#pragma once

#include "globalincs/pstypes.h"

using SPIRV_FLOAT_MAT_4x4 = matrix4;
using SPIRV_FLOAT_VEC4 = vec4;

#include "shader_structs.h"

namespace graphics {

/**
 * @file
 *
 * This file contains definitions for GPU uniform buffer structs. These structs must respect the std140 layout rules.
 * The complete rules for this can be found here: https://www.khronos.org/opengl/wiki/Interface_Block_(GLSL)#Explicit_variable_layout,
 * but the TL;DR here is that everything in here must be 16-byte aligned.
 */

struct deferred_global_data {
	matrix4 shadow_mv_matrix;
	matrix4 shadow_proj_matrix[4];

	matrix4 inv_view_matrix;

	float veryneardist;
	float neardist;
	float middist;
	float fardist;

	float invScreenWidth;
	float invScreenHeight;
	float nearPlane;

	float pad;
};

/**
 * @brief Data for one deferred light rendering call
 */
struct deferred_light_data {
	vec3d diffuseLightColor;
	float coneAngle;

	vec3d lightDir;
	float coneInnerAngle;

	vec3d coneDir;
	float dualCone;

	vec3d scale;
	float lightRadius;

	int lightType;
	int enable_shadows;
	float sourceRadius;

	float pad0[1]; // Struct size must be 16-bytes aligned because we use vec3s
};

struct model_light {
	vec4 position;

	vec3d diffuse_color;
	int light_type;

	vec3d direction;
	float attenuation;

	float ml_sourceRadius;
	float pad0[3]; 
};

const size_t MAX_UNIFORM_LIGHTS = 8;

struct model_uniform_data {
	matrix4 modelViewMatrix;
	matrix4 modelMatrix;
	matrix4 viewMatrix;
	matrix4 projMatrix;
	matrix4 textureMatrix;
	matrix4 shadow_mv_matrix;
	matrix4 shadow_proj_matrix[4];

	vec4 color;

	model_light lights[MAX_UNIFORM_LIGHTS];

	float outlineWidth;
	float fogNear;
	float fogDensity;
	int buffer_matrix_offset;

	vec4 clip_equation;

	float thruster_scale;
	int use_clip_plane;
	int n_lights;
	float defaultGloss;

	vec3d ambientFactor;
	int desaturate;

	vec3d diffuseFactor;
	int blend_alpha;

	vec3d emissionFactor;
	int alphaGloss;

	int gammaSpec;
	int envGloss;
	int effect_num;
	int sBasemapIndex;  // moved up here to track alignment

	vec4 fogColor;

	vec3d base_color;
	float anim_timer;

	vec3d stripe_color;
	float vpwidth;

	float vpheight;
	int team_glow_enabled;
	float znear;
	float zfar;

	float veryneardist;
	float neardist;
	float middist;
	float fardist;

	int sGlowmapIndex;
	int sSpecmapIndex;
	int sNormalmapIndex;
	int sAmbientmapIndex;

	int sMiscmapIndex;
	float alphaMult;
	int flags;
	float pad;
};

const size_t model_uniform_data_size = sizeof(model_uniform_data);
const float mud_align = model_uniform_data_size / 16.0f;

enum class NanoVGShaderType: int32_t {
	FillGradient = 0, FillImage = 1, Simple = 2, Image = 3
};
struct nanovg_draw_data {
	float scissorMat[12]; // matrices are actually 3 vec4s

	float paintMat[12];

	vec4 innerCol;

	vec4 outerCol;

	vec2d scissorExt;
	vec2d scissorScale;

	vec2d extent;
	float radius;
	float feather;

	float strokeMult;
	float strokeThr;
	int texType;
	NanoVGShaderType type;

	vec2d viewSize;
	int texArrayIndex;

	float pad3;
};

struct decal_globals {
	matrix4 viewMatrix;
	matrix4 projMatrix;
	matrix4 invViewMatrix;
	matrix4 invProjMatrix;

	vec2d viewportSize;
	float pad1[2];
};

struct decal_info {
	int diffuse_index;
	int glow_index;
	int normal_index;
	int diffuse_blend_mode;

	int glow_blend_mode;
	float pad[3];
};

struct matrix_uniforms {
	matrix4 modelViewMatrix;
	matrix4 projMatrix;
};

struct movie_uniforms {
	float alpha;
	float pad[3];
};

namespace generic_data {

struct passthrough_data {
	int noTexturing;
	int srgb;

	float pad[2];
};

struct tonemapping_data {
	float exposure;
	int tonemapper;
	float x0; //from here on these are for the PPC tonemappers
	float y0;

	float x1;
	float toe_B;
	float toe_lnA;
	float sh_B;

	float sh_lnA;
	float sh_offsetX;
	float sh_offsetY;
	float pad[1];
};

struct smaa_data {
	vec2d smaa_rt_metrics;

	float pad[2];
};

struct shield_impact_data {
	matrix4 shieldModelViewMatrix;
	matrix4 shieldProjMatrix;

	vec3d hitNormal;
	int srgb;

	vec4 color;

	int shieldMapIndex;

	float pad[3];
};

struct rocketui_data {
	matrix4 projMatrix;

	vec2d offset;
	int textured;
	int baseMapIndex;

	float horizontalSwipeOffset;

	float pad[3];
};

struct lightshaft_data {
	vec2d sun_pos;
	float density;
	float weight;

	float falloff;
	float intensity;
	float cp_intensity;

	float pad[1];
};

struct fxaa_data {
	float rt_w;
	float rt_h;

	float pad[2];
};

struct fog_data {
	vec3d fog_color;
	float fog_start;

	float fog_density;
	float zNear;
	float zFar;
	float clip_inf_dist;
	float clip_dist;

	float pad[3];
};

struct volumetric_fog_data {
	matrix4 p_inv;
	matrix4 v_inv;
	
	vec3d cameraPos;
	float zNear;
	
	vec3d globalLightDirection;
	float zFar;
	
	vec3d globalLightDiffuse;
	float stepsize;
	
	vec3d nebPos;
	float opacitydistance;
	
	vec3d nebSize;
	float alphalimit;

	float nebColor[3];
	float udfScale;
	
	float emissiveSpreadFactor;
	float emissiveIntensity;
	float emissiveFalloff;
	float henyeyGreensteinCoeff;
	
	float noiseColor[3];
	int directionalLightSampleSteps;
	
	float directionalLightStepSize;
	float noiseColorScale1;
	float noiseColorScale2;
	float noiseColorIntensity;
	
	float aspect;
	float fov;
	float pad[2];
};

struct msaa_data {
	int samples;
	float fov;
	float pad[2];
};

struct blur_data {
	float texSize;
	int level;

	float pad[2];
};

struct bloom_composition_data {
	float bloom_intensity;
	int levels;

	float pad[2];
};

struct effect_data {
	float window_width;
	float window_height;
	float nearZ;
	float farZ;

	int linear_depth;
	int srgb;
	int blend_alpha;

	float pad[1];
};

struct effect_distort_data {
	float window_width;
	float window_height;
	float use_offset;

	float pad[1];
};

struct batched_data {
	vec4 color;

	float intensity;

	float pad[3];
};

struct post_data {
	float timer;
	float noise_amount;
	float saturation;
	float brightness;

	float contrast;
	float film_grain;
	float tv_stripes;
	float cutoff;

	vec3d tint;
	float dither;

	vec3d custom_effect_vec3_a;
	float custom_effect_float_a;

	vec3d custom_effect_vec3_b;
	float custom_effect_float_b;
};

struct irrmap_data {
	int face;
};

} // namespace generic_data

} // namespace graphics
