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#ifndef QT3D_RENDER_RENDERCOMMAND_H
#define QT3D_RENDER_RENDERCOMMAND_H

#include <qglobal.h>
#include <Qt3DRenderer/private/quniformvalue_p.h>
#include <Qt3DRenderer/private/qmeshdata_p.h>
#include <Qt3DRenderer/private/handle_types_p.h>
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include <QMatrix4x4>

QT_BEGIN_NAMESPACE

class QOpenGLVertexArrayObject;

namespace Qt3D {

namespace Render {

class RenderStateSet;

class RenderCommand
{
public:
    RenderCommand();

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

    // A QAttribute pack might be interesting
    // This is a temporary fix in the meantime, to remove the hacked methods in RenderTechnique
    QHash<QString, QString> m_parameterAttributeToShaderNames;

    float m_depth;
    int m_changeCost;
    uint m_shaderDna;

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

};

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

} // Render

} // Qt3D

QT_END_NAMESPACE

#endif // QT3D_RENDER_RENDERCOMMAND_H
