// Copyright (C) 2010, Guy Barrand. All rights reserved.
// See the file tools.license for terms.

#ifndef tools_sg_primitive_visitor
#define tools_sg_primitive_visitor

#include "../glprims"

#include "../vdata"

// for texture :
#include "../lina/vec2f"
#include "../lina/vec3f"
#include "../img"
#include "../lina/geom2"

namespace tools {
namespace sg {

class primitive_visitor {
protected:
  virtual bool project(float& a_x,float& a_y,float& a_z,float& a_w) = 0;

  virtual bool add_point(float,float,float,float) = 0;  //xyzw
  virtual bool add_point(float,float,float,float,
                         float,float,float,float) = 0;  //xyzw & rgbas

  virtual bool add_line(float,float,float,float,
                        float,float,float,float) = 0;  // 2 xyzw
  virtual bool add_line(float,float,float,float, float,float,float,float,
                        float,float,float,float, float,float,float,float) = 0;  // 2 (xyzw & rgba)

  virtual bool add_triangle(float,float,float,float,
                            float,float,float,float,
                            float,float,float,float) = 0;  // 3 xyzw
  virtual bool add_triangle(float,float,float,float, float,float,float,float,
                            float,float,float,float, float,float,float,float,
                            float,float,float,float, float,float,float,float) = 0;  // 3 (xywz & rgba)

  virtual bool project_normal(float& a_x,float& a_y,float& a_z) = 0;
  virtual bool add_point_normal(float,float,float,float,
                                float,float,float) = 0;
  virtual bool add_point_normal(float,float,float,float,
                                float,float,float,
                                float,float,float,float) = 0;
  virtual bool add_line_normal(float,float,float,float, float,float,float,
                               float,float,float,float, float,float,float) = 0;
  virtual bool add_line_normal(float,float,float,float, float,float,float, float,float,float,float,
                               float,float,float,float, float,float,float, float,float,float,float) = 0;
  virtual bool add_triangle_normal(float,float,float,float, float,float,float,
                                   float,float,float,float, float,float,float,
                                   float,float,float,float, float,float,float) = 0;
  virtual bool add_triangle_normal(float,float,float,float, float,float,float, float,float,float,float,
                                   float,float,float,float, float,float,float, float,float,float,float,
                                   float,float,float,float, float,float,float, float,float,float,float) = 0;
public:
  primitive_visitor():m_mode(gl::points()){}
  virtual ~primitive_visitor(){}
public:
  primitive_visitor(const primitive_visitor&):m_mode(gl::points()){}
  primitive_visitor& operator=(const primitive_visitor&){return *this;}
public:
  void add_one_point(float a_x,float a_y,float a_z) {
    float w;
    project(a_x,a_y,a_z,w);
    add_point(a_x,a_y,a_z,w);
  }
  void add_one_point(float a_x,float a_y,float a_z,float a_r,float a_g,float a_b,float a_a) {
    float w;
    project(a_x,a_y,a_z,w);
    add_point(a_x,a_y,a_z,w,a_r,a_g,a_b,a_a);
  }

  bool add_triangle_fan(size_t a_floatn,const float* a_xyzs,bool a_stop = false){
    size_t num = a_floatn/3;
    if(num<3) return false;

    m_mode = gl::triangle_fan();

    float p1x,p1y,p1z,w1=1;
    float p2x,p2y,p2z,w2=1;
    float p3x,p3y,p3z,w3=1;

    const float* pos1 = a_xyzs+3*0;
    p1x = *(pos1+0);
    p1y = *(pos1+1);
    p1z = *(pos1+2);
    project(p1x,p1y,p1z,w1);

    const float* pos2 = a_xyzs+3*1;
    p2x = *(pos2+0);
    p2y = *(pos2+1);
    p2z = *(pos2+2);
    project(p2x,p2y,p2z,w2);

    for(size_t index=2;index<num;index++) {
      const float* pos = a_xyzs+3*index;
      p3x = *(pos+0);
      p3y = *(pos+1);
      p3z = *(pos+2);
      project(p3x,p3y,p3z,w3);

      if(!add_triangle(p1x,p1y,p1z,w1,
                       p2x,p2y,p2z,w2,
                       p3x,p3y,p3z,w3)) {
        if(a_stop) return false;
      }

      p2x = p3x;
      p2y = p3y;
      p2z = p3z;
      w2 = w3;
    }
    return true;
  }

  bool add_triangle_fan_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms,bool a_stop = false){
    size_t num = a_floatn/3;
    if(num<3) return false;

    m_mode = gl::triangle_fan();

    float p1x,p1y,p1z,w1=1;
    float p2x,p2y,p2z,w2=1;
    float p3x,p3y,p3z,w3=1;

    const float* pos1 = a_xyzs+3*0;
    p1x = *(pos1+0);
    p1y = *(pos1+1);
    p1z = *(pos1+2);
    project(p1x,p1y,p1z,w1);

    const float* pos2 = a_xyzs+3*1;
    p2x = *(pos2+0);
    p2y = *(pos2+1);
    p2z = *(pos2+2);
    project(p2x,p2y,p2z,w2);

    float n1x,n1y,n1z;
    float n2x,n2y,n2z;
    float n3x,n3y,n3z;

    const float* nos1 = a_nms+3*0;
    n1x = *(nos1+0);
    n1y = *(nos1+1);
    n1z = *(nos1+2);
    project_normal(n1x,n1y,n1z);

    const float* nos2 = a_nms+3*1;
    n2x = *(nos2+0);
    n2y = *(nos2+1);
    n2z = *(nos2+2);
    project_normal(n2x,n2y,n2z);

    for(size_t index=2;index<num;index++) {
      const float* pos = a_xyzs+3*index;
      p3x = *(pos+0);
      p3y = *(pos+1);
      p3z = *(pos+2);
      project(p3x,p3y,p3z,w3);

      const float* nos = a_nms+3*index;
      n3x = *(nos+0);
      n3y = *(nos+1);
      n3z = *(nos+2);
      project_normal(n1x,n1y,n1z);

      if(!add_triangle_normal(p1x,p1y,p1z,w1, n1x,n1y,n1z,
                              p2x,p2y,p2z,w2, n2x,n2y,n2z,
                              p3x,p3y,p3z,w3, n3x,n3y,n3z)) {
        if(a_stop) return false;
      }

      p2x = p3x;
      p2y = p3y;
      p2z = p3z;
      w2 = w3;

      n2x = n3x;
      n2y = n3y;
      n2z = n3z;
    }
    return true;
  }

  bool add_triangle_fan_normal_rgba(size_t a_floatn,const float* a_xyzs,const float* a_nms,const float* a_rgbas,bool a_stop = false){
    size_t num = a_floatn/3;
    if(num<3) return false;

    m_mode = gl::triangle_fan();

    float p1x,p1y,p1z,w1=1;
    float p2x,p2y,p2z,w2=1;
    float p3x,p3y,p3z,w3=1;

    float r1,g1,b1,a1;
    float r2,g2,b2,a2;
    float r3,g3,b3,a3;

    const float* pos1 = a_xyzs+3*0;
    p1x = *(pos1+0);
    p1y = *(pos1+1);
    p1z = *(pos1+2);
    project(p1x,p1y,p1z,w1);

    const float* pos2 = a_xyzs+3*1;
    p2x = *(pos2+0);
    p2y = *(pos2+1);
    p2z = *(pos2+2);
    project(p2x,p2y,p2z,w2);

    float n1x,n1y,n1z;
    float n2x,n2y,n2z;
    float n3x,n3y,n3z;

    const float* nos1 = a_nms+3*0;
    n1x = *(nos1+0);
    n1y = *(nos1+1);
    n1z = *(nos1+2);
    project_normal(n1x,n1y,n1z);

    const float* nos2 = a_nms+3*1;
    n2x = *(nos2+0);
    n2y = *(nos2+1);
    n2z = *(nos2+2);
    project_normal(n2x,n2y,n2z);

    const float* ros1 = a_rgbas+4*0;
    r1 = *ros1;ros1++;
    g1 = *ros1;ros1++;
    b1 = *ros1;ros1++;
    a1 = *ros1;ros1++;

    const float* ros2 = a_rgbas+4*1;
    r2 = *ros2;ros2++;
    g2 = *ros2;ros2++;
    b2 = *ros2;ros2++;
    a2 = *ros2;ros2++;

    for(size_t index=2;index<num;index++) {
      const float* pos = a_xyzs+3*index;
      p3x = *(pos+0);
      p3y = *(pos+1);
      p3z = *(pos+2);
      project(p3x,p3y,p3z,w3);

      const float* nos = a_nms+3*index;
      n3x = *(nos+0);
      n3y = *(nos+1);
      n3z = *(nos+2);
      project_normal(n1x,n1y,n1z);

      const float* ros = a_rgbas+4*index;
      r3 = *ros;ros++;
      g3 = *ros;ros++;
      b3 = *ros;ros++;
      a3 = *ros;ros++;

