/****************************************************************************
**
** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
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** the Free Software Foundation and appearing in the file LICENSE.GPL3
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#ifndef DRAGONGLSHADER_P_H
#define DRAGONGLSHADER_P_H

//
//  W A R N I N G
//  -------------
//
// This file is not part of the Qt API.  It exists for the convenience
// of other Qt classes.  This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//

#include <private/dragonshader_p.h>
#include <private/dragonimmutable_p.h>
#include <private/dragonshadervariables_p.h>

#include <QOpenGLShaderProgram>
#include <QSharedPointer>
#include <QVector>

QT_BEGIN_NAMESPACE

namespace Qt3DRender {
namespace Dragon {

class ActivatedSurface;

enum StandardUniform
{
    UserUniform = 0x0,
    ModelMatrix,
    ViewMatrix,
    ProjectionMatrix,
    ModelViewMatrix,
    ViewProjectionMatrix,
    ModelViewProjectionMatrix,
    InverseModelMatrix,
    InverseViewMatrix,
    InverseProjectionMatrix,
    InverseModelViewMatrix,
    InverseViewProjectionMatrix,
    InverseModelViewProjectionMatrix,
    ModelNormalMatrix,
    ModelViewNormalMatrix,
    ViewportMatrix,
    InverseViewportMatrix,
    AspectRatio,
    Time,
    Exposure,
    Gamma,
    EyePosition,
    SkinningPalette
};
typedef QHash<int, StandardUniform> StandardUniformsNameToTypeHash;

struct StandardShaderUniform
{
    StandardUniform standardUniform;
    ShaderUniform shaderUniform;
};

struct GLShader
{
    GLShader() = default;
    GLShader(const ActivatedSurface &gl, const Immutable<Shader> &shader);

    // QSharedPointer to allow copying the GLShader easily
    // TODO should be const to make sure no-one changes it,
    // but certain functions expect a non-const pointer (activateShader)
    QSharedPointer<QOpenGLShaderProgram> shaderProgram;

    ProgramDNA dna = 0;

    // Need to use Render because the helpers are still in Render
    QVector<StandardShaderUniform> standardUniforms;
    // TODO rename to customUniforms (or userUniforms)
    QVector<ShaderUniform> uniforms;
    QVector<ShaderAttribute> attributes;
    QVector<ShaderUniformBlock> uniformBlocks;
    QVector<ShaderStorageBlock> storageBlocks;

    // TODO consider dropping in favor of releasing memory
    Immutable<Shader> shader;
};

} // namespace Dragon
} // namespace Qt3DRender

QT_END_NAMESPACE

#endif // DRAGONGLSHADER_P_H
