/*
Copyright 2022-2022 Stephane Cuillerdier (aka aiekick)

Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at

http://www.apache.org/licenses/LICENSE-2.0

Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/

#pragma once

#include <set>
#include <array>
#include <string>
#include <memory>

#include <ctools/cTools.h>
#include <ctools/ConfigAbstract.h>

#include <LumoBackend/Base/BaseRenderer.h>
#include <LumoBackend/Base/ShaderPass.h>

#include <Gaia/gaia.h>
#include <Gaia/Resources/Texture2D.h>
#include <Gaia/Core/VulkanCore.h>
#include <Gaia/Core/VulkanDevice.h>

#include <Gaia/Shader/VulkanShader.h>
#include <Gaia/Gui/ImGuiTexture.h>
#include <Gaia/Resources/VulkanRessource.h>
#include <Gaia/Resources/VulkanFrameBuffer.h>

#include <LumoBackend/Interfaces/GuiInterface.h>
#include <LumoBackend/Interfaces/NodeInterface.h>
#include <LumoBackend/Interfaces/Texture2DInputInterface.h>
#include <LumoBackend/Interfaces/Texture2DOutputInterface.h>

class SdfTextureModule_Comp_Pass : public ShaderPass,
                                   public NodeInterface,

                                   public Texture2DInputInterface<1U>,
                                   public Texture2DOutputInterface {
protected:
    struct PushConstants {
        int32_t iteration_count = 0;
    } m_PushConstants;

private:
    // for avoid infinit loops in compute shader
    // (can be determined auto via max(size.x, size.y)				// to save
    uint32_t m_MaxIterations = 0;

public:
    SdfTextureModule_Comp_Pass(GaiApi::VulkanCoreWeak vVulkanCore);
    ~SdfTextureModule_Comp_Pass() override;
    void ActionBeforeInit();
    void ActionBeforeCompilation();
    bool DrawWidgets(const uint32_t& vCurrentFrame, ImGuiContext* vContextPtr = nullptr, void* vUserDatas = nullptr) override;
    bool DrawOverlays(
        const uint32_t& vCurrentFrame, const ImRect& vRect, ImGuiContext* vContextPtr = nullptr, void* vUserDatas = nullptr) override;
    bool DrawDialogsAndPopups(
        const uint32_t& vCurrentFrame, const ImRect& vMaxRect, ImGuiContext* vContextPtr = nullptr, void* vUserDatas = nullptr) override;
    void SetTexture(const uint32_t& vBinding, vk::DescriptorImageInfo* vImageInfo, ct::fvec2* vTextureSize, void* vUserDatas) override;
    vk::DescriptorImageInfo* GetDescriptorImageInfo(const uint32_t& vBindingPoint, ct::fvec2* vOutSize = nullptr, void* vUserDatas = nullptr) override;
    bool CanUpdateDescriptors() override;
    void Compute(vk::CommandBuffer* vCmdBufferPtr, const int& vIterationNumber) override;
    std::string getXml(const std::string& vOffset, const std::string& vUserDatas) override;
    bool setFromXml(tinyxml2::XMLElement* vElem, tinyxml2::XMLElement* vParent, const std::string& vUserDatas) override;
    void AfterNodeXmlLoading() override;

protected:
    void Compute_SdfTexture(vk::CommandBuffer* vCmdBufferPtr, const uint32_t& vIdx);

    bool UpdateLayoutBindingInRessourceDescriptor() override;
    bool UpdateBufferInfoInRessourceDescriptor() override;

    bool CreateComputePipeline();

    std::string GetComputeShaderCode(std::string& vOutShaderName) override;
};