/* SPDX-License-Identifier: GPL-2.0-or-later
 * Copyright 2021 Blender Foundation. */

/** \file
 * \ingroup draw_engine
 */

#pragma once

#include "DNA_camera_types.h"
#include "DNA_image_types.h"
#include "DNA_scene_types.h"

#include "IMB_imbuf_types.h"

#include "BKE_image.h"

#include "BLI_math.h"

#include "image_enums.hh"
#include "image_space.hh"

namespace blender::draw::image_engine {

struct ShaderParameters {
  ImageDrawFlags flags = ImageDrawFlags::Default;
  float shuffle[4];
  float far_near[2];
  bool use_premul_alpha = false;

  void update(AbstractSpaceAccessor *space, const Scene *scene, Image *image, ImBuf *image_buffer)
  {
    flags = ImageDrawFlags::Default;
    copy_v4_fl(shuffle, 1.0f);
    copy_v2_fl2(far_near, 100.0f, 0.0f);

    use_premul_alpha = BKE_image_has_gpu_texture_premultiplied_alpha(image, image_buffer);

    if (scene->camera && scene->camera->type == OB_CAMERA) {
      Camera *camera = static_cast<Camera *>(scene->camera->data);
      copy_v2_fl2(far_near, camera->clip_end, camera->clip_start);
    }
    space->get_shader_parameters(*this, image_buffer);
  }
};

}  // namespace blender::draw::image_engine
