/**************************************************************************/
/*  shader.h                                                              */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
/* the following conditions:                                              */
/*                                                                        */
/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
/*                                                                        */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
/**************************************************************************/

#pragma once

#include "core/io/resource.h"
#include "scene/resources/shader_include.h"

class Texture;
class Texture2D;

class Shader : public Resource {
	GDCLASS(Shader, Resource);
	OBJ_SAVE_TYPE(Shader);

public:
	// Must be kept in sync with the List<String> of shader types in `servers/rendering/shader_types.cpp`.
	enum Mode {
		MODE_SPATIAL,
		MODE_CANVAS_ITEM,
		MODE_PARTICLES,
		MODE_SKY,
		MODE_FOG,
		MODE_TEXTURE_BLIT,
		MODE_MAX
	};

private:
	mutable RID shader_rid;
	mutable String preprocessed_code;
	mutable Mutex shader_rid_mutex;

	Mode mode = MODE_SPATIAL;
	HashSet<Ref<ShaderInclude>> include_dependencies;
	String code;
	String include_path;

	HashMap<StringName, HashMap<int, Ref<Texture>>> default_textures;

	void _check_shader_rid() const;
	void _dependency_changed();
	void _recompile();
	virtual void _update_shader() const; //used for visual shader
	Array _get_shader_uniform_list(bool p_get_groups = false);

protected:
#ifndef DISABLE_DEPRECATED
	void _set_default_texture_parameter_bind_compat_95126(const StringName &p_name, const Ref<Texture2D> &p_texture, int p_index = 0);
	Ref<Texture2D> _get_default_texture_parameter_bind_compat_95126(const StringName &p_name, int p_index = 0) const;
	static void _bind_compatibility_methods();
#endif // DISABLE_DEPRECATED

	static void _bind_methods();

public:
	//void set_mode(Mode p_mode);
	virtual Mode get_mode() const;

	virtual void set_path(const String &p_path, bool p_take_over = false) override;
	void set_include_path(const String &p_path);

	void set_code(const String &p_code);
	String get_code() const;

	void inspect_native_shader_code();

	void get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups = false) const;

	void set_default_texture_parameter(const StringName &p_name, const Ref<Texture> &p_texture, int p_index = 0);
	Ref<Texture> get_default_texture_parameter(const StringName &p_name, int p_index = 0) const;
	void get_default_texture_parameter_list(List<StringName> *r_textures) const;

	virtual bool is_text_shader() const;

	virtual RID get_rid() const override;

	Shader();
	~Shader();
};

VARIANT_ENUM_CAST(Shader::Mode);