      if(!add_triangle_normal(p1x,p1y,p1z,w1, n1x,n1y,n1z, r1,b1,g1,a1,
                              p2x,p2y,p2z,w2, n2x,n2y,n2z, r2,b2,g2,a2,
                              p3x,p3y,p3z,w3, n3x,n3y,n3z, r3,b3,g3,a3)) {
        if(a_stop) return false;
      }

      p2x = p3x;
      p2y = p3y;
      p2z = p3z;
      w2 = w3;

      n2x = n3x;
      n2y = n3y;
      n2z = n3z;

      r2 = r3;
      g2 = g3;
      b2 = b3;
      a2 = a3;
    }
    return true;
  }

  bool add_triangle_strip(size_t a_floatn,const float* a_xyzs,bool a_stop = false){
    size_t num = a_floatn/3;
    if(num<3) return false;

    m_mode = gl::triangle_strip();

    float p1x,p1y,p1z,w1=1;
    float p2x,p2y,p2z,w2=1;
    float p3x,p3y,p3z,w3=1;

    const float* pos1 = a_xyzs+3*0;
    p1x = *(pos1+0);
    p1y = *(pos1+1);
    p1z = *(pos1+2);
    project(p1x,p1y,p1z,w1);

    const float* pos2 = a_xyzs+3*1;
    p2x = *(pos2+0);
    p2y = *(pos2+1);
    p2z = *(pos2+2);
    project(p2x,p2y,p2z,w2);

    bool flip = false;
    for(size_t index=2;index<num;index++) {
      const float* pos = a_xyzs+3*index;
      p3x = *(pos+0);
      p3y = *(pos+1);
      p3z = *(pos+2);
      project(p3x,p3y,p3z,w3);

      if(flip){
        if(!add_triangle(p1x,p1y,p1z,w1,
                         p3x,p3y,p3z,w3,
                         p2x,p2y,p2z,w2)) {
          if(a_stop) return false;
        }
      } else {
        if(!add_triangle(p1x,p1y,p1z,w1,
                         p2x,p2y,p2z,w2,
                         p3x,p3y,p3z,w3)) {
          if(a_stop) return false;
        }
      }

      p1x = p2x;
      p1y = p2y;
      p1z = p2z;
      w1 = w2;

      p2x = p3x;
      p2y = p3y;
      p2z = p3z;
      w2 = w3;

      flip = flip?false:true;
    }
    return true;
  }

  bool add_triangles(size_t a_floatn,const float* a_xyzs,bool a_stop = false){
    size_t num = a_floatn/3;
    if(num<3) return false;

    m_mode = gl::triangles();

    float p1x,p1y,p1z,w1=1;
    float p2x,p2y,p2z,w2=1;
    float p3x,p3y,p3z,w3=1;

    for(size_t index=0;index<num;index+=3) {

      const float* pos = a_xyzs+3*index;

      p1x = *pos;pos++;
      p1y = *pos;pos++;
      p1z = *pos;pos++;
      project(p1x,p1y,p1z,w1);

      p2x = *pos;pos++;
      p2y = *pos;pos++;
      p2z = *pos;pos++;
      project(p2x,p2y,p2z,w2);

      p3x = *pos;pos++;
      p3y = *pos;pos++;
      p3z = *pos;pos++;
      project(p3x,p3y,p3z,w3);

      if(!add_triangle(p1x,p1y,p1z,w1,
                       p2x,p2y,p2z,w2,
                       p3x,p3y,p3z,w3)) {
        if(a_stop) return false;
      }
    }
    return true;
  }

  bool add_triangle_strip_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms,bool a_stop = false){
    size_t num = a_floatn/3;
    if(num<3) return false;

    m_mode = gl::triangle_strip();

    float p1x,p1y,p1z,w1=1;
    float p2x,p2y,p2z,w2=1;
    float p3x,p3y,p3z,w3=1;

    const float* pos1 = a_xyzs+3*0;
    p1x = *(pos1+0);
    p1y = *(pos1+1);
    p1z = *(pos1+2);
    project(p1x,p1y,p1z,w1);

    const float* pos2 = a_xyzs+3*1;
    p2x = *(pos2+0);
    p2y = *(pos2+1);
    p2z = *(pos2+2);
    project(p2x,p2y,p2z,w2);

    float n1x,n1y,n1z;
    float n2x,n2y,n2z;
    float n3x,n3y,n3z;

    const float* nos1 = a_nms+3*0;
    n1x = *(nos1+0);
    n1y = *(nos1+1);
    n1z = *(nos1+2);
    project_normal(n1x,n1y,n1z);

    const float* nos2 = a_nms+3*1;
    n2x = *(nos2+0);
    n2y = *(nos2+1);
    n2z = *(nos2+2);
    project_normal(n2x,n2y,n2z);

    bool flip = false;
    for(size_t index=2;index<num;index++) {
      const float* pos = a_xyzs+3*index;
      p3x = *(pos+0);
      p3y = *(pos+1);
      p3z = *(pos+2);
      project(p3x,p3y,p3z,w3);

      const float* nos = a_nms+3*index;
      n3x = *(nos+0);
      n3y = *(nos+1);
      n3z = *(nos+2);
      project_normal(n1x,n1y,n1z);

      if(flip){
        if(!add_triangle_normal(p1x,p1y,p1z,w1, n1x,n1y,n1z,
                                p3x,p3y,p3z,w3, n3x,n3y,n3z,
                                p2x,p2y,p2z,w2, n2x,n2y,n2z)) {
          if(a_stop) return false;
        }
      } else {
        if(!add_triangle_normal(p1x,p1y,p1z,w1, n1x,n1y,n1z,
                                p2x,p2y,p2z,w2, n2x,n2y,n2z,
                                p3x,p3y,p3z,w3, n3x,n3y,n3z)) {
          if(a_stop) return false;
        }
      }

      p1x = p2x;
      p1y = p2y;
      p1z = p2z;
      w1 = w2;

      p2x = p3x;
      p2y = p3y;
      p2z = p3z;
      w2 = w3;

      n1x = n2x;
      n1y = n2y;
      n1z = n2z;

      n2x = n3x;
      n2y = n3y;
      n2z = n3z;

      flip = flip?false:true;
    }
    return true;
  }

  bool add_triangle_strip_normal_rgba(size_t a_floatn,const float* a_xyzs,const float* a_nms,const float* a_rgbas,bool a_stop = false){
    size_t num = a_floatn/3;
    if(num<3) return false;

    m_mode = gl::triangle_strip();

    float p1x,p1y,p1z,w1=1;
    float p2x,p2y,p2z,w2=1;
    float p3x,p3y,p3z,w3=1;

    float r1,g1,b1,a1;
    float r2,g2,b2,a2;
    float r3,g3,b3,a3;

    const float* pos1 = a_xyzs+3*0;
    p1x = *(pos1+0);
    p1y = *(pos1+1);
    p1z = *(pos1+2);
    project(p1x,p1y,p1z,w1);

    const float* pos2 = a_xyzs+3*1;
    p2x = *(pos2+0);
    p2y = *(pos2+1);
    p2z = *(pos2+2);
    project(p2x,p2y,p2z,w2);

    float n1x,n1y,n1z;
    float n2x,n2y,n2z;
    float n3x,n3y,n3z;

    const float* nos1 = a_nms+3*0;
    n1x = *(nos1+0);
    n1y = *(nos1+1);
    n1z = *(nos1+2);
    project_normal(n1x,n1y,n1z);

    const float* nos2 = a_nms+3*1;
    n2x = *(nos2+0);
    n2y = *(nos2+1);
    n2z = *(nos2+2);
    project_normal(n2x,n2y,n2z);

    const float* ros1 = a_rgbas+4*0;
    r1 = *ros1;ros1++;
    g1 = *ros1;ros1++;
    b1 = *ros1;ros1++;
    a1 = *ros1;ros1++;

    const float* ros2 = a_rgbas+4*1;
    r2 = *ros2;ros2++;
    g2 = *ros2;ros2++;
    b2 = *ros2;ros2++;
    a2 = *ros2;ros2++;

    bool flip = false;
    for(size_t index=2;index<num;index++) {
      const float* pos = a_xyzs+3*index;
      p3x = *(pos+0);
      p3y = *(pos+1);
      p3z = *(pos+2);
      project(p3x,p3y,p3z,w3);

      const float* nos = a_nms+3*index;
      n3x = *(nos+0);
      n3y = *(nos+1);
      n3z = *(nos+2);
      project_normal(n1x,n1y,n1z);

      const float* ros = a_rgbas+4*index;
      r3 = *ros;ros++;
      g3 = *ros;ros++;
      b3 = *ros;ros++;
      a3 = *ros;ros++;

