/*
**  ClanLib SDK
**  Copyright (c) 1997-2015 The ClanLib Team
**
**  This software is provided 'as-is', without any express or implied
**  warranty.  In no event will the authors be held liable for any damages
**  arising from the use of this software.
**
**  Permission is granted to anyone to use this software for any purpose,
**  including commercial applications, and to alter it and redistribute it
**  freely, subject to the following restrictions:
**
**  1. The origin of this software must not be misrepresented; you must not
**     claim that you wrote the original software. If you use this software
**     in a product, an acknowledgment in the product documentation would be
**     appreciated but is not required.
**  2. Altered source versions must be plainly marked as such, and must not be
**     misrepresented as being the original software.
**  3. This notice may not be removed or altered from any source distribution.
**
**  Note: Some of the libraries ClanLib may link to may have additional
**  requirements or restrictions.
**
**  File Author(s):
**
**    Harry Storbacka
*/


#pragma once

#include <vector>

namespace clan
{
/// \addtogroup clanDisplay_Display clanDisplay Display
/// \{

class ShaderObject;
class UniformBuffer;

/// \brief Program Object provider.
class ProgramObjectProvider
{
/// \name Construction
/// \{
public:
	virtual ~ProgramObjectProvider()
	{
	}

/// \}

/// \name Attributes
/// \{
public:
	/// \brief Returns the OpenGL program object handle.
	virtual unsigned int get_handle() const=0;

	/// \brief Returns true if the link succeeded.
	virtual bool get_link_status() const=0;

	/// \brief Returns true if validation succeeded.
	virtual bool get_validate_status() const=0;

	/// \brief Returns the current info log for the program object.
	virtual std::string get_info_log() const=0;

	/// \brief Returns the shaders used in this program.
	virtual std::vector<ShaderObject> get_shaders() const=0;

	/// \brief Returns the location of a named active attribute.
	virtual int get_attribute_location(const std::string &name) const=0;

	/// \brief Returns the location of a named uniform variable.
	virtual int get_uniform_location(const std::string &name) const=0;

	/// \brief Get the uniform block size
	virtual int get_uniform_buffer_size(int block_index) const = 0;

	/// \brief Get the uniform block index
	///
	/// Returns -1 when the block index was not found
	virtual int get_uniform_buffer_index(const std::string &block_name) const = 0;

	/// \brief Get the storage block index
	///
	/// Returns -1 when the block index was not found
	virtual int get_storage_buffer_index(const std::string &name) const = 0;
/// \}

/// \name Operations
/// \{
public:
	/// \brief Add shader to program object.
	virtual void attach(const ShaderObject &obj)=0;

	/// \brief Remove shader from program object.
	virtual void detach(const ShaderObject &obj)=0;

	/// \brief Bind attribute to specific location.
	/** <p>This function must be called before linking.</p>*/
	virtual void bind_attribute_location(int index, const std::string &name)=0;

	/// \brief Bind shader out variable a specific color buffer location.
	/** <p>This function must be called before linking.</p>*/
	virtual void bind_frag_data_location(int color_number, const std::string &name)=0;

	/// \brief Link program.
	/** <p>If the linking fails, get_link_status() will return false and
	    get_info_log() will return the link log.</p>*/
	virtual void link()=0;

	/// \brief Validate program.
	/** <p>If the validation fails, get_validate_status() will return
	    false and get_info_log() will return the validation log.</p>*/
	virtual void validate()=0;

	/// \brief Set uniform variable(s).
	virtual void set_uniform1i(int location, int value_a)=0;
	virtual void set_uniform2i(int location, int value_a, int value_b)=0;
	virtual void set_uniform3i(int location, int value_a, int value_b, int value_c)=0;
	virtual void set_uniform4i(int location, int value_a, int value_b, int value_c, int value_d)=0;
	virtual void set_uniformiv(int location, int size, int count, const int *data)=0;
	virtual void set_uniform1f(int location, float value_a)=0;
	virtual void set_uniform2f(int location, float value_a, float value_b)=0;
	virtual void set_uniform3f(int location, float value_a, float value_b, float value_c)=0;
	virtual void set_uniform4f(int location, float value_a, float value_b, float value_c, float value_d)=0;
	virtual void set_uniformfv(int location, int size, int count, const float *data)=0;
	virtual void set_uniform_matrix(int location, int size, int count, bool transpose, const float *data)=0;

	virtual void set_uniform_buffer_index(int block_index, int bind_index) = 0;

	virtual void set_storage_buffer_index(int buffer_index, int bind_unit_index) = 0;
/// \}

/// \name Implementation
/// \{
private:
/// \}
};

}

/// \}
