Documentation
use crate::{
    core::sstorage::ImmutableString,
    renderer::framework::{
        error::FrameworkError,
        gpu_program::{GpuProgram, UniformLocation},
        state::PipelineState,
    },
};

pub struct DirectionalLightShader {
    pub program: GpuProgram,
    pub wvp_matrix: UniformLocation,
    pub depth_sampler: UniformLocation,
    pub color_sampler: UniformLocation,
    pub normal_sampler: UniformLocation,
    pub material_sampler: UniformLocation,
    pub light_direction: UniformLocation,
    pub light_color: UniformLocation,
    pub inv_view_proj_matrix: UniformLocation,
    pub camera_position: UniformLocation,
    pub light_intensity: UniformLocation,
    pub cascade_distances: UniformLocation,
    pub shadow_cascade0: UniformLocation,
    pub shadow_cascade1: UniformLocation,
    pub shadow_cascade2: UniformLocation,
    pub light_view_proj_matrices: UniformLocation,
    pub view_matrix: UniformLocation,
    pub shadow_bias: UniformLocation,
    pub shadows_enabled: UniformLocation,
}

impl DirectionalLightShader {
    pub fn new(state: &mut PipelineState) -> Result<Self, FrameworkError> {
        let fragment_source = include_str!("../shaders/deferred_directional_light_fs.glsl");
        let vertex_source = include_str!("../shaders/deferred_light_vs.glsl");
        let program = GpuProgram::from_source(
            state,
            "DirectionalLightShader",
            vertex_source,
            fragment_source,
        )?;
        Ok(Self {
            wvp_matrix: program
                .uniform_location(state, &ImmutableString::new("worldViewProjection"))?,
            depth_sampler: program
                .uniform_location(state, &ImmutableString::new("depthTexture"))?,
            color_sampler: program
                .uniform_location(state, &ImmutableString::new("colorTexture"))?,
            normal_sampler: program
                .uniform_location(state, &ImmutableString::new("normalTexture"))?,
            material_sampler: program
                .uniform_location(state, &ImmutableString::new("materialTexture"))?,
            light_direction: program
                .uniform_location(state, &ImmutableString::new("lightDirection"))?,
            light_color: program.uniform_location(state, &ImmutableString::new("lightColor"))?,
            inv_view_proj_matrix: program
                .uniform_location(state, &ImmutableString::new("invViewProj"))?,
            camera_position: program
                .uniform_location(state, &ImmutableString::new("cameraPosition"))?,
            light_intensity: program
                .uniform_location(state, &ImmutableString::new("lightIntensity"))?,
            cascade_distances: program
                .uniform_location(state, &ImmutableString::new("cascadeDistances"))?,
            shadow_cascade0: program
                .uniform_location(state, &ImmutableString::new("shadowCascade0"))?,
            shadow_cascade1: program
                .uniform_location(state, &ImmutableString::new("shadowCascade1"))?,
            shadow_cascade2: program
                .uniform_location(state, &ImmutableString::new("shadowCascade2"))?,
            light_view_proj_matrices: program
                .uniform_location(state, &ImmutableString::new("lightViewProjMatrices"))?,
            view_matrix: program.uniform_location(state, &ImmutableString::new("viewMatrix"))?,
            shadow_bias: program.uniform_location(state, &ImmutableString::new("shadowBias"))?,
            shadows_enabled: program
                .uniform_location(state, &ImmutableString::new("shadowsEnabled"))?,
            program,
        })
    }
}