      if(flip){
        if(!add_triangle_normal(p1x,p1y,p1z,w1, n1x,n1y,n1z, r1,g1,b1,a1,
                                p3x,p3y,p3z,w3, n3x,n3y,n3z, r3,g3,b3,a3,
                                p2x,p2y,p2z,w2, n2x,n2y,n2z, r2,g2,b2,a2)) {
          if(a_stop) return false;
        }
      } else {
        if(!add_triangle_normal(p1x,p1y,p1z,w1, n1x,n1y,n1z, r1,g1,b1,a1,
                                p2x,p2y,p2z,w2, n2x,n2y,n2z, r2,g2,b2,a2,
                                p3x,p3y,p3z,w3, n3x,n3y,n3z, r3,g3,b3,a3)) {
          if(a_stop) return false;
        }
      }

      p1x = p2x;
      p1y = p2y;
      p1z = p2z;
      w1 = w2;

      p2x = p3x;
      p2y = p3y;
      p2z = p3z;
      w2 = w3;

      n1x = n2x;
      n1y = n2y;
      n1z = n2z;

      n2x = n3x;
      n2y = n3y;
      n2z = n3z;

      r1 = r2;
      g1 = g2;
      b1 = b2;
      a1 = a2;

      r2 = r3;
      g2 = g3;
      b2 = b3;
      a2 = a3;

      flip = flip?false:true;
    }
    return true;
  }

  bool add_triangles_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms,bool a_stop = false){
    size_t num = a_floatn/3;
    if(num<3) return false;

    m_mode = gl::triangles();

    float p1x,p1y,p1z,w1=1;
    float p2x,p2y,p2z,w2=1;
    float p3x,p3y,p3z,w3=1;

    float n1x,n1y,n1z;
    float n2x,n2y,n2z;
    float n3x,n3y,n3z;

    for(size_t index=0;index<num;index+=3) {

      const float* pos = a_xyzs+3*index;

      p1x = *pos;pos++;
      p1y = *pos;pos++;
      p1z = *pos;pos++;
      project(p1x,p1y,p1z,w1);

      p2x = *pos;pos++;
      p2y = *pos;pos++;
      p2z = *pos;pos++;
      project(p2x,p2y,p2z,w2);

      p3x = *pos;pos++;
      p3y = *pos;pos++;
      p3z = *pos;pos++;
      project(p3x,p3y,p3z,w3);

      const float* nos = a_nms+3*index;

      n1x = *nos;nos++;
      n1y = *nos;nos++;
      n1z = *nos;nos++;
      project_normal(n1x,n1y,n1z);

      n2x = *nos;nos++;
      n2y = *nos;nos++;
      n2z = *nos;nos++;
      project_normal(n2x,n2y,n2z);

      n3x = *nos;nos++;
      n3y = *nos;nos++;
      n3z = *nos;nos++;
      project_normal(n3x,n3y,n3z);

      if(!add_triangle_normal(p1x,p1y,p1z,w1, n1x,n1y,n1z,
                              p2x,p2y,p2z,w2, n2x,n2y,n2z,
                              p3x,p3y,p3z,w3, n3x,n3y,n3z)) {
        if(a_stop) return false;
      }
    }
    return true;
  }

  bool add_triangles_rgba(size_t a_floatn,const float* a_xyzs,const float* a_rgbas,bool a_stop = false){
    size_t num = a_floatn/3;
    if(num<3) return false;

    m_mode = gl::triangles();

    float p1x,p1y,p1z,w1=1;
    float p2x,p2y,p2z,w2=1;
    float p3x,p3y,p3z,w3=1;

    float r1,g1,b1,a1;
    float r2,g2,b2,a2;
    float r3,g3,b3,a3;

    for(size_t index=0;index<num;index+=3) {

      const float* pos = a_xyzs+3*index;

      p1x = *pos;pos++;
      p1y = *pos;pos++;
      p1z = *pos;pos++;
      project(p1x,p1y,p1z,w1);

      p2x = *pos;pos++;
      p2y = *pos;pos++;
      p2z = *pos;pos++;
      project(p2x,p2y,p2z,w2);

      p3x = *pos;pos++;
      p3y = *pos;pos++;
      p3z = *pos;pos++;
      project(p3x,p3y,p3z,w3);

      const float* ros = a_rgbas+4*index;

      r1 = *ros;ros++;
      g1 = *ros;ros++;
      b1 = *ros;ros++;
      a1 = *ros;ros++;

      r2 = *ros;ros++;
      g2 = *ros;ros++;
      b2 = *ros;ros++;
      a2 = *ros;ros++;

      r3 = *ros;ros++;
      g3 = *ros;ros++;
      b3 = *ros;ros++;
      a3 = *ros;ros++;

      if(!add_triangle(p1x,p1y,p1z,w1,r1,g1,b1,a1,
                       p2x,p2y,p2z,w2,r2,g2,b2,a2,
                       p3x,p3y,p3z,w3,r3,g3,b3,a3)) {
        if(a_stop) return false;
      }
    }
    return true;
  }

  bool add_triangles_normal_rgba(size_t a_floatn,const float* a_xyzs,const float* a_nms,const float* a_rgbas,bool a_stop = false){
    size_t num = a_floatn/3;
    if(num<3) return false;

    m_mode = gl::triangles();

    float p1x,p1y,p1z,w1=1;
    float p2x,p2y,p2z,w2=1;
    float p3x,p3y,p3z,w3=1;

    float n1x,n1y,n1z;
    float n2x,n2y,n2z;
    float n3x,n3y,n3z;

    float r1,g1,b1,a1;
    float r2,g2,b2,a2;
    float r3,g3,b3,a3;

    for(size_t index=0;index<num;index+=3) {

      const float* pos = a_xyzs+3*index;

      p1x = *pos;pos++;
      p1y = *pos;pos++;
      p1z = *pos;pos++;
      project(p1x,p1y,p1z,w1);

      p2x = *pos;pos++;
      p2y = *pos;pos++;
      p2z = *pos;pos++;
      project(p2x,p2y,p2z,w2);

      p3x = *pos;pos++;
      p3y = *pos;pos++;
      p3z = *pos;pos++;
      project(p3x,p3y,p3z,w3);

      const float* nos = a_nms+3*index;

      n1x = *nos;nos++;
      n1y = *nos;nos++;
      n1z = *nos;nos++;
      project_normal(n1x,n1y,n1z);

      n2x = *nos;nos++;
      n2y = *nos;nos++;
      n2z = *nos;nos++;
      project_normal(n2x,n2y,n2z);

      n3x = *nos;nos++;
      n3y = *nos;nos++;
      n3z = *nos;nos++;
      project_normal(n3x,n3y,n3z);

      const float* ros = a_rgbas+4*index;

      r1 = *ros;ros++;
      g1 = *ros;ros++;
      b1 = *ros;ros++;
      a1 = *ros;ros++;

      r2 = *ros;ros++;
      g2 = *ros;ros++;
      b2 = *ros;ros++;
      a2 = *ros;ros++;

      r3 = *ros;ros++;
      g3 = *ros;ros++;
      b3 = *ros;ros++;
      a3 = *ros;ros++;

      if(!add_triangle_normal(p1x,p1y,p1z,w1, n1x,n1y,n1z, r1,g1,b1,a1,
                              p2x,p2y,p2z,w2, n2x,n2y,n2z, r2,g2,b2,a2,
                              p3x,p3y,p3z,w3, n3x,n3y,n3z, r3,g3,b3,a3)) {
        if(a_stop) return false;
      }
    }
    return true;
  }

  bool add_line_strip(size_t a_floatn,const float* a_xyzs,bool a_stop = false){
    size_t num = a_floatn/3;
    if(num<=1) return false;
    size_t nseg = num-1;

    m_mode = gl::line_strip();

    float xb,yb,zb,wb,xe,ye,ze,we;
    float* pos;
    for(size_t iseg = 0;iseg<nseg;iseg++) {
      pos = (float*)(a_xyzs+3*iseg);
      xb = *pos;pos++;
      yb = *pos;pos++;
      zb = *pos;pos++;
      project(xb,yb,zb,wb);

      xe = *pos;pos++;
      ye = *pos;pos++;
      ze = *pos;pos++;
      project(xe,ye,ze,we);

      if(!add_line(xb,yb,zb,wb, xe,ye,ze,we)) {if(a_stop) return false;}
    }
    return true;
  }

  bool add_line_strip_rgba(size_t a_floatn,const float* a_xyzs,const float* a_rgbas,bool a_stop = false){
    size_t num = a_floatn/3;
    if(num<=1) return false;
    size_t nseg = num-1;

    m_mode = gl::line_strip();

    float xb,yb,zb,wb,xe,ye,ze,we;
    float rb,gb,bb,ab,re,ge,be,ae;
    float* pos;
    float* ros;
    for(size_t iseg = 0;iseg<nseg;iseg++) {
      pos = (float*)(a_xyzs+3*iseg);
      xb = *pos;pos++;
      yb = *pos;pos++;
      zb = *pos;pos++;
      project(xb,yb,zb,wb);

