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#ifndef QT3DRENDER_RENDER_RENDERCOMMAND_H
#define QT3DRENDER_RENDER_RENDERCOMMAND_H

//
//  W A R N I N G
//  -------------
//
// This file is not part of the Qt API.  It exists for the convenience
// of other Qt classes.  This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//

#include <qglobal.h>
#include <Qt3DRender/private/quniformvalue_p.h>
#include <Qt3DRender/private/handle_types_p.h>
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include <QMatrix4x4>

QT_BEGIN_NAMESPACE

class QOpenGLVertexArrayObject;

namespace Qt3DRender {

namespace Render {

class RenderStateSet;

class RenderCommand
{
public:
    RenderCommand();

    HVao m_vao; // VAO used during the submission step to store all states and VBOs
    HShader m_shader; // Shader for given pass and mesh
    ShaderParameterPack m_parameterPack; // Might need to be reworked so as to be able to destroy the
                            // Texture while submission is happening.
    GLint m_instancesCount; // Number of instances of the mesh, if 0 regular draw otherwise glDrawArraysInstanced or glDrawElementsInstanced
    RenderStateSet *m_stateSet;

    HGeometry m_geometry;
    HGeometryRenderer m_geometryRenderer;

    // A QAttribute pack might be interesting
    // This is a temporary fix in the meantime, to remove the hacked methods in Technique
    QVector<int> m_attributes;

    float m_depth;
    int m_changeCost;
    uint m_shaderDna;

    enum CommandType {
        Draw,
        Compute
    };

    CommandType m_type;

    union sortingType {
        char sorts[4];
        int  global;
    } m_sortingType;

    bool m_sortBackToFront;
    int m_workGroups[3];
};

bool compareCommands(RenderCommand *r1, RenderCommand *r2);

} // namespace Render

} // namespace Qt3DRender

QT_END_NAMESPACE

#endif // QT3DRENDER_RENDER_RENDERCOMMAND_H
