/*************************************************************************/
/*  renderer_compositor_rd.h                                             */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/*************************************************************************/

#ifndef RENDERER_COMPOSITOR_RD_H
#define RENDERER_COMPOSITOR_RD_H

#include "core/os/os.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/effects_rd.h"
#include "servers/rendering/renderer_rd/environment/fog.h"
#include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h"
#include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"
#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
#include "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/utilities.h"
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"

class RendererCompositorRD : public RendererCompositor {
protected:
	UniformSetCacheRD *uniform_set_cache = nullptr;
	FramebufferCacheRD *framebuffer_cache = nullptr;
	RendererCanvasRenderRD *canvas = nullptr;
	RendererRD::Utilities *utilities = nullptr;
	RendererRD::LightStorage *light_storage = nullptr;
	RendererRD::MaterialStorage *material_storage = nullptr;
	RendererRD::MeshStorage *mesh_storage = nullptr;
	RendererRD::ParticlesStorage *particles_storage = nullptr;
	RendererRD::TextureStorage *texture_storage = nullptr;
	RendererRD::Fog *fog = nullptr;
	EffectsRD *effects = nullptr;
	RendererSceneRenderRD *scene = nullptr;

	enum BlitMode {
		BLIT_MODE_NORMAL,
		BLIT_MODE_USE_LAYER,
		BLIT_MODE_LENS,
		BLIT_MODE_NORMAL_ALPHA,
		BLIT_MODE_MAX
	};

	struct BlitPushConstant {
		float src_rect[4];
		float dst_rect[4];

		float eye_center[2];
		float k1;
		float k2;

		float upscale;
		float aspect_ratio;
		uint32_t layer;
		uint32_t pad1;
	};

	struct Blit {
		BlitPushConstant push_constant;
		BlitShaderRD shader;
		RID shader_version;
		RID pipelines[BLIT_MODE_MAX];
		RID index_buffer;
		RID array;
		RID sampler;
	} blit;

	HashMap<RID, RID> render_target_descriptors;

	double time = 0.0;
	double delta = 0.0;

	static uint64_t frame;

public:
	RendererUtilities *get_utilities() { return utilities; };
	RendererLightStorage *get_light_storage() { return light_storage; }
	RendererMaterialStorage *get_material_storage() { return material_storage; }
	RendererMeshStorage *get_mesh_storage() { return mesh_storage; }
	RendererParticlesStorage *get_particles_storage() { return particles_storage; }
	RendererTextureStorage *get_texture_storage() { return texture_storage; }
	RendererGI *get_gi() {
		ERR_FAIL_NULL_V(scene, nullptr);
		return scene->get_gi();
	}
	RendererFog *get_fog() { return fog; }
	EffectsRD *get_effects() { return effects; }
	RendererCanvasRender *get_canvas() { return canvas; }
	RendererSceneRender *get_scene() { return scene; }

	void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter);

	void initialize();
	void begin_frame(double frame_step);
	void prepare_for_blitting_render_targets();
	void blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount);

	void end_frame(bool p_swap_buffers);
	void finalize();

	_ALWAYS_INLINE_ uint64_t get_frame_number() const { return frame; }
	_ALWAYS_INLINE_ double get_frame_delta_time() const { return delta; }
	_ALWAYS_INLINE_ double get_total_time() const { return time; }

	static Error is_viable() {
		return OK;
	}

	static RendererCompositor *_create_current() {
		return memnew(RendererCompositorRD);
	}

	static void make_current() {
		_create_func = _create_current;
		low_end = false;
	}

	static RendererCompositorRD *singleton;
	RendererCompositorRD();
	~RendererCompositorRD();
};

#endif // RENDERER_COMPOSITOR_RD_H