      xe = *pos;pos++;
      ye = *pos;pos++;
      ze = *pos;pos++;
      project(xe,ye,ze,we);

      ros = (float*)(a_rgbas+4*iseg);
      rb = *ros;ros++;
      gb = *ros;ros++;
      bb = *ros;ros++;
      ab = *ros;ros++;

      re = *ros;ros++;
      ge = *ros;ros++;
      be = *ros;ros++;
      ae = *ros;ros++;

      if(!add_line(xb,yb,zb,wb,rb,gb,bb,ab,
                   xe,ye,ze,we,re,ge,be,ae)) {
        if(a_stop) return false;
      }
    }
    return true;
  }

  bool add_line_strip_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms,bool a_stop = false){
    size_t num = a_floatn/3;
    if(num<=1) return false;
    size_t nseg = num-1;

    m_mode = gl::line_strip();

    float xb,yb,zb,wb,xe,ye,ze,we;
    float nxb,nyb,nzb,nxe,nye,nze;
    float* pos;
    float* nos;
    for(size_t iseg = 0;iseg<nseg;iseg++) {
      pos = (float*)(a_xyzs+3*iseg);
      xb = *pos;pos++;
      yb = *pos;pos++;
      zb = *pos;pos++;
      project(xb,yb,zb,wb);

      xe = *pos;pos++;
      ye = *pos;pos++;
      ze = *pos;pos++;
      project(xe,ye,ze,we);

      nos = (float*)(a_nms+3*iseg);
      nxb = *nos;nos++;
      nyb = *nos;nos++;
      nzb = *nos;nos++;
      project_normal(nxb,nyb,nzb);

      nxe = *nos;nos++;
      nye = *nos;nos++;
      nze = *nos;nos++;
      project_normal(nxe,nye,nze);

      if(!add_line_normal(xb,yb,zb,wb, nxb,nyb,nzb,
                          xe,ye,ze,we, nxe,nye,nze)) {if(a_stop) return false;}
    }
    return true;
  }

  bool add_line_strip_normal_rgba(size_t a_floatn,const float* a_xyzs,const float* a_nms,const float* a_rgbas,bool a_stop = false){
    size_t num = a_floatn/3;
    if(num<=1) return false;
    size_t nseg = num-1;

    m_mode = gl::line_strip();

    float xb,yb,zb,wb,xe,ye,ze,we;
    float nxb,nyb,nzb,nxe,nye,nze;
    float rb,gb,bb,ab,re,ge,be,ae;
    float* pos;
    float* nos;
    float* ros;
    for(size_t iseg = 0;iseg<nseg;iseg++) {
      pos = (float*)(a_xyzs+3*iseg);
      xb = *pos;pos++;
      yb = *pos;pos++;
      zb = *pos;pos++;
      project(xb,yb,zb,wb);

      xe = *pos;pos++;
      ye = *pos;pos++;
      ze = *pos;pos++;
      project(xe,ye,ze,we);

      nos = (float*)(a_nms+3*iseg);
      nxb = *nos;nos++;
      nyb = *nos;nos++;
      nzb = *nos;nos++;
      project_normal(nxb,nyb,nzb);

      nxe = *nos;nos++;
      nye = *nos;nos++;
      nze = *nos;nos++;
      project_normal(nxe,nye,nze);

      ros = (float*)(a_rgbas+4*iseg);
      rb = *ros;ros++;
      gb = *ros;ros++;
      bb = *ros;ros++;
      ab = *ros;ros++;

      re = *ros;ros++;
      ge = *ros;ros++;
      be = *ros;ros++;
      ae = *ros;ros++;

      if(!add_line_normal(xb,yb,zb,wb, nxb,nyb,nzb, rb,gb,bb,ab,
                          xe,ye,ze,we, nxe,nye,nze, re,ge,be,ae)) {
        if(a_stop) return false;
      }
    }
    return true;
  }

  bool add_line_loop(size_t a_floatn,const float* a_xyzs,bool a_stop = false) {
    size_t num = a_floatn/3;
    if(num<=1) return false;
    size_t nseg = num-1;

    m_mode = gl::line_loop();

    float xb,yb,zb,wb,xe,ye,ze,we;
    float* pos;
    for(size_t iseg = 0;iseg<nseg;iseg++) {
      pos = (float*)(a_xyzs+3*iseg);
      xb = *pos;pos++;
      yb = *pos;pos++;
      zb = *pos;pos++;
      project(xb,yb,zb,wb);

      xe = *pos;pos++;
      ye = *pos;pos++;
      ze = *pos;pos++;
      project(xe,ye,ze,we);

      if(!add_line(xb,yb,zb,wb, xe,ye,ze,we)) {if(a_stop) return false;}
    }

    //close the loop :
   {pos = (float*)(a_xyzs+3*(nseg-1)+3);
    xb = *pos;pos++;
    yb = *pos;pos++;
    zb = *pos;pos++;
    project(xb,yb,zb,wb);

    pos = (float*)(a_xyzs); //first point.
    xe = *pos;pos++;
    ye = *pos;pos++;
    ze = *pos;pos++;
    project(xe,ye,ze,we);

    if(!add_line(xb,yb,zb,wb, xe,ye,ze,we)){if(a_stop) return false;}
    }

    return true;
  }

  bool add_line_loop_rgba(size_t a_floatn,const float* a_xyzs,const float* a_rgbas,bool a_stop = false) {
    size_t num = a_floatn/3;
    if(num<=1) return false;
    size_t nseg = num-1;

    m_mode = gl::line_loop();

    float xb,yb,zb,wb,xe,ye,ze,we;
    float rb,gb,bb,ab,re,ge,be,ae;
    float* pos;
    float* ros;
    for(size_t iseg = 0;iseg<nseg;iseg++) {
      pos = (float*)(a_xyzs+3*iseg);
      xb = *pos;pos++;
      yb = *pos;pos++;
      zb = *pos;pos++;
      project(xb,yb,zb,wb);

      xe = *pos;pos++;
      ye = *pos;pos++;
      ze = *pos;pos++;
      project(xe,ye,ze,we);

      ros = (float*)(a_rgbas+4*iseg);
      rb = *ros;ros++;
      gb = *ros;ros++;
      bb = *ros;ros++;
      ab = *ros;ros++;

      re = *ros;ros++;
      ge = *ros;ros++;
      be = *ros;ros++;
      ae = *ros;ros++;

      if(!add_line(xb,yb,zb,wb,rb,gb,bb,ab,
                   xe,ye,ze,we,re,ge,be,ae)) {
        if(a_stop) return false;
      }
    }

    //close the loop :
   {pos = (float*)(a_xyzs+3*nseg);
    xb = *pos;pos++;
    yb = *pos;pos++;
    zb = *pos;pos++;
    project(xb,yb,zb,wb);

    pos = (float*)(a_xyzs); //first point.
    xe = *pos;pos++;
    ye = *pos;pos++;
    ze = *pos;pos++;
    project(xe,ye,ze,we);

    ros = (float*)(a_rgbas+4*nseg);
    rb = *ros;ros++;
    gb = *ros;ros++;
    bb = *ros;ros++;
    ab = *ros;ros++;

    ros = (float*)(a_rgbas);
    re = *ros;ros++;
    ge = *ros;ros++;
    be = *ros;ros++;
    ae = *ros;ros++;

    if(!add_line(xb,yb,zb,wb,rb,gb,bb,ab,
                 xe,ye,ze,we,re,ge,be,ae)){if(a_stop) return false;}
    }

    return true;
  }

  bool add_line_loop_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms,bool a_stop = false) {
    size_t num = a_floatn/3;
    if(num<=1) return false;
    size_t nseg = num-1;

    m_mode = gl::line_loop();

    float xb,yb,zb,wb,xe,ye,ze,we;
    float nxb,nyb,nzb,nxe,nye,nze;
    float* pos;
    float* nos;
    for(size_t iseg = 0;iseg<nseg;iseg++) {
      pos = (float*)(a_xyzs+3*iseg);
      xb = *pos;pos++;
      yb = *pos;pos++;
      zb = *pos;pos++;
      project(xb,yb,zb,wb);

      xe = *pos;pos++;
      ye = *pos;pos++;
      ze = *pos;pos++;
      project(xe,ye,ze,we);

      nos = (float*)(a_nms+3*iseg);
      nxb = *nos;nos++;
      nyb = *nos;nos++;
      nzb = *nos;nos++;
      project_normal(nxb,nyb,nzb);

      nxe = *nos;nos++;
      nye = *nos;nos++;
      nze = *nos;nos++;
      project_normal(nxe,nye,nze);

      if(!add_line_normal(xb,yb,zb,wb, nxb,nyb,nzb,
                          xe,ye,ze,we, nxe,nye,nze)) {if(a_stop) return false;}
    }

