// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
// SPDX-License-Identifier: BSD-3-Clause
/**
 * @class   vtkShader
 * @brief   encapsulate a glsl shader
 *
 * vtkShader represents a shader, vertex, fragment, geometry etc
 */

#ifndef vtkShader_h
#define vtkShader_h

#include "vtkObject.h"
#include "vtkRenderingOpenGL2Module.h" // for export macro

#include <string> // For member variables.
#include <vector> // For member variables.

/**
 * @brief Vertex or Fragment shader, combined into a ShaderProgram.
 *
 * This class creates a Vertex, Fragment, Geometry or Compute shader,
 * that can be attached to a ShaderProgram in order to render geometry etc.
 */

VTK_ABI_NAMESPACE_BEGIN
class VTKRENDERINGOPENGL2_EXPORT vtkShader : public vtkObject
{
public:
  static vtkShader* New();
  vtkTypeMacro(vtkShader, vtkObject);
  void PrintSelf(ostream& os, vtkIndent indent) override;

  /** Available shader types. */
  enum Type
  {
    Vertex,         /**< Vertex shader */
    Fragment,       /**< Fragment shader */
    Geometry,       /**< Geometry shader */
    Compute,        /**< Compute shader */
    TessControl,    /**< Tessellation Control*/
    TessEvaluation, /**< Tessellation Evaluation*/
    Unknown         /**< Unknown (default) */
  };

  /** Set the shader type. */
  void SetType(Type type);

  /** Get the shader type, typically Vertex or Fragment. */
  Type GetType() const { return this->ShaderType; }

  /** Set the shader source to the supplied string. */
  void SetSource(const std::string& source);

  /** Get the source for the shader. */
  std::string GetSource() const { return this->Source; }

  /** Get the error message (empty if none) for the shader. */
  std::string GetError() const { return this->Error; }

  /** Get the handle of the shader. */
  int GetHandle() const { return this->Handle; }

  /** Compile the shader.
   * @note A valid context must to current in order to compile the shader.
   */
  bool Compile();

  /** Delete the shader.
   * @note This should only be done once the ShaderProgram is done with the
   * Shader.
   */
  void Cleanup();

  /** Check if compute shaders are supported. */
  static bool IsComputeShaderSupported();

  /** Check if tessellation shaders are supported. */
  static bool IsTessellationShaderSupported();

  class ReplacementSpec
  {
  public:
    std::string OriginalValue;
    vtkShader::Type ShaderType;
    bool ReplaceFirst;
    bool operator<(const ReplacementSpec& v1) const
    {
      if (this->OriginalValue != v1.OriginalValue)
      {
        return this->OriginalValue < v1.OriginalValue;
      }
      if (this->ShaderType != v1.ShaderType)
      {
        return this->ShaderType < v1.ShaderType;
      }
      return (this->ReplaceFirst < v1.ReplaceFirst);
    }
    bool operator>(const ReplacementSpec& v1) const
    {
      if (this->OriginalValue != v1.OriginalValue)
      {
        return this->OriginalValue > v1.OriginalValue;
      }
      if (this->ShaderType != v1.ShaderType)
      {
        return this->ShaderType > v1.ShaderType;
      }
      return (this->ReplaceFirst > v1.ReplaceFirst);
    }
  };
  class ReplacementValue
  {
  public:
    std::string Replacement;
    bool ReplaceAll;
  };

protected:
  vtkShader();
  ~vtkShader() override;

  Type ShaderType;
  int Handle;
  bool Dirty;

  std::string Source;
  std::string Error;

private:
  vtkShader(const vtkShader&) = delete;
  void operator=(const vtkShader&) = delete;
};

VTK_ABI_NAMESPACE_END
#endif
