#pragma once

#include <QVulkanWindow>
#include <QImage>

struct ProjectContainer;

class VulkanGameRenderer : public QVulkanWindowRenderer
{
public:
    VulkanGameRenderer(const ProjectContainer &project, const float &rotation, QVulkanWindow *w, bool msaa = false);

    void initResources() override;
    void initSwapChainResources() override;
    void releaseSwapChainResources() override;
    void releaseResources() override;

    void startNextFrame() override;

protected:
    VkShaderModule createShader(const QString &name);
    bool createTextureFromFile(const QString &name);
    bool createTexture(const QImage &image);
    bool createTextureImage(const QSize &size, VkImage *image, VkDeviceMemory *mem,
                            VkImageTiling tiling, VkImageUsageFlags usage, uint32_t memIndex);
    bool writeLinearImage(const QImage &img, VkImage image, VkDeviceMemory memory);
    void ensureTexture();

    QVulkanWindow *m_window;
    QVulkanDeviceFunctions *m_devFuncs;

    VkDeviceMemory m_bufMem = VK_NULL_HANDLE;
    VkBuffer m_buf = VK_NULL_HANDLE;
    VkDescriptorBufferInfo m_uniformBufInfo[QVulkanWindow::MAX_CONCURRENT_FRAME_COUNT];

    VkDescriptorPool m_descPool = VK_NULL_HANDLE;
    VkDescriptorSetLayout m_descSetLayout = VK_NULL_HANDLE;
    VkDescriptorSet m_descSet[QVulkanWindow::MAX_CONCURRENT_FRAME_COUNT];

    VkPipelineCache m_pipelineCache = VK_NULL_HANDLE;
    VkPipelineLayout m_pipelineLayout = VK_NULL_HANDLE;
    VkPipeline m_pipeline = VK_NULL_HANDLE;

    VkSampler m_sampler = VK_NULL_HANDLE;
    VkImage m_texImage = VK_NULL_HANDLE;
    VkDeviceMemory m_texMem = VK_NULL_HANDLE;
    bool m_texLayoutPending = false;
    VkImageView m_texView = VK_NULL_HANDLE;
    VkImage m_texStaging = VK_NULL_HANDLE;
    VkDeviceMemory m_texStagingMem = VK_NULL_HANDLE;
    bool m_texStagingPending = false;
    QSize m_texSize;
    VkFormat m_texFormat;

    QMatrix4x4 m_proj;

    const ProjectContainer &m_project;
    const float &m_rotation;
};
