/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkWebGPUInternalsRenderPipelineDescriptor.cxx

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

=========================================================================*/
#include "vtkWebGPUInternalsRenderPipelineDescriptor.h"

VTK_ABI_NAMESPACE_BEGIN
//------------------------------------------------------------------------------
vtkWebGPUInternalsRenderPipelineDescriptor::vtkWebGPUInternalsRenderPipelineDescriptor()
{
  wgpu::RenderPipelineDescriptor* descriptor = this;

  // Set defaults for the vertex state.
  {
    wgpu::VertexState* vertex = &descriptor->vertex;
    vertex->module = nullptr;
    vertex->entryPoint = "main";
    vertex->bufferCount = 0;

    // Fill the default values for vertexBuffers and vertexAttributes in buffers.
    for (uint32_t i = 0; i < kMaxVertexAttributes; ++i)
    {
      cAttributes[i].shaderLocation = 0;
      cAttributes[i].offset = 0;
      cAttributes[i].format = wgpu::VertexFormat::Float32;
    }
    for (uint32_t i = 0; i < kMaxVertexBuffers; ++i)
    {
      cBuffers[i].arrayStride = 0;
      cBuffers[i].stepMode = wgpu::VertexStepMode::Vertex;
      cBuffers[i].attributeCount = 0;
      cBuffers[i].attributes = nullptr;
    }
    // cBuffers[i].attributes points to somewhere in cAttributes.
    // cBuffers[0].attributes points to &cAttributes[0] by default. Assuming
    // cBuffers[0] has two attributes, then cBuffers[1].attributes should point to
    // &cAttributes[2]. Likewise, if cBuffers[1] has 3 attributes, then
    // cBuffers[2].attributes should point to &cAttributes[5].
    cBuffers[0].attributes = &cAttributes[0];
    vertex->buffers = &cBuffers[0];
  }

  // Set the defaults for the primitive state
  {
    wgpu::PrimitiveState* primitive = &descriptor->primitive;
    primitive->topology = wgpu::PrimitiveTopology::TriangleList;
    primitive->stripIndexFormat = wgpu::IndexFormat::Undefined;
    primitive->frontFace = wgpu::FrontFace::CCW;
    primitive->cullMode = wgpu::CullMode::None;
  }

  // Set the defaults for the depth-stencil state
  {
    wgpu::StencilFaceState stencilFace;
    stencilFace.compare = wgpu::CompareFunction::Always;
    stencilFace.failOp = wgpu::StencilOperation::Keep;
    stencilFace.depthFailOp = wgpu::StencilOperation::Keep;
    stencilFace.passOp = wgpu::StencilOperation::Keep;

    cDepthStencil.format = wgpu::TextureFormat::Depth24PlusStencil8;
    cDepthStencil.depthWriteEnabled = false;
    cDepthStencil.depthCompare = wgpu::CompareFunction::Always;
    cDepthStencil.stencilBack = stencilFace;
    cDepthStencil.stencilFront = stencilFace;
    cDepthStencil.stencilReadMask = 0xff;
    cDepthStencil.stencilWriteMask = 0xff;
    cDepthStencil.depthBias = 0;
    cDepthStencil.depthBiasSlopeScale = 0.0;
    cDepthStencil.depthBiasClamp = 0.0;
  }

  // Set the defaults for the multisample state
  {
    wgpu::MultisampleState* multisample = &descriptor->multisample;
    multisample->count = 1;
    multisample->mask = 0xFFFFFFFF;
    multisample->alphaToCoverageEnabled = false;
  }

  // Set the defaults for the fragment state
  {
    cFragment.module = nullptr;
    cFragment.entryPoint = "main";
    cFragment.targetCount = 1;
    cFragment.targets = &cTargets[0];
    descriptor->fragment = &cFragment;

    wgpu::BlendComponent blendComponent;
    blendComponent.srcFactor = wgpu::BlendFactor::One;
    blendComponent.dstFactor = wgpu::BlendFactor::Zero;
    blendComponent.operation = wgpu::BlendOperation::Add;

    for (uint32_t i = 0; i < kMaxColorAttachments; ++i)
    {
      cTargets[i].format = wgpu::TextureFormat::RGBA8Unorm;
      cTargets[i].blend = nullptr;
      cTargets[i].writeMask = wgpu::ColorWriteMask::All;

      cBlends[i].color = blendComponent;
      cBlends[i].alpha = blendComponent;
    }
  }
}

//------------------------------------------------------------------------------
wgpu::DepthStencilState* vtkWebGPUInternalsRenderPipelineDescriptor::EnableDepthStencil(
  wgpu::TextureFormat format)
{
  this->depthStencil = &cDepthStencil;
  cDepthStencil.format = format;
  return &cDepthStencil;
}

//------------------------------------------------------------------------------
void vtkWebGPUInternalsRenderPipelineDescriptor::DisableDepthStencil()
{
  this->depthStencil = nullptr;
}
VTK_ABI_NAMESPACE_END