    //close the loop :
   {pos = (float*)(a_xyzs+3*(nseg-1)+3);
    xb = *pos;pos++;
    yb = *pos;pos++;
    zb = *pos;pos++;
    project(xb,yb,zb,wb);

    pos = (float*)(a_xyzs); //first point.
    xe = *pos;pos++;
    ye = *pos;pos++;
    ze = *pos;pos++;
    project(xe,ye,ze,we);

    nos = (float*)(a_nms+3*(nseg-1)+3);
    nxb = *nos;nos++;
    nyb = *nos;nos++;
    nzb = *nos;nos++;
    project_normal(nxb,nyb,nzb);

    nos = (float*)(a_nms);
    nxe = *nos;nos++;
    nye = *nos;nos++;
    nze = *nos;nos++;
    project_normal(nxe,nye,nze);

    if(!add_line_normal(xb,yb,zb,wb, nxb,nyb,nzb,
                        xe,ye,ze,we, nxe,nye,nze)) {if(a_stop) return false;}

    }

    return true;
  }

  bool add_line_loop_normal_rgba(size_t a_floatn,const float* a_xyzs,const float* a_nms,const float* a_rgbas,bool a_stop = false) {
    size_t num = a_floatn/3;
    if(num<=1) return false;
    size_t nseg = num-1;

    m_mode = gl::line_loop();

    float xb,yb,zb,wb,xe,ye,ze,we;
    float nxb,nyb,nzb,nxe,nye,nze;
    float rb,gb,bb,ab,re,ge,be,ae;
    float* pos;
    float* nos;
    float* ros;
    for(size_t iseg = 0;iseg<nseg;iseg++) {
      pos = (float*)(a_xyzs+3*iseg);
      xb = *pos;pos++;
      yb = *pos;pos++;
      zb = *pos;pos++;
      project(xb,yb,zb,wb);

      xe = *pos;pos++;
      ye = *pos;pos++;
      ze = *pos;pos++;
      project(xe,ye,ze,we);

      nos = (float*)(a_nms+3*iseg);
      nxb = *nos;nos++;
      nyb = *nos;nos++;
      nzb = *nos;nos++;
      project_normal(nxb,nyb,nzb);

      nxe = *nos;nos++;
      nye = *nos;nos++;
      nze = *nos;nos++;
      project_normal(nxe,nye,nze);

      ros = (float*)(a_rgbas+4*iseg);
      rb = *ros;ros++;
      gb = *ros;ros++;
      bb = *ros;ros++;
      ab = *ros;ros++;

      re = *ros;ros++;
      ge = *ros;ros++;
      be = *ros;ros++;
      ae = *ros;ros++;

      if(!add_line_normal(xb,yb,zb,wb, nxb,nyb,nzb, rb,gb,bb,ab,
                          xe,ye,ze,we, nxe,nye,nze, re,ge,be,ae)) {
        if(a_stop) return false;
      }
    }

    //close the loop :
   {pos = (float*)(a_xyzs+3*nseg);
    xb = *pos;pos++;
    yb = *pos;pos++;
    zb = *pos;pos++;
    project(xb,yb,zb,wb);

    pos = (float*)(a_xyzs); //first point.
    xe = *pos;pos++;
    ye = *pos;pos++;
    ze = *pos;pos++;
    project(xe,ye,ze,we);

    nos = (float*)(a_nms+3*nseg);
    nxb = *nos;nos++;
    nyb = *nos;nos++;
    nzb = *nos;nos++;
    project_normal(nxb,nyb,nzb);

    nos = (float*)(a_nms);
    nxe = *nos;nos++;
    nye = *nos;nos++;
    nze = *nos;nos++;
    project_normal(nxe,nye,nze);

    ros = (float*)(a_rgbas+4*nseg);
    rb = *ros;ros++;
    gb = *ros;ros++;
    bb = *ros;ros++;
    ab = *ros;ros++;

    ros = (float*)(a_rgbas);
    re = *ros;ros++;
    ge = *ros;ros++;
    be = *ros;ros++;
    ae = *ros;ros++;

    if(!add_line_normal(xb,yb,zb,wb, nxb,nyb,nzb, rb,gb,bb,ab,
                        xe,ye,ze,we, nxe,nye,nze, re,ge,be,ae)) {
      if(a_stop) return false;
    }

    }

    return true;
  }

  bool add_lines(size_t a_floatn,const float* a_xyzs,bool a_stop = false) {
    //lines = segments.
    size_t num = a_floatn/3;

    size_t nseg = num/2;
    if(!nseg) return false;

    m_mode = gl::lines();

    float xb,yb,zb,wb,xe,ye,ze,we;
    float* pos;
    for(size_t iseg = 0;iseg<nseg;iseg++) {
      pos = (float*)(a_xyzs+6*iseg);
      xb = *pos;pos++;
      yb = *pos;pos++;
      zb = *pos;pos++;
      project(xb,yb,zb,wb);

      xe = *pos;pos++;
      ye = *pos;pos++;
      ze = *pos;pos++;
      project(xe,ye,ze,we);

      if(!add_line(xb,yb,zb,wb, xe,ye,ze,we)) {if(a_stop) return false;}
    }
    return true;
  }

  bool add_lines_rgba(size_t a_floatn,const float* a_xyzs,const float* a_rgbas,bool a_stop = false) {
    //lines = segments.
    size_t num = a_floatn/3;

    size_t nseg = num/2;
    if(!nseg) return false;

    m_mode = gl::lines();

    float xb,yb,zb,wb,xe,ye,ze,we;
    float rb,gb,bb,ab,re,ge,be,ae;
    float* pos;
    float* ros;
    for(size_t iseg = 0;iseg<nseg;iseg++) {
      pos = (float*)(a_xyzs+6*iseg);
      xb = *pos;pos++;
      yb = *pos;pos++;
      zb = *pos;pos++;
      project(xb,yb,zb,wb);

      xe = *pos;pos++;
      ye = *pos;pos++;
      ze = *pos;pos++;
      project(xe,ye,ze,we);

      ros = (float*)(a_rgbas+8*iseg);
      rb = *ros;ros++;
      gb = *ros;ros++;
      bb = *ros;ros++;
      ab = *ros;ros++;

      re = *ros;ros++;
      ge = *ros;ros++;
      be = *ros;ros++;
      ae = *ros;ros++;

      if(!add_line(xb,yb,zb,wb,rb,gb,bb,ab, xe,ye,ze,we,re,ge,be,ae)) {if(a_stop) return false;}
    }
    return true;
  }

  bool add_lines_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms,bool a_stop = false) {
    //lines = segments.
    size_t num = a_floatn/3;

    size_t nseg = num/2;
    if(!nseg) return false;

    m_mode = gl::lines();

    float xb,yb,zb,wb,xe,ye,ze,we;
    float nxb,nyb,nzb,nxe,nye,nze;

    float* pos;
    float* nos;

    for(size_t iseg = 0;iseg<nseg;iseg++) {
      pos = (float*)(a_xyzs+6*iseg);
      xb = *pos;pos++;
      yb = *pos;pos++;
      zb = *pos;pos++;
      project(xb,yb,zb,wb);

      xe = *pos;pos++;
      ye = *pos;pos++;
      ze = *pos;pos++;
      project(xe,ye,ze,we);

      nos = (float*)(a_nms+6*iseg);
      nxb = *nos;nos++;
      nyb = *nos;nos++;
      nzb = *nos;nos++;
      project_normal(nxb,nyb,nzb);

      nxe = *nos;nos++;
      nye = *nos;nos++;
      nze = *nos;nos++;
      project_normal(nxe,nye,nze);

      if(!add_line_normal(xb,yb,zb,wb, nxb,nyb,nzb,
                          xe,ye,ze,we, nxe,nye,nze)) {if(a_stop) return false;}
    }
    return true;
  }

  bool add_lines_normal_rgba(size_t a_floatn,const float* a_xyzs,const float* a_nms,const float* a_rgbas,bool a_stop = false) {
    //lines = segments.
    size_t num = a_floatn/3;

    size_t nseg = num/2;
    if(!nseg) return false;

    m_mode = gl::lines();

    float xb,yb,zb,wb,xe,ye,ze,we;
    float nxb,nyb,nzb,nxe,nye,nze;
    float rb,gb,bb,ab,re,ge,be,ae;
    float* pos;
    float* nos;
    float* ros;

    for(size_t iseg = 0;iseg<nseg;iseg++) {
      pos = (float*)(a_xyzs+6*iseg);
      xb = *pos;pos++;
      yb = *pos;pos++;
      zb = *pos;pos++;
      project(xb,yb,zb,wb);

      xe = *pos;pos++;
      ye = *pos;pos++;
      ze = *pos;pos++;
      project(xe,ye,ze,we);

      nos = (float*)(a_nms+6*iseg);
      nxb = *nos;nos++;
      nyb = *nos;nos++;
      nzb = *nos;nos++;
      project_normal(nxb,nyb,nzb);

      nxe = *nos;nos++;
      nye = *nos;nos++;
      nze = *nos;nos++;
      project_normal(nxe,nye,nze);

