/*
    QGLView
    Copyright (C) 2020  Ivan Pelipenko peri4ko@yandex.ru

    This program is free software: you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program.  If not, see <http://www.gnu.org/licenses/>.
*/

#ifndef GLCUBEMAP_H
#define GLCUBEMAP_H

#include "glshaders_types.h"
#include "chunkstream.h"

QVector<QVector3D> loadFileHDR(const QString & path, QSize * size = 0);

class CubeTexture {
public:
	CubeTexture(QOpenGLExtraFunctions * f_, int _size, const GLenum & _format = GL_RGB16F);
	bool init();
	void destroy();
	void bind(int channel = 0);
	void release();
	void resize(int _size) {size = _size; changed_ = true;}
	void loadHDR(const QVector<QVector3D> & data, QSize sz);
	void setFileHDR(const QString & path);
	QString fileHDR() const {return hdr_path;}
	//void loadFromDirectory(const QString & dir);
	//void loadFront(const QString & path) {bind(); pathes[0] = path; createGLTexture(id_, rotateQImageLeft(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_POSITIVE_X);}
	//void loadBack(const QString & path) {bind(); pathes[1] = path; createGLTexture(id_, rotateQImageRight(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_NEGATIVE_X);}
	//void loadLeft(const QString & path) {bind(); pathes[2] = path; createGLTexture(id_, QImage(path).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y);}
	//void loadRight(const QString & path) {bind(); pathes[3] = path; createGLTexture(id_, rotateQImage180(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_POSITIVE_Y);}
	//void loadTop(const QString & path) {bind(); pathes[4] = path; createGLTexture(id_, rotateQImageLeft(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);}
	//void loadBottom(const QString & path) {bind(); pathes[5] = path; createGLTexture(id_, rotateQImageLeft(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_POSITIVE_Z);}
	//void load();
	//bool isEmpty() const {foreach (const QString & i, pathes) if (!i.isEmpty()) return false; return true;}
	GLenum format() const {return format_;}
	void setFormat(GLenum f) {format_ = f; changed_ = true;}
	GLuint id() const {return id_;}
	bool isInit() const {return id_ != 0;}
	//const QString & path(int side) const {return pathes[side];}
	//void setPath(int side, const QString & p) {pathes[side] = p;}
	//void loadPathesFromDirectory(const QString & dir);
	void load();
private:

	QOpenGLExtraFunctions * f;
	bool changed_;
	int size;
	GLenum format_;
	GLuint id_;
	QString hdr_path;
	//QVector<QString> pathes;
};


#endif // GLCUBEMAP_H
