/**************************************************************************/
/*  debug_effects.h                                                       */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/**************************************************************************/

#pragma once

#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/shaders/effects/motion_vectors.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/effects/shadow_frustum.glsl.gen.h"

namespace RendererRD {

class DebugEffects {
private:
	struct {
		RD::VertexFormatID vertex_format;
		RID vertex_buffer;
		RID vertex_array;

		RID index_buffer;
		RID index_array;

		RID lines_buffer;
		RID lines_array;
	} frustum;

	struct ShadowFrustumPushConstant {
		float mvp[16];
		float color[4];
	};

	enum ShadowFrustumPipelines {
		SFP_TRANSPARENT,
		SFP_WIREFRAME,
		SFP_MAX
	};

	struct {
		ShadowFrustumShaderRD shader;
		RID shader_version;
		PipelineCacheRD pipelines[SFP_MAX];
	} shadow_frustum;

	struct MotionVectorsPushConstant {
		float reprojection_matrix[16];
		float resolution[2];
		uint32_t force_derive_from_depth;
		uint32_t pad;
	};

	struct {
		MotionVectorsShaderRD shader;
		RID shader_version;
		PipelineCacheRD pipeline;
		MotionVectorsPushConstant push_constant;
	} motion_vectors;

	void _create_frustum_arrays();

protected:
public:
	DebugEffects();
	~DebugEffects();

	void draw_shadow_frustum(RID p_light, const Projection &p_cam_projection, const Transform3D &p_cam_transform, RID p_dest_fb, const Rect2 p_rect);
	void draw_motion_vectors(RID p_velocity, RID p_depth, RID p_dest_fb, const Projection &p_current_projection, const Transform3D &p_current_transform, const Projection &p_previous_projection, const Transform3D &p_previous_transform, Size2i p_resolution);
};

} // namespace RendererRD
