** This code is part of Breakout.
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
#include <vector>

#include <GL/glew.h>
#include <glm/glm.hpp>

#include "shader.h"
#include "texture.h"
#include "game_object.h"

// Represents a single particle and its state
struct Particle {
    glm::vec2 Position, Velocity;
    glm::vec4 Color;
    GLfloat Life;

    Particle() : Position(0.0f), Velocity(0.0f), Color(1.0f), Life(0.0f) { }

// ParticleGenerator acts as a container for rendering a large number of 
// particles by repeatedly spawning and updating particles and killing 
// them after a given amount of time.
class ParticleGenerator
    // Constructor
    ParticleGenerator(Shader shader, Texture2D texture, GLuint amount);
    // Update all particles
    void Update(GLfloat dt, GameObject &object, GLuint newParticles, glm::vec2 offset = glm::vec2(0.0f, 0.0f));
    // Render all particles
    void Draw();
    // State
    std::vector<Particle> particles;
    GLuint amount;
    // Render state
    Shader shader;
    Texture2D texture;
    GLuint VAO;
    // Initializes buffer and vertex attributes
    void init();
    // Returns the first Particle index that's currently unused e.g. Life <= 0.0f or 0 if no particle is currently inactive
    GLuint firstUnusedParticle();
    // Respawns particle
    void respawnParticle(Particle &particle, GameObject &object, glm::vec2 offset = glm::vec2(0.0f, 0.0f));