      ros = (float*)(a_rgbas+8*iseg);
      rb = *ros;ros++;
      gb = *ros;ros++;
      bb = *ros;ros++;
      ab = *ros;ros++;

      re = *ros;ros++;
      ge = *ros;ros++;
      be = *ros;ros++;
      ae = *ros;ros++;

      if(!add_line_normal(xb,yb,zb,wb, nxb,nyb,nzb, rb,gb,bb,ab,
                          xe,ye,ze,we, nxe,nye,nze, re,ge,be,ae)) {if(a_stop) return false;}
    }
    return true;
  }

  bool add_points(size_t a_floatn,const float* a_xyzs,bool a_stop = false){
    size_t num = a_floatn/3;

    m_mode = gl::points();

    float x,y,z,w;
    float* pos;
    for(size_t ipt=0;ipt<num;ipt++) {
      pos = (float*)(a_xyzs+3*ipt);
      x = *pos;pos++;
      y = *pos;pos++;
      z = *pos;pos++;
      project(x,y,z,w);

      if(!add_point(x,y,z,w)) {if(a_stop) return false;}
    }
    return true;
  }

  bool add_points_rgba(size_t a_floatn,const float* a_xyzs,const float* a_rgbas,bool a_stop = false){
    size_t num = a_floatn/3;

    m_mode = gl::points();

    float x,y,z,w;
    float r,g,b,a;

    float* pos;
    float* ros;

    for(size_t ipt=0;ipt<num;ipt++) {
      pos = (float*)(a_xyzs+3*ipt);
      x = *pos;pos++;
      y = *pos;pos++;
      z = *pos;pos++;
      project(x,y,z,w);

      ros = (float*)(a_rgbas+4*ipt);
      r = *ros;ros++;
      g = *ros;ros++;
      b = *ros;ros++;
      a = *ros;ros++;

      if(!add_point(x,y,z,w,r,g,b,a)) {if(a_stop) return false;}
    }
    return true;
  }

  bool add_points_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms,bool a_stop = false){
    size_t num = a_floatn/3;

    m_mode = gl::points();

    float x,y,z,w;
    float nx,ny,nz;
    float* pos;
    float* nos;

    for(size_t ipt=0;ipt<num;ipt++) {
      pos = (float*)(a_xyzs+3*ipt);
      x = *pos;pos++;
      y = *pos;pos++;
      z = *pos;pos++;
      project(x,y,z,w);

      nos = (float*)(a_nms+3*ipt);
      nx = *nos;nos++;
      ny = *nos;nos++;
      nz = *nos;nos++;
      project_normal(nx,ny,nz);

      if(!add_point_normal(x,y,z,w,nx,ny,nz)) {if(a_stop) return false;}
    }
    return true;
  }

  bool add_points_normal_rgba(size_t a_floatn,const float* a_xyzs,const float* a_nms,const float* a_rgbas,bool a_stop = false){
    size_t num = a_floatn/3;

    m_mode = gl::points();

    float x,y,z,w;
    float nx,ny,nz;
    float r,g,b,a;

    float* pos;
    float* nos;
    float* ros;

    for(size_t ipt=0;ipt<num;ipt++) {
      pos = (float*)(a_xyzs+3*ipt);
      x = *pos;pos++;
      y = *pos;pos++;
      z = *pos;pos++;
      project(x,y,z,w);

      nos = (float*)(a_nms+3*ipt);
      nx = *nos;nos++;
      ny = *nos;nos++;
      nz = *nos;nos++;
      project_normal(nx,ny,nz);

      ros = (float*)(a_rgbas+4*ipt);
      r = *ros;ros++;
      g = *ros;ros++;
      b = *ros;ros++;
      a = *ros;ros++;

      if(!add_point_normal(x,y,z,w,nx,ny,nz,r,g,b,a)) {if(a_stop) return false;}
    }
    return true;
  }

  bool add_primitive(gl::mode_t a_mode,size_t a_floatn,const float* a_xyzs,bool a_stop = false) {

    if(a_mode==gl::points()) {
      return add_points(a_floatn,a_xyzs,a_stop);

    } else if(a_mode==gl::lines()) {
      return add_lines(a_floatn,a_xyzs,a_stop);

    } else if(a_mode==gl::line_loop()) {
      return add_line_loop(a_floatn,a_xyzs,a_stop);

    } else if(a_mode==gl::line_strip()) {
      return add_line_strip(a_floatn,a_xyzs,a_stop);

    } else if(a_mode==gl::triangles()) {
      return add_triangles(a_floatn,a_xyzs,a_stop);

    } else if(a_mode==gl::triangle_strip()) {
      return add_triangle_strip(a_floatn,a_xyzs,a_stop);

    } else if(a_mode==gl::triangle_fan()) {
      return add_triangle_fan(a_floatn,a_xyzs,a_stop);

    } else {
      return false;
    }
  }

  bool add_primitive_rgba(gl::mode_t a_mode,size_t a_floatn,const float* a_xyzs,const float* a_rgbas,bool a_stop = false){

    if(a_mode==gl::points()) {
      return add_points_rgba(a_floatn,a_xyzs,a_rgbas,a_stop);

    } else if(a_mode==gl::lines()) {
      return add_lines_rgba(a_floatn,a_xyzs,a_rgbas,a_stop);

    } else if(a_mode==gl::line_loop()) {
      return add_line_loop_rgba(a_floatn,a_xyzs,a_rgbas,a_stop);

    } else if(a_mode==gl::line_strip()) {
      return add_line_strip_rgba(a_floatn,a_xyzs,a_rgbas,a_stop);

    } else if(a_mode==gl::triangles()) {
      return add_triangles_rgba(a_floatn,a_xyzs,a_rgbas,a_stop);

    } else if(a_mode==gl::triangle_strip()) {
    //return add_triangle_strip_rgba(a_floatn,a_xyzs,a_rgbas,a_stop); //uuuuu
      return add_triangle_strip(a_floatn,a_xyzs,a_stop);

    } else if(a_mode==gl::triangle_fan()) {
    //return add_triangle_fan_rgba(a_floatn,a_xyzs,a_rgbas,a_stop); //uuuuu
      return add_triangle_fan(a_floatn,a_xyzs,a_stop);

    } else {
      return false;
    }
  }

  bool add_primitive_normal(gl::mode_t a_mode,size_t a_floatn,const float* a_xyzs,const float* a_nms,bool a_stop = false) {

    if(a_mode==gl::points()) {
      return add_points_normal(a_floatn,a_xyzs,a_nms,a_stop);

    } else if(a_mode==gl::lines()) {
      return add_lines_normal(a_floatn,a_xyzs,a_nms,a_stop);

    } else if(a_mode==gl::line_loop()) {
      return add_line_loop_normal(a_floatn,a_xyzs,a_nms,a_stop);

    } else if(a_mode==gl::line_strip()) {
      return add_line_strip_normal(a_floatn,a_xyzs,a_nms,a_stop);

    } else if(a_mode==gl::triangles()) {
      return add_triangles_normal(a_floatn,a_xyzs,a_nms,a_stop);

    } else if(a_mode==gl::triangle_strip()) {
      return add_triangle_strip_normal(a_floatn,a_xyzs,a_nms,a_stop);

    } else if(a_mode==gl::triangle_fan()) {
      return add_triangle_fan_normal(a_floatn,a_xyzs,a_nms,a_stop);

    } else {
      return false;
    }
  }

  bool add_primitive_normal_rgba(gl::mode_t a_mode,size_t a_floatn,const float* a_xyzs,const float* a_nms,const float* a_rgbas,bool a_stop = false){

    if(a_mode==gl::points()) {
      return add_points_normal_rgba(a_floatn,a_xyzs,a_nms,a_rgbas,a_stop);

    } else if(a_mode==gl::lines()) {
      return add_lines_normal_rgba(a_floatn,a_xyzs,a_nms,a_rgbas,a_stop);

    } else if(a_mode==gl::line_loop()) {
      return add_line_loop_normal_rgba(a_floatn,a_xyzs,a_nms,a_rgbas,a_stop);

    } else if(a_mode==gl::line_strip()) {
      return add_line_strip_normal_rgba(a_floatn,a_xyzs,a_nms,a_rgbas,a_stop);

    } else if(a_mode==gl::triangles()) {
      return add_triangles_normal_rgba(a_floatn,a_xyzs,a_nms,a_rgbas,a_stop);

    } else if(a_mode==gl::triangle_strip()) {
      return add_triangle_strip_normal_rgba(a_floatn,a_xyzs,a_nms,a_rgbas,a_stop);

    } else if(a_mode==gl::triangle_fan()) {
      return add_triangle_fan_normal_rgba(a_floatn,a_xyzs,a_nms,a_rgbas,a_stop);

