGINE_UNIFORM_INVMVP] != -1) {
            setUniform(KRShader::KRENGINE_UNIFORM_INVMVP, KRMat4::Invert(mvpMatrix));
        }
    }
    
    if(m_uniforms[KRShader::KRENGINE_UNIFORM_VIEW_SPACE_MODEL_ORIGIN] != -1 || m_uniforms[KRENGINE_UNIFORM_MODEL_VIEW_INVERSE_TRANSPOSE] != -1 || m_uniforms[KRShader::KRENGINE_UNIFORM_MODEL_VIEW] != -1) {
        KRMat4 matModelView = matModel * viewport.getViewMatrix();
        setUniform(KRENGINE_UNIFORM_MODEL_VIEW, matModelView);
        
        
        if(m_uniforms[KRShader::KRENGINE_UNIFORM_VIEW_SPACE_MODEL_ORIGIN] != -1) {
            KRVector3 view_space_model_origin = KRMat4::Dot(matModelView, KRVector3::Zero()); // Origin point of model space is the light source position.  No perspective, so no w divide required
            setUniform(KRENGINE_UNIFORM_VIEW_SPACE_MODEL_ORIGIN, view_space_model_origin);
        }
        
        if(m_uniforms[KRENGINE_UNIFORM_MODEL_VIEW_INVERSE_TRANSPOSE] != -1) {
            KRMat4 matModelViewInverseTranspose = matModelView;
            matModelViewInverseTranspose.transpose();
            matModelViewInverseTranspose.invert();
            setUniform(KRENGINE_UNIFORM_MODEL_VIEW_INVERSE_TRANSPOSE, matModelViewInverseTranspose);
        }
    }
    
    if(m_uniforms[KRENGINE_UNIFORM_MODEL_INVERSE_TRANSPOSE] != -1) {
        KRMat4 matModelInverseTranspose = matModel;
        matModelInverseTranspose.transpose();
        matModelInverseTranspose.invert();
        setUniform(KRENGINE_UNIFORM_MODEL_INVERSE_TRANSPOSE, matModelInverseTranspose);
    }
    
    if(m_uniforms[KRShader::KRENGINE_UNIFORM_INVP] != -1) {
        setUniform(KRENGINE_UNIFORM_INVP, viewport.getInverseProjectionMatrix());
    }
    
    if(m_uniforms[KRShader::KRENGINE_UNIFORM_INVMVP_NO_TRANSLATE] != -1) {
        KRMat4 matInvMVPNoTranslate = matModel * viewport.getViewMatrix();;
        // Remove the translation
        matInvMVPNoTranslate.getPointer()[3] = 0;
        matInvMVPNoTranslate.getPointer()[7] = 0;
        matInvMVPNoTranslate.getPointer()[11] = 0;
        matInvMVPNoTranslate.getPointer()[12] = 0;
        matInvMVPNoTranslate.getPointer()[13] = 0;
        matInvMVPNoTranslate.getPointer()[14] = 0;
        matInvMVPNoTranslate.getPointer()[15] = 1.0;
        matInvMVPNoTranslate = matInvMVPNoTranslate * viewport.getProjectionMatrix();
        matInvMVPNoTranslate.invert();
        setUniform(KRENGINE_UNIFORM_INVMVP_NO_TRANSLATE, matInvMVPNoTranslate);
    }
    
    setUniform(KRENGINE_UNIFORM_MODEL_MATRIX, matModel);
    if(m_uniforms[KRENGINE_UNIFORM_PROJECTION_MATRIX] != -1) {
        setUniform(KRENGINE_UNIFORM_PROJECTION_MATRIX, viewport.getProjectionMatrix());
    }
    
    if(m_uniforms[KRENGINE_UNIFORM_VIEWPORT] != -1) {
        setUniform(KRENGINE_UNIFORM_VIEWPORT, KRVector4(
                (GLfloat)0.0,
                (GLfloat)0.0,
                (GLfloat)viewport.getSize().x,
                (GLfloat)viewport.getSize().y
            )
        );
    }
    
    if(m_uniforms[KRENGINE_UNIFORM_VIEWPORT_DOWNSAMPLE] != -1) {
        setUniform(KRENGINE_UNIFORM_VIEWPORT_DOWNSAMPLE, camera.getDownsample());
    }
    
