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# hlslSm3FXShader.h

    //-
    // ==========================================================================
    // Copyright 1995,2006,2008 Autodesk, Inc. All rights reserved.
    //
    // Use of this software is subject to the terms of the Autodesk
    // license agreement provided at the time of installation or download,
    // or which otherwise accompanies this software in either electronic
    // or hard copy form.
    // ==========================================================================
    //+

    #ifndef HLSL_SM3_FX_SHADER2_H
    #define HLSL_SM3_FX_SHADER2_H

    #include <vector>
    #include <string>

    #include <IAshliFX.h>
    #include <IAshli.h>

    #include "Shader.h"
    #include "Observer.h"
    #include "glExtensions.h"

    class hlslSm3FXShader : public shader {

      struct uniform;
      public:

        hlslSm3FXShader( );
        virtual ~hlslSm3FXShader();

      //
      // Shader loading and management routines
      //
      //  These routines are intended to deal with the realities of deferred processing
      // in the Maya environemnt. The shader file ideally needs to be parsed and parameters
      // extracted prior to the availability of a GL context. This forces shader compilation
      // to be defered until first use.
      //
        bool createFromFile( const char *filename);
        bool createFromFX( IAshliFX *fx);
      protected:
        bool parseParameters( const IAshliFX *fx);
        DataType parseUniformType( const char *type);
        Semantic parseUniformSemantic( const char *semantic);
        SamplerType parseSamplerType( const char *type);
        void parseExpression( uniform &u, const char *exp);

        void updateHandles(); //configure the handles for the uniforms, etc.
        bool buildShaders(); //build the shaders that we had to defer compilation on
        virtual const char* getVertexShader( int pass) {return NULL;};
        virtual const char* getPixelShader( int pass) {return NULL;};

      public:
        virtual bool valid();
        virtual int passCount();
        virtual int techniqueCount();
        virtual const char* techniqueName( int n);
        virtual bool build();
        virtual void bind();
        virtual void setShapeDependentState();
        virtual void unbind();
        virtual void setTechnique( int t);
        virtual void setPass( int p);

        //need to have queries for attribs and uniforms
        virtual int uniformCount();
        virtual int samplerCount();
        virtual int attributeCount();
        virtual const char* uniformName(int i);
        virtual DataType uniformType(int i);
        virtual Semantic uniformSemantic(int i);
        virtual const char* samplerName(int i);
        virtual SamplerType samplerType(int i);
        virtual const char* attributeName(int i);
        virtual DataType attributeType(int i);
        virtual int attributeHandle(int i) {return 0;};

        //need set functions for current values
        virtual void updateUniformBool( int i, bool val);
        virtual void updateUniformInt( int i, int val);
        virtual void updateUniformFloat( int i, float val);
        virtual void updateUniformBVec( int i, const bool* val);
        virtual void updateUniformIVec( int i, const int* val);
        virtual void updateUniformVec( int i, const float* val);
        virtual void updateUniformMat( int i, const float* val);
        virtual void updateUniformMat( int i, const double* val);
        virtual void updateSampler( int i, unsigned int val);

        //predefined attributes
        virtual bool usesColor();
        virtual bool usesNormal();
        virtual bool usesTexCoord( int set);
        virtual bool usesTangent();
        virtual bool usesBinormal();
        virtual int tangentSlot();
        virtual int binormalSlot();

        //error reporting
        virtual const char* errorString();

      private:

        void deleteShaders();

        stateObserver *m_observer;

        std::vector<GLuint> m_programList;
        std::vector<GLuint> m_fShaderList;
        std::vector<GLuint> m_vShaderList;

        //these are to hold the ASHLI/ASHLIFX data
        int m_techniqueCount;
        std::vector<std::string> m_techniqueNames;
        std::vector<int> m_passCount; //per technique
        std::vector<int> m_techniqueOffset; //where does this technique begin
        std::vector<std::string> m_vertexShaders; // vertex shader strings
        std::vector<std::string> m_fragmentShaders; // fragment shader strings
        std::vector<std::string> m_orgVertexShaders; // vertex shader strings
        std::vector<std::string> m_orgFragmentShaders; // fragment shader strings
        std::vector<passState*> m_stateList;

        bool m_valid;

        int m_activePass;
        int m_activeTechnique;

        struct uniform {
          std::string name; //should switch to a string or MString
          DataType type;
          Semantic usage; //handles semantic values
          std::vector<GLint> handle; //will need to switch to a vector to handle Multipass
          union {
            float fVal[16];
            int iVal[4];
          };
          union {
            float fDefault[16];
            int iDefault[4];
          };
          bool dirty;
        };

        struct attribute {
          std::string name;
          DataType type;
          int handle;
        };

        struct sampler {
          std::string name;
          SamplerType type;
          std::vector<GLint> handle;
          GLuint texObject;
          std::vector<int> texUnit; //will need to switch to a vector to handle Multipass
          bool dirty;
        };

        std::vector<uniform> m_uniformList;
        std::vector<attribute> m_attributeList;
        std::vector<sampler> m_samplerList;

        bool m_stale;

        bool m_color;
        bool m_normal;
        bool m_tangent;
        bool m_binormal;
        unsigned int m_texMask;

        int m_tangentSlot;
        int m_binormalSlot;

        std::string m_error;

    };

    #endif /* HLSL_SM3_FX_SHADER_H */