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#include "quniformvalue_p.h"

#include <Qt3DRender/private/graphicscontext_p.h>
#include <Qt3DRender/private/texture_p.h>

#include <Qt3DCore/private/qframeallocator_p.h>

#include <QOpenGLShaderProgram>
#include <QDebug>
#include <QColor>
#include <QQuaternion>
#include <Qt3DRender/private/renderlogging_p.h>

QT_BEGIN_NAMESPACE

namespace Qt3DRender {
namespace Render {

void QUniformValue::apply(GraphicsContext *ctx, const ShaderUniform &description) const
{
    switch (m_type) {
    case Value:
        ctx->bindUniform(m_var, description);
        break;

    case TextureSampler:
        // We assume that the texture has been successfully bound and attache to a texture unit
        if (m_textureIdUnit.m_textureUnit != -1) {
            ctx->bindUniform(m_textureIdUnit.m_textureUnit, description);
#if defined(QT3D_RENDER_ASPECT_OPENGL_DEBUG)
            int err = ctx->openGLContext()->functions()->glGetError();
            if (err) {
                qCWarning(Render::Backend, "Error %d after setting uniform \"%s\" at location %d",
                          err, qUtf8Printable(description.m_name), description.m_location);
            }
#endif
        } else {
            qCWarning(Render::Backend, "Invalid texture unit supplied for \"%s\"",
                      qUtf8Printable(description.m_nameId));
        }
        break;

    default:
        break;
    }
}


ShaderParameterPack::~ShaderParameterPack()
{
    m_uniforms.clear();
}

void ShaderParameterPack::setUniform(const int glslNameId, const QUniformValue &val)
{
    m_uniforms.insert(glslNameId, val);
}

void ShaderParameterPack::setTexture(const int glslNameId, Qt3DCore::QNodeId texId)
{
    for (int t=0; t<m_textures.size(); ++t) {
        if (m_textures[t].glslNameId != glslNameId)
            continue;

        m_textures[t].texId = texId;
        return;
    }

    m_textures.append(NamedTexture(glslNameId, texId));
}

// Contains Uniform Block Index and QNodeId of the ShaderData (UBO)
void ShaderParameterPack::setUniformBuffer(BlockToUBO blockToUBO)
{
    m_uniformBuffers.append(std::move(blockToUBO));
}

void ShaderParameterPack::setShaderStorageBuffer(BlockToSSBO blockToSSBO)
{
    m_shaderStorageBuffers.push_back(std::move(blockToSSBO));
}

} // namespace Render
} // namespace Qt3DRender

QT_END_NAMESPACE
