/**************************************************************************/
/*  renderer_compositor.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:                                              */
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/* included in all copies or substantial portions of the Software.        */
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/**************************************************************************/

#ifndef RENDERER_COMPOSITOR_H
#define RENDERER_COMPOSITOR_H

#include "servers/rendering/environment/renderer_fog.h"
#include "servers/rendering/environment/renderer_gi.h"
#include "servers/rendering/renderer_canvas_render.h"
#include "servers/rendering/storage/light_storage.h"
#include "servers/rendering/storage/material_storage.h"
#include "servers/rendering/storage/mesh_storage.h"
#include "servers/rendering/storage/particles_storage.h"
#include "servers/rendering/storage/texture_storage.h"
#include "servers/rendering/storage/utilities.h"

class RendererSceneRender;
struct BlitToScreen {
	RID render_target;
	Rect2 src_rect = Rect2(0.0, 0.0, 1.0, 1.0);
	Rect2i dst_rect;

	struct {
		bool use_layer = false;
		uint32_t layer = 0;
	} multi_view;

	struct {
		//lens distorted parameters for VR
		bool apply = false;
		Vector2 eye_center;
		float k1 = 0.0;
		float k2 = 0.0;

		float upscale = 1.0;
		float aspect_ratio = 1.0;
	} lens_distortion;
};

class RendererCompositor {
private:
	bool xr_enabled = false;
	static RendererCompositor *singleton;

protected:
	static RendererCompositor *(*_create_func)();
	bool back_end = false;
	static bool low_end;

public:
	static RendererCompositor *create();

	virtual RendererUtilities *get_utilities() = 0;
	virtual RendererLightStorage *get_light_storage() = 0;
	virtual RendererMaterialStorage *get_material_storage() = 0;
	virtual RendererMeshStorage *get_mesh_storage() = 0;
	virtual RendererParticlesStorage *get_particles_storage() = 0;
	virtual RendererTextureStorage *get_texture_storage() = 0;
	virtual RendererGI *get_gi() = 0;
	virtual RendererFog *get_fog() = 0;
	virtual RendererCanvasRender *get_canvas() = 0;
	virtual RendererSceneRender *get_scene() = 0;

	virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) = 0;

	virtual void initialize() = 0;
	virtual void begin_frame(double frame_step) = 0;

	virtual void blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) = 0;

	virtual void gl_end_frame(bool p_swap_buffers) = 0;
	virtual void end_frame(bool p_present) = 0;
	virtual void finalize() = 0;
	virtual uint64_t get_frame_number() const = 0;
	virtual double get_frame_delta_time() const = 0;
	virtual double get_total_time() const = 0;
	virtual bool can_create_resources_async() const = 0;

	static bool is_low_end() { return low_end; }
	virtual bool is_xr_enabled() const;

	static RendererCompositor *get_singleton() { return singleton; }
	RendererCompositor();
	virtual ~RendererCompositor();
};

#endif // RENDERER_COMPOSITOR_H
