/*     Copyright 2019 Diligent Graphics LLC
 *  
 *  Licensed under the Apache License, Version 2.0 (the "License");
 *  you may not use this file except in compliance with the License.
 *  You may obtain a copy of the License at
 * 
 *     http://www.apache.org/licenses/LICENSE-2.0
 * 
 *  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 *  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 *  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS.
 *
 *  In no event and under no legal theory, whether in tort (including negligence), 
 *  contract, or otherwise, unless required by applicable law (such as deliberate 
 *  and grossly negligent acts) or agreed to in writing, shall any Contributor be
 *  liable for any damages, including any direct, indirect, special, incidental, 
 *  or consequential damages of any character arising as a result of this License or 
 *  out of the use or inability to use the software (including but not limited to damages 
 *  for loss of goodwill, work stoppage, computer failure or malfunction, or any and 
 *  all other commercial damages or losses), even if such Contributor has been advised 
 *  of the possibility of such damages.
 */

#pragma once

#include "../../../DiligentCore/Primitives/interface/FileStream.h"
#include "../../../DiligentCore/Graphics/GraphicsEngine/interface/RenderDevice.h"
#include "../../../DiligentCore/Graphics/GraphicsEngine/interface/Texture.h"
#include "Image.h"

namespace Diligent
{
    /// Texture loading information
    struct TextureLoadInfo
    {
        /// Texture name passed over to the texture creation method
        const Char* Name                    = nullptr;
        
        /// Usage
        USAGE Usage                         = USAGE_STATIC;

        /// Bind flags
        BIND_FLAGS BindFlags                = BIND_SHADER_RESOURCE;

        /// Number of mip levels
        Uint32 MipLevels                    = 0;

        /// CPU access flags
        CPU_ACCESS_FLAGS CPUAccessFlags     = CPU_ACCESS_NONE;

        /// Flag indicating if this texture uses sRGB gamma encoding
        Bool IsSRGB                         = False;

        /// Flag indicating that the procedure should generate lower mip levels
        Bool GenerateMips                   = True;

        /// Texture format
        TEXTURE_FORMAT Format               = TEX_FORMAT_UNKNOWN;

        explicit TextureLoadInfo(const Char*         _Name,
                                 USAGE               _Usage             = TextureLoadInfo{}.Usage,
                                 BIND_FLAGS          _BindFlags         = TextureLoadInfo{}.BindFlags,
                                 Uint32              _MipLevels         = TextureLoadInfo{}.MipLevels,
                                 CPU_ACCESS_FLAGS    _CPUAccessFlags    = TextureLoadInfo{}.CPUAccessFlags,
                                 Bool                _IsSRGB            = TextureLoadInfo{}.IsSRGB,
                                 Bool                _GenerateMips      = TextureLoadInfo{}.GenerateMips,
                                 TEXTURE_FORMAT      _Format            = TextureLoadInfo{}.Format) :
            Name            (_Name),
            Usage           (_Usage),
            BindFlags       (_BindFlags),
            MipLevels       (_MipLevels),
            CPUAccessFlags  (_CPUAccessFlags),
            IsSRGB          (_IsSRGB),
            GenerateMips    (_GenerateMips),
            Format          (_Format)
        {}

        TextureLoadInfo(){};
    };

    /// Creates a texture from 2D image

    /// \param [in] pSrcImage - Pointer to the source image data
    /// \param [in] TexLoadInfo - Texture loading information
    /// \param [in] pDevice - Render device that will be used to create the texture
    /// \param [out] ppTexture - Memory location where pointer to the created texture will be stored
    void CreateTextureFromImage( Image*                 pSrcImage,
                                 const TextureLoadInfo& TexLoadInfo, 
                                 IRenderDevice*         pDevice, 
                                 ITexture**             ppTexture );

    /// Creates a texture from DDS data blob

    /// \param [in] pDDSData - Pointer to the DDS data blob
    /// \param [in] TexLoadInfo - Texture loading information
    /// \param [in] pDevice - Render device that will be used to create the texture
    /// \param [out] ppTexture - Memory location where pointer to the created texture will be stored
    void CreateTextureFromDDS( IDataBlob*             pDDSData,
                               const TextureLoadInfo& TexLoadInfo, 
                               IRenderDevice*         pDevice, 
                               ITexture**             ppTexture );


    /// Creates a texture from KTX data blob

    /// \param [in] pKTXData    - Pointer to the KTX data blob
    /// \param [in] TexLoadInfo - Texture loading information
    /// \param [in] pDevice     - Render device that will be used to create the texture
    /// \param [out] ppTexture  - Memory location where pointer to the created texture will be stored
    void CreateTextureFromKTX( IDataBlob*             pKTXData,
                               const TextureLoadInfo& TexLoadInfo, 
                               IRenderDevice*         pDevice, 
                               ITexture**             ppTexture );
};
