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#ifndef QSSG_RENDER_MODEL_H
#define QSSG_RENDER_MODEL_H

//
//  W A R N I N G
//  -------------
//
// This file is not part of the Qt API.  It exists purely as an
// implementation detail.  This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//

#include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendermesh_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendergeometry_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderskeleton_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderinstancetable_p.h>

#include <QtQuick3DUtils/private/qssgbounds3_p.h>
#include <QtCore/QVector>

QT_BEGIN_NAMESPACE

struct QSSGRenderDefaultMaterial;
struct QSSGParticleBuffer;
class QSSGBufferManager;

struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderModel : public QSSGRenderNode
{
    QVector<QSSGRenderGraphObject *> materials;
    QVector<QSSGRenderGraphObject *> morphTargets;
    QSSGRenderGeometry *geometry = nullptr;
    QSSGRenderPath meshPath;
    QSSGRenderSkeleton *skeleton = nullptr;
    QVector<QMatrix4x4> inverseBindPoses;
    float m_depthBias = 0.0f;
    bool castsShadows = true;
    bool receivesShadows = true;
    bool skinningDirty = false;
    bool skeletonContainsNonJointNodes = false;
    QVector<QMatrix4x4> boneTransforms;
    QVector<QMatrix3x3> boneNormalTransforms;
    QSSGRenderInstanceTable *instanceTable = nullptr;
    int instanceCount() const { return instanceTable ? instanceTable->count() : 0; }
    bool instancing() const { return instanceTable;}

    QSSGParticleBuffer *particleBuffer = nullptr;
    QMatrix4x4 particleMatrix;
    bool hasTransparency = false;

    QVector<float> morphWeights;
    QVector<quint32> morphAttributes;

    QSSGRenderModel();

    QSSGBounds3 getModelBounds(const QSSGRef<QSSGBufferManager> &inManager) const;
};
QT_END_NAMESPACE

#endif