    } else {
      return false;
    }
  }

  ////////////////////////////////////////////////////////
  /// points with x,y only ///////////////////////////////
  ////////////////////////////////////////////////////////

  bool add_points_xy(size_t a_floatn,const float* a_xys,bool a_stop = false) {
    size_t num = a_floatn/2;

    m_mode = gl::points();

    float x,y,z,w;
    float* pos;
    for(size_t ipt=0;ipt<num;ipt++) {
      pos = (float*)(a_xys+2*ipt);
      x = *pos;pos++;
      y = *pos;pos++;
      z = 0;

      project(x,y,z,w);

      if(!add_point(x,y,z,w)) {if(a_stop) return false;}
    }
    return true;
  }

  bool add_triangle_fan_xy(size_t a_floatn,const float* a_xys,
                           bool a_stop = false,
                           bool a_triangle_revert = false){
    size_t num = a_floatn/2;
    if(num<3) return false;

    m_mode = gl::triangle_fan();

    float p1x,p1y,p1z,w1=1;
    float p2x,p2y,p2z,w2=1;
    float p3x,p3y,p3z,w3=1;

    const float* pos1 = a_xys+2*0;
    p1x = *(pos1+0);
    p1y = *(pos1+1);
    p1z = 0;
    project(p1x,p1y,p1z,w1);

    const float* pos2 = a_xys+2*1;
    p2x = *(pos2+0);
    p2y = *(pos2+1);
    p2z = 0;
    project(p2x,p2y,p2z,w2);

    for(size_t index=2;index<num;index++) {
      const float* pos = a_xys+2*index;
      p3x = *(pos+0);
      p3y = *(pos+1);
      p3z = 0;
      project(p3x,p3y,p3z,w3);

      if(a_triangle_revert) {
        if(!add_triangle(p3x,p3y,p3z,w3,
                         p2x,p2y,p2z,w2,
                         p1x,p1y,p1z,w1)) {
          if(a_stop) return false;
        }
      } else {
        if(!add_triangle(p1x,p1y,p1z,w1,
                         p2x,p2y,p2z,w2,
                         p3x,p3y,p3z,w3)) {
          if(a_stop) return false;
        }
      }


      p2x = p3x;
      p2y = p3y;
      p2z = p3z;
      w2 = w3;
    }
    return true;
  }

  bool add_triangle_strip_xy(size_t a_floatn,const float* a_xys,
                             bool a_stop = false,
                             bool a_triangle_revert = false){
    size_t num = a_floatn/2;
    if(num<3) return false;

    m_mode = gl::triangle_strip();

    float p1x,p1y,p1z,w1=1;
    float p2x,p2y,p2z,w2=1;
    float p3x,p3y,p3z,w3=1;

    const float* pos1 = a_xys+2*0;
    p1x = *(pos1+0);
    p1y = *(pos1+1);
    p1z = 0;
    project(p1x,p1y,p1z,w1);

    const float* pos2 = a_xys+2*1;
    p2x = *(pos2+0);
    p2y = *(pos2+1);
    p2z = 0;
    project(p2x,p2y,p2z,w2);

    bool flip = false;
    for(size_t index=2;index<num;index++) {
      const float* pos = a_xys+2*index;
      p3x = *(pos+0);
      p3y = *(pos+1);
      p3z = 0;
      project(p3x,p3y,p3z,w3);

      if(a_triangle_revert) {

        if(flip){
          if(!add_triangle(p2x,p2y,p2z,w2,
                           p3x,p3y,p3z,w3,
                           p1x,p1y,p1z,w1)) {
            if(a_stop) return false;
          }
        } else {
          if(!add_triangle(p3x,p3y,p3z,w3,
                           p2x,p2y,p2z,w2,
                           p1x,p1y,p1z,w1)) {
            if(a_stop) return false;
          }
        }

      } else {

        if(flip){
          if(!add_triangle(p1x,p1y,p1z,w1,
                           p3x,p3y,p3z,w3,
                           p2x,p2y,p2z,w2)) {
            if(a_stop) return false;
          }
        } else {
          if(!add_triangle(p1x,p1y,p1z,w1,
                           p2x,p2y,p2z,w2,
                           p3x,p3y,p3z,w3)) {
            if(a_stop) return false;
          }
        }

      }

      p1x = p2x;
      p1y = p2y;
      p1z = p2z;
      w1 = w2;

      p2x = p3x;
      p2y = p3y;
      p2z = p3z;
      w2 = w3;

      flip = flip?false:true;
    }
    return true;
  }

  bool add_triangles_xy(size_t a_floatn,const float* a_xys,bool a_stop = false,bool a_triangle_revert = false){
    size_t num = a_floatn/2;
    if(num<3) return false;

    m_mode = gl::triangles();

    float p1x,p1y,p1z,w1=1;
    float p2x,p2y,p2z,w2=1;
    float p3x,p3y,p3z,w3=1;

    for(size_t index=0;index<num;index+=3) {

      const float* pos1 = a_xys+2*index;
      p1x = *(pos1+0);
      p1y = *(pos1+1);
      p1z = 0;
      project(p1x,p1y,p1z,w1);

      const float* pos2 = a_xys+2*(index+1);
      p2x = *(pos2+0);
      p2y = *(pos2+1);
      p2z = 0;
      project(p2x,p2y,p2z,w2);

      const float* pos3 = a_xys+2*(index+2);
      p3x = *(pos3+0);
      p3y = *(pos3+1);
      p3z = 0;
      project(p3x,p3y,p3z,w3);

      if(a_triangle_revert) {
        if(!add_triangle(p3x,p3y,p3z,w3,
                         p2x,p2y,p2z,w2,
                         p1x,p1y,p1z,w1)) {
          if(a_stop) return false;
        }
      } else {
        if(!add_triangle(p1x,p1y,p1z,w1,
                         p2x,p2y,p2z,w2,
                         p3x,p3y,p3z,w3)) {
          if(a_stop) return false;
        }
      }
    }
    return true;
  }

  bool add_line_loop_xy(size_t a_floatn,const float* a_xys,bool a_stop = false){
    size_t num = a_floatn/2;
    if(num<=1) return false;
    size_t nseg = num-1;

    m_mode = gl::line_loop();

    float xb,yb,zb,wb,xe,ye,ze,we;
    float* pos;
    for(size_t iseg = 0;iseg<nseg;iseg++) {
      pos = (float*)(a_xys+2*iseg);
      xb = *pos;pos++;
      yb = *pos;pos++;
      zb = 0;
      project(xb,yb,zb,wb);

      xe = *pos;pos++;
      ye = *pos;pos++;
      ze = 0;
      project(xe,ye,ze,we);

      if(!add_line(xb,yb,zb,wb, xe,ye,ze,we)) {if(a_stop) return false;}
    }

    //close the loop :
   {pos = (float*)(a_xys+2*(nseg-1)+2);
    xb = *pos;pos++;
    yb = *pos;pos++;
    zb = 0;
    project(xb,yb,zb,wb);

    pos = (float*)(a_xys); //first point.
    xe = *pos;pos++;
    ye = *pos;pos++;
    ze = 0;
    project(xe,ye,ze,we);

    if(!add_line(xb,yb,zb,wb, xe,ye,ze,we)){if(a_stop) return false;}
    }

    return true;
  }

  bool add_line_strip_xy(size_t a_floatn,const float* a_xys,bool a_stop = false){
    size_t num = a_floatn/2;
    if(num<=1) return false;
    size_t nseg = num-1;

    m_mode = gl::line_strip();

    float xb,yb,zb,wb,xe,ye,ze,we;
    float* pos;
    for(size_t iseg = 0;iseg<nseg;iseg++) {
      pos = (float*)(a_xys+2*iseg);
      xb = *pos;pos++;
      yb = *pos;pos++;
      zb = 0;
      project(xb,yb,zb,wb);

      xe = *pos;pos++;
      ye = *pos;pos++;
      ze = 0;
      project(xe,ye,ze,we);

      if(!add_line(xb,yb,zb,wb, xe,ye,ze,we)) {if(a_stop) return false;}
    }
    return true;
  }

  bool add_lines_xy(size_t a_floatn,const float* a_xys,bool a_stop = false){
    //lines = segments.  Each point having only (x,y) (no z).
    //used in tools::sg::[text_freetype, text_hershey].

    size_t num = a_floatn/2;

    size_t nseg = num/2;
    if(!nseg) return false;

    m_mode = gl::lines();

    float xb,yb,zb,wb,xe,ye,ze,we;
    float* pos;
    for(size_t iseg = 0;iseg<nseg;iseg++) {
      pos = (float*)(a_xys+4*iseg);
      xb = *pos;pos++;
      yb = *pos;pos++;
      zb = 0;
      project(xb,yb,zb,wb);

      xe = *pos;pos++;
      ye = *pos;pos++;
      ze = 0;
      project(xe,ye,ze,we);

      if(!add_line(xb,yb,zb,wb, xe,ye,ze,we)) {if(a_stop) return false;}
    }
    return true;
  }

  bool add_primitive_xy(gl::mode_t a_mode,size_t a_floatn,const float* a_xys,bool a_stop = false,bool a_triangle_revert = false){

    if(a_mode==gl::points()) {
      return add_points_xy(a_floatn,a_xys,a_stop);

