/*
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 permissionsand
limitations under the License.
*/


#pragma once

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

#include <LumoBackend/Headers/LumoBackendDefs.h>

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

#include <LumoBackend/Base/BaseRenderer.h>
#include <LumoBackend/Base/QuadShaderPass.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/TaskInterface.h>
#include <LumoBackend/Interfaces/NodeInterface.h>
#include <LumoBackend/Interfaces/ResizerInterface.h>

#include <LumoBackend/Interfaces/ModelInputInterface.h>
#include <LumoBackend/Interfaces/Texture2DInputInterface.h>
#include <LumoBackend/Interfaces/Texture2DOutputInterface.h>
#include <LumoBackend/Interfaces/ShaderPassOutputInterface.h>

class ModelRendererModule_Mesh_Pass;
class ModelRendererModule :
	public BaseRenderer,
	public TaskInterface,
	public ModelInputInterface,
	public Texture2DInputInterface<0U>,
	public Texture2DOutputInterface,
	public ShaderPassOutputInterface,
	public NodeInterface
{
public:
	static std::shared_ptr<ModelRendererModule> Create(GaiApi::VulkanCoreWeak vVulkanCore, BaseNodeWeak vParentNode);

private:
	std::weak_ptr<ModelRendererModule> m_This;

    SceneShaderPassPtr m_SceneShaderPassPtr = nullptr;
	std::shared_ptr<ModelRendererModule_Mesh_Pass> m_ModelRendererModule_Mesh_Pass_Ptr = nullptr;

public:
	ModelRendererModule(GaiApi::VulkanCoreWeak vVulkanCore);
	~ModelRendererModule() override;

	bool Init();

	bool ExecuteAllTime(const uint32_t& vCurrentFrame, vk::CommandBuffer* vCmd = nullptr, BaseNodeState* vBaseNodeState = nullptr) override;
	bool ExecuteWhenNeeded(const uint32_t& vCurrentFrame, vk::CommandBuffer* vCmd = nullptr, BaseNodeState* vBaseNodeState = nullptr) override;

	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 NeedResizeByResizeEvent(ct::ivec2* vNewSize, const uint32_t* vCountColorBuffers) override;

	// Interfaces Setters
	void SetModel(SceneModelWeak vSceneModel) override;
    void SetTexture(const uint32_t& vBindingPoint, vk::DescriptorImageInfo* vImageInfo, ct::fvec2* vTextureSize, void* vUserDatas = nullptr) override;

	// Interfaces Getters
    vk::DescriptorImageInfo* GetDescriptorImageInfo(const uint32_t& vBindingPoint, ct::fvec2* vOutSize = nullptr, void* vUserDatas = nullptr) override;
	SceneShaderPassWeak GetShaderPasses(const uint32_t& vSlotID) 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;
};
