///////////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2012 maintech GmbH, Otto-Hahn-Str. 15, 97204 Hoechberg, Germany //
// written by Christian Daniel                                                   //
// Copyright (C) 2015-2020, 2022 Edouard Griffiths, F4EXB <f4exb06@gmail.com>    //
// Copyright (C) 2020 Vort <vvort@yandex.ru>                                     //
// Copyright (C) 2022 Jon Beniston, M7RCE <jon@beniston.com>                     //
//                                                                               //
// 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 as 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 V3 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 INCLUDE_GUI_GLTVSHADERARRAY_H_
#define INCLUDE_GUI_GLTVSHADERARRAY_H_

#include <QString>
#include <QOpenGLFunctions>
#if defined(ANDROID)
#include <QOpenGLFunctions_ES2>
#else
#include <QOpenGLFunctions_2_0>
#include <QOpenGLFunctions_2_1>
#include <QOpenGLFunctions_3_0>
#endif
#include <QOpenGLTexture>
#include <QOpenGLShaderProgram>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include <QMatrix4x4>
#include <QVector4D>
#include <QDebug>
#include <QColor>
#include <math.h>

class QOpenGLShaderProgram;
class QMatrix4x4;
class QVector4D;

class GLShaderTVArray
{
public:
    GLShaderTVArray(bool blnColor);
    ~GLShaderTVArray();

    void setColor(bool blnColor) { m_blnColor = blnColor; }
    void setAlphaBlend(bool blnAlphaBlend) { m_blnAlphaBlend = blnAlphaBlend; }
    void setAlphaReset() { m_blnAlphaReset = true; }
    void initializeGL(int majorVersion, int minorVersion, int intCols, int intRows);
    void cleanup();
    QRgb *GetRowBuffer(int intRow);
    void RenderPixels(unsigned char *chrData);
    void ResetPixels();
    void ResetPixels(int alpha);

    bool SelectRow(int intLine);
    bool SetDataColor(int intCol,QRgb objColor);

protected:
    QOpenGLShaderProgram *m_objProgram;
    QOpenGLVertexArrayObject *m_vao;
    QOpenGLBuffer *m_verticesBuf;
    QOpenGLBuffer *m_textureCoordsBuf;
    int m_matrixLoc;
    int m_textureLoc;
    //int m_objColorLoc;
    static const QString m_strVertexShaderSourceArray2;
    static const QString m_strVertexShaderSourceArray;
    static const QString m_strFragmentShaderSourceColored2;
    static const QString m_strFragmentShaderSourceColored;

    QImage *m_objImage;
    QOpenGLTexture *m_objTexture;

    int m_intCols;
    int m_intRows;

    QRgb *m_objCurrentRow;

    bool m_blnInitialized;
    bool m_blnColor;
    bool m_blnAlphaBlend;
    bool m_blnAlphaReset;
};

#endif /* INCLUDE_GUI_GLTVSHADERARRAY_H_ */