    // Rim highlighting parameters
    setUniform(KRENGINE_UNIFORM_RIM_COLOR, rim_color);
    setUniform(KRENGINE_UNIFORM_RIM_POWER, rim_power);
    
    // Fade parameters
    setUniform(KRENGINE_UNIFORM_FADE_COLOR, fade_color);
    
    // Fog parameters
    setUniform(KRENGINE_UNIFORM_FOG_NEAR, camera.settings.fog_near);
    setUniform(KRENGINE_UNIFORM_FOG_FAR, camera.settings.fog_far);
    setUniform(KRENGINE_UNIFORM_FOG_DENSITY, camera.settings.fog_density);
    setUniform(KRENGINE_UNIFORM_FOG_COLOR, camera.settings.fog_color);
    
    if(m_uniforms[KRENGINE_UNIFORM_FOG_SCALE] != -1) {
        setUniform(KRENGINE_UNIFORM_FOG_SCALE, 1.0f / (camera.settings.fog_far - camera.settings.fog_near));
    }
    if(m_uniforms[KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_EXPONENTIAL] != -1) {
        setUniform(KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_EXPONENTIAL, -camera.settings.fog_density * 1.442695f); // -fog_density / log(2)
    }
    if(m_uniforms[KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_SQUARED] != -1) {
        setUniform(KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_SQUARED, (float)(-camera.settings.fog_density * camera.settings.fog_density * 1.442695)); // -fog_density * fog_density / log(2)
    }
    
    // Sets the diffuseTexture variable to the first texture unit
    setUniform(KRENGINE_UNIFORM_DIFFUSETEXTURE, 0);
    
    // Sets the specularTexture variable to the second texture unit
    setUniform(KRENGINE_UNIFORM_SPECULARTEXTURE, 1);
    
    // Sets the normalTexture variable to the third texture unit
    setUniform(KRENGINE_UNIFORM_NORMALTEXTURE, 2);
    
    // Sets the shadowTexture variable to the fourth texture unit
    setUniform(KRENGINE_UNIFORM_SHADOWTEXTURE1, 3);
    setUniform(KRENGINE_UNIFORM_SHADOWTEXTURE2, 4);
    setUniform(KRENGINE_UNIFORM_SHADOWTEXTURE3, 5);
    setUniform(KRENGINE_UNIFORM_REFLECTIONCUBETEXTURE, 4);
    setUniform(KRENGINE_UNIFORM_LIGHTMAPTEXTURE, 5);
    setUniform(KRENGINE_UNIFORM_GBUFFER_FRAME, 6);
    setUniform(KRENGINE_UNIFORM_GBUFFER_DEPTH, 7); // Texture unit 7 is used for reading the depth buffer in gBuffer pass #2 and in post-processing pass
    setUniform(KRENGINE_UNIFORM_REFLECTIONTEXTURE, 7); // Texture unit 7 is used for the reflection map textures in gBuffer pass #3 and when using forward rendering
    setUniform(KRENGINE_UNIFORM_DEPTH_FRAME, 0);
    setUniform(KRENGINE_UNIFORM_RENDER_FRAME, 1);
    setUniform(KRENGINE_UNIFORM_VOLUMETRIC_ENVIRONMENT_FRAME, 2);
    
#if DEBUG
    if(shander_changed) { // FINDME!! KIP!! HACK!!
        GLint logLength;
        
        GLint validate_status = GL_FALSE;
        GLDEBUG(glValidateProgram(m_iProgram));
        GLDEBUG(glGetProgramiv(m_iProgram, GL_VALIDATE_STATUS, &validate_status));
        if(validate_status != GL_TRUE) {
            KRContext::Log(KRContext::LOG_LEVEL_ERROR, "KREngine - Failed to validate shader program: %s", m_szKey);
            GLDEBUG(glGetProgramiv(m_iProgram, GL_INFO_LOG_LENGTH, &logLength));
            if (logLength > 0)
            {
                GLchar *log = (GLchar *)malloc(logLength + 1);
                assert(log != NULL);
                GLDEBUG(glGetProgramInfoLog(m_iProgram, logLength, &logLength, log));
                log[logLength] = '\0';
                KRContext::Log(KRContext::LOG_LEVEL_ERROR, "Program validate log:\n%s", log);
                free(log);
                
            }
            return false;
        }
    }
#endif

    return true;
}

const char *KRShader::getKey() const {
    return m_szKey;
}
