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#pragma once
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#ifndef SHADERINTERFACE_H
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#define SHADERINTERFACE_H
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// Glew includes
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#include <gl glew.h="">  // Must be included before tgl.h</gl>
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// TnzBase includes
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#include "tparamuiconcept.h"
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// TnzCore includes
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#include "tpersist.h"
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#include "tfilepath.h"
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#include "tgl.h"
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// Qt includes
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#include <qstring></qstring>
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#include <qdatetime></qdatetime>
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#include <qglshader></qglshader>
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// STD includes
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#include <vector></vector>
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#undef DVAPI
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#undef DVVAR
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#ifdef TNZSTDFX_EXPORTS
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#define DVAPI DV_EXPORT_API
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#define DVVAR DV_EXPORT_VAR
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#else
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#define DVAPI DV_IMPORT_API
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#define DVVAR DV_IMPORT_VAR
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#endif
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//=========================================================
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//    Forward declarations
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class QGLShaderProgram;
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//=========================================================
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//**********************************************************************
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//    ShaderInterface  declaration
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//**********************************************************************
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/*!
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  A ShaderInterface represents interface data to a GLSL shader program.
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\par Rationale
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  OpenGL shaders are supplied as text to be compiled at run-time by a
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  GLSL compiler. In our case, the specified text is assumed to be stored in
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  one or more files on hard-disk.
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\n\n
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  However, in order for an executable to correctly interface a GLSL
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  shader program, further interface data must be supplied in some form.
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  Interface data include the path of the GLSL shader program file and
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  parameters to be bound by the executable before the shader is run.
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\par Usage
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  A ShaderInterface is loaded from an xml file. Since an interface could
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  be loaded incorrectly, remember to check the isValid() method to ensure
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  that the loading process succeeds.
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  A loaded ShaderInterface allows access to shader parameters and
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  acts as a factory object to compiled QGLShaderProgram instances.
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*/
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class DVAPI ShaderInterface final : public TPersist {
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public:  // Enums
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  enum ParameterConceptType {
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    CONCEPT_NONE,
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    PERCENT,
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    LENGTH,
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    ANGLE,
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    POINT,
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    RADIUS_UI,
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    WIDTH_UI,
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    ANGLE_UI,
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    POINT_UI,
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    XY_UI,
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    VECTOR_UI,
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    POLAR_UI,
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    SIZE_UI,
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    QUAD_UI,
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    RECT_UI,
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    CONCEPTSCOUNT,
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    UI_CONCEPTS = RADIUS_UI
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  };
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  enum ParameterType {
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    PARAMETER_UNKNOWN,
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    BOOL,
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    FLOAT,
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    VEC2,
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    VEC3,
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    VEC4,
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    INT,
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    IVEC2,
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    IVEC3,
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    IVEC4,
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    RGBA,
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    RGB,
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    TYPESCOUNT
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  };
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  enum HandledWorldTransformsType { HWT_UNKNOWN, ANY, ISOTROPIC, HWTCOUNT };
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public:  // Sub-classes
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  class ParameterConcept final : public TPersist {
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    PERSIST_DECLARATION(ParameterConcept)
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  public:
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    ParameterConceptType m_type;  //!< The concept type (typically composite)
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    QString m_label;              //!< Name to be shown for ui concepts
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    std::vector<qstring></qstring>
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        m_parameterNames;  //!< The involved parameters (by name)
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  public:
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    ParameterConcept() : m_type(CONCEPT_NONE) {}
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    ParameterConcept(ParameterConceptType type, const QString &label)
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        : m_type(type), m_label(label) {}
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    bool isUI() const {
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      return m_type >= UI_CONCEPTS && m_type < CONCEPTSCOUNT;
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    }
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  protected:
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    void saveData(TOStream &os) override;
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    void loadData(TIStream &is) override;
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  };
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  union ParameterValue {
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    GLboolean m_bool;
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    GLfloat m_float;
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    GLfloat m_vec2[2];
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    GLfloat m_vec3[3];
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    GLfloat m_vec4[4];
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    GLint m_int;
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    GLint m_ivec2[2];
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    GLint m_ivec3[3];
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    GLint m_ivec4[4];
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    GLubyte m_rgba[4];
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    GLubyte m_rgb[3];
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  };
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  class Parameter final : public TPersist {
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    PERSIST_DECLARATION(Parameter)
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  public:
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    ParameterType m_type;
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    QString m_name;
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    ParameterValue m_default;
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    ParameterValue m_range[2];
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    ParameterConcept m_concept;
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  public:
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    Parameter() : m_type(PARAMETER_UNKNOWN) {}
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    Parameter(ParameterType type, const QString &name)
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        : m_type(type), m_name(name) {}
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  protected:
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    void saveData(TOStream &os) override;
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    void loadData(TIStream &is) override;
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  };
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  class ShaderData final : public TPersist {
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    PERSIST_DECLARATION(ShaderData)
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  public:
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    QString m_name;                //!< A name associated to the shader action
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    TFilePath m_path;              //!< The shader program's file path
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    QGLShader::ShaderType m_type;  //!< The shader type
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  public:
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    bool isValid() const { return !m_path.isEmpty(); }
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  protected:
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    void saveData(TOStream &os) override;
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    void loadData(TIStream &is) override;
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  };
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public:  // Public methods
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  ShaderInterface();
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  bool isValid() const;
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  const std::vector<parameter> ¶meters() const;</parameter>
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  const std::vector<qstring> &inputPorts() const;</qstring>
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  const ShaderData &mainShader() const;
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  const ShaderData &inputPortsShader() const;
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  const ShaderData &bboxShader() const;
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  HandledWorldTransformsType hwtType() const;
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  /*!
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Returns a compiled shader program against current OpenGL context, and the
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last modified date of the associated shader file.
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*/
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  std::pair<qglshaderprogram *,="" qdatetime=""> makeProgram(</qglshaderprogram>
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      const ShaderData &sd, int varyingsCount = 0,
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      const GLchar **varyingNames = 0) const;
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protected:
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  void clear();
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  void saveData(TOStream &os) override;
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  void loadData(TIStream &is) override;
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private:
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  PERSIST_DECLARATION(ShaderInterface)
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  ShaderData m_mainShader;              //!< Main (fragment) shader data
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  std::vector<parameter> m_parameters;  //!< List of parameters for the shader</parameter>
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  std::vector<parameterconcept></parameterconcept>
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      m_parConcepts;  //!< List of (composite) parameter concepts
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  std::vector<qstring> m_ports;</qstring>
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  ShaderData m_portsShader;  //!< (Vertex) shader dedicated to input
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                             //!< ports' geometries calculation
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  ShaderData m_bboxShader;   //!< (Vertex) shader dedicated to extracting
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                             //!< the fx's bbox
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  HandledWorldTransformsType m_hwt;  //!< World transform types \a handled by
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                                     //!< associated ShaderFx instances
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};
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#endif  // SHADERINTERFACE_H