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#ifndef CUSTOM_PARTICLE_H
#define CUSTOM_PARTICLE_H
#include "qquickparticlepainter_p.h"
#include <private/qquickshadereffectnode_p.h>
#include <private/qquickshadereffect_p.h>
#include <QSignalMapper>

QT_BEGIN_HEADER

QT_BEGIN_NAMESPACE

class QSGNode;
struct PlainVertices;

class QQuickShaderEffectMaterialObject;

//Genealogy: Hybrid of UltraParticle and ShaderEffect
class QQuickCustomParticle : public QQuickParticlePainter
{
    Q_OBJECT
    Q_PROPERTY(QByteArray fragmentShader READ fragmentShader WRITE setFragmentShader NOTIFY fragmentShaderChanged)
    Q_PROPERTY(QByteArray vertexShader READ vertexShader WRITE setVertexShader NOTIFY vertexShaderChanged)

public:
    explicit QQuickCustomParticle(QQuickItem* parent=0);
    ~QQuickCustomParticle();

    QByteArray fragmentShader() const { return m_common.source.sourceCode[Key::FragmentShader]; }
    void setFragmentShader(const QByteArray &code);

    QByteArray vertexShader() const { return m_common.source.sourceCode[Key::VertexShader]; }
    void setVertexShader(const QByteArray &code);

Q_SIGNALS:
    void fragmentShaderChanged();
    void vertexShaderChanged();

protected:
    virtual void initialize(int gIdx, int pIdx);
    virtual void commit(int gIdx, int pIdx);

    QSGNode *updatePaintNode(QSGNode *, UpdatePaintNodeData *);
    QQuickShaderEffectNode *prepareNextFrame(QQuickShaderEffectNode *rootNode);
    void reset();
    void resize(int oldCount, int newCount);
    virtual void componentComplete();
    QQuickShaderEffectNode *buildCustomNodes();

    void sceneGraphInvalidated();
    void itemChange(ItemChange change, const ItemChangeData &value);

private Q_SLOTS:
    void sourceDestroyed(QObject *object);
    void propertyChanged(int mappedId);

private:
    typedef QQuickShaderEffectMaterialKey Key;
    typedef QQuickShaderEffectMaterial::UniformData UniformData;

    void buildData(QQuickShaderEffectNode *rootNode);
    void updateVertexShader();

    QQuickShaderEffectCommon m_common;

    QHash<int, QQuickShaderEffectNode*> m_nodes;
    qreal m_lastTime;

    uint m_dirtyUniforms : 1;
    uint m_dirtyUniformValues : 1;
    uint m_dirtyTextureProviders : 1;
    uint m_dirtyProgram : 1;
};

QT_END_NAMESPACE

QT_END_HEADER

#endif //HEADER_GUARD