    } else if(a_mode==gl::lines()) {
      return add_lines_xy(a_floatn,a_xys,a_stop);

    } else if(a_mode==gl::line_loop()) {
      return add_line_loop_xy(a_floatn,a_xys,a_stop);

    } else if(a_mode==gl::line_strip()) {
      return add_line_strip_xy(a_floatn,a_xys,a_stop);

    } else if(a_mode==gl::triangles()) {
      return add_triangles_xy(a_floatn,a_xys,a_stop,a_triangle_revert);

    } else if(a_mode==gl::triangle_strip()) {
      return add_triangle_strip_xy(a_floatn,a_xys,a_stop,a_triangle_revert);

    } else if(a_mode==gl::triangle_fan()) {
      return add_triangle_fan_xy(a_floatn,a_xys,a_stop,a_triangle_revert);

    } else {
      return false;
    }
  }

public:
  bool add_primitive(gl::mode_t a_mode,const std::vector<float>& a_xyzs,bool a_stop = false){
    const float* _xyzs = vec_data<float>(a_xyzs);
    return add_primitive(a_mode,a_xyzs.size(),_xyzs,a_stop);
  }
  bool add_primitive_xy(gl::mode_t a_mode,const std::vector<float>& a_xys,bool a_stop = false,bool a_triangle_revert = false){
    const float* _xys = vec_data<float>(a_xys);
    return add_primitive_xy(a_mode,a_xys.size(),_xys,a_stop,a_triangle_revert);
  }
  bool add_line_strip(const std::vector<float>& a_xyzs,bool a_stop = false){
    const float* _xyzs = vec_data<float>(a_xyzs);
    return add_line_strip(a_xyzs.size(),_xyzs,a_stop);
  }
  bool add_line_loop(const std::vector<float>& a_xyzs,bool a_stop = false){
    const float* _xyzs = vec_data<float>(a_xyzs);
    return add_line_loop(a_xyzs.size(),_xyzs,a_stop);
  }
  bool add_lines(const std::vector<float>& a_xyzs,bool a_stop = false){
    const float* _xyzs = vec_data<float>(a_xyzs);
    return add_lines(a_xyzs.size(),_xyzs,a_stop);
  }
  bool add_points(const std::vector<float>& a_xyzs,bool a_stop = false){
    const float* _xyzs = vec_data<float>(a_xyzs);
    return add_points(a_xyzs.size(),_xyzs,a_stop);
  }

  bool add_triangle_strip(const std::vector<float>& a_xyzs,bool a_stop = false){
    const float* _xyzs = vec_data<float>(a_xyzs);
    return add_triangle_strip(a_xyzs.size(),_xyzs,a_stop);
  }

  bool add_points_xy(const std::vector<float>& a_xys,bool a_stop = false){
    const float* _xys = vec_data<float>(a_xys);
    return add_points_xy(a_xys.size(),_xys,a_stop);
  }
  bool add_lines_xy(const std::vector<float>& a_xys,bool a_stop = false){
    const float* _xys = vec_data<float>(a_xys);
    return add_lines_xy(a_xys.size(),_xys,a_stop);
  }
  bool add_triangle_strip_xy(const std::vector<float>& a_xys,bool a_stop = false){
    const float* _xys = vec_data<float>(a_xys);
    return add_triangle_strip_xy(a_xys.size(),_xys,a_stop);
  }


public:
  //for sg::[tex_]sphere::visit() template :
//  bool add_triangle_fan_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms) {
//    return add_triangle_fan_normal(a_floatn,a_xyzs,a_nms,false);
//  }
//  bool add_triangle_fan_normal_rgba(size_t a_floatn,const float* a_xyzs,const float* a_nms,const float* a_rgbas) {
//    return add_triangle_fan_normal_rgba(a_floatn,a_xyzs,a_nms,a_rgbas,false);
//  }
/*
  bool add_triangles_texture(size_t a_floatn,const float* a_xyzs,unsigned int,const float*){
    return add_triangles(a_floatn,a_xyzs);
  }
  bool add_triangle_fan_texture(size_t a_floatn,const float* a_xyzs,unsigned int,const float*){
    return add_triangle_fan(a_floatn,a_xyzs);
  }
  bool add_triangle_strip_texture(size_t a_floatn,const float* a_xyzs,unsigned int,const float*){
    return add_triangle_strip(a_floatn,a_xyzs,false);
  }
*/
  bool add_triangle_fan_texture_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms,unsigned int,const float*){
    return add_triangle_fan_normal(a_floatn,a_xyzs,a_nms,false);
  }
  bool add_triangle_strip_texture_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms,unsigned int,const float*){
    return add_triangle_strip_normal(a_floatn,a_xyzs,a_nms,false);
  }

//  bool add_triangle_strip_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms) {
//    return add_triangle_strip_normal(a_floatn,a_xyzs,a_nms,false);
//  }
//  bool add_triangle_strip_normal_rgba(size_t a_floatn,const float* a_xyzs,const float* a_nms,const float* a_rgbas) {
//    return add_triangle_strip_normal_rgba(a_floatn,a_xyzs,a_nms,a_rgbas,false);
//  }

  bool add_triangle_strip_as_triangles(size_t a_floatn,const float* a_xyzs,const float* a_nms) { //used in sg::sphere, icosahedron_sphere.
    return add_triangle_strip_normal(a_floatn,a_xyzs,a_nms,false); //already do a per triangle treatement.
  }
public:
  void add_texture(std::ostream& a_out,size_t a_xyzn,const float* a_xyzs,const img_byte& a_img,const float* a_tcs) {
    if(a_img.is_empty()) return;

    unsigned int imw = a_img.width();
    unsigned int imh = a_img.height();
    unsigned int imn = a_img.bpp();
    if((imn!=3)&&(imn!=4)) {
      a_out << "tools::sg::primitive_visitor::add_texture :"
            << " not a 3 or 4 bytes per pixel image."
            << std::endl;
      return;
    }

    if(a_xyzn!=12) {
      a_out << "tools::sg::primitive_visitor::add_texture :"
            << " primitive has not four points."
            << std::endl;
      return;
    }

  //::printf("debug : zb_action : tcs : %g %g, %g %g, %g %g, %g %g\n",
  //   a_tcs[0],a_tcs[1],a_tcs[2],a_tcs[3],a_tcs[4],a_tcs[5],a_tcs[6],a_tcs[7]);

    vec3f p1(a_xyzs[0],a_xyzs[ 1],a_xyzs[ 2]);
    vec3f p2(a_xyzs[3],a_xyzs[ 4],a_xyzs[ 5]);
  //vec3f p3(a_xyzs[6],a_xyzs[ 7],a_xyzs[ 8]);
    vec3f p4(a_xyzs[9],a_xyzs[10],a_xyzs[11]);

    vec3f dx = p2-p1;
    vec3f dy = p4-p1;

    vec2f t1(a_tcs[0],a_tcs[1]);
    vec2f t2(a_tcs[2],a_tcs[3]);
    vec2f t3(a_tcs[4],a_tcs[5]);
    vec2f t4(a_tcs[6],a_tcs[7]);
    vec2f tdx = t2-t1;
    vec2f tdy = t4-t1;
    if(!tdx.length()) {
      a_out << "tools::sg::primitive_visitor::add_texture :"
            << " tdx is null."
            << std::endl;
      return;
    }
    if(!tdy.length()) {
      a_out << "tools::sg::primitive_visitor::add_texture :"
            << " tdy is null."
            << std::endl;
      return;
    }
    std::vector<vec2f> poly;
    poly.push_back(t1);
    poly.push_back(t2);
    poly.push_back(t3);
    poly.push_back(t4);
    poly.push_back(t1);

   {float r,g,b,a,tx,ty;
    vec3f p;
    vec2f t;
    unsigned char* pos = (unsigned char*)a_img.buffer();
    for(unsigned int row=0;row<imh;row++) {
      for(unsigned int col=0;col<imw;col++) {
        r = (*pos)/255.0f;pos++;
        g = (*pos)/255.0f;pos++;
        b = (*pos)/255.0f;pos++;
        a = 1;
        if(imn==4) {
          a = (*pos)/255.0f;pos++;
        }

        tx = float(col)/float(imw-1); //[0,1]
        ty = float(row)/float(imh-1); //[0,1]

        t.set_value(tx,ty);

        if(!is_inside(t,poly)) continue;

        t = t - t1;

        p = p1+dx*t.x()/tdx.length()+dy*t.y()/tdy.length();

        add_one_point(p.x(),p.y(),p.z(),r,g,b,a);
      }
    }}

  }
protected:
  gl::mode_t m_mode;
};

}}

#endif
