#pragma once

#include <qcolor.h>
#include <qsgmaterial.h>
#include <qsgmaterialshader.h>

struct BlobRectData {
	float cx = 0, cy = 0, hw = 0, hh = 0;
	float offsetX = 0, offsetY = 0;
	float minEig = 1.0f;
	// Inverse of 2x2 deformation matrix, column-major for GLSL
	float invDeform[4] = { 1, 0, 0, 1 };
	// Screen-space AABB half-extents of the deformed rect
	float screenHalfX = 0, screenHalfY = 0;
	// Effective per-corner radii (tr, br, bl, tl), pre-computed on CPU
	float radius[4] = { 0, 0, 0, 0 };
	// Bitmask of indices in this rect's m_cachedRects that mutually exclude (or are excluded by) this rect.
	// Used by the shader to skip smin between excluded pairs.
	int excludeMask = 0;
};

class BlobMaterial : public QSGMaterial {
public:
[[nodiscard]] QSGMaterialType* type() const override;
[[nodiscard]] QSGMaterialShader* createShader(QSGRendererInterface::RenderMode) const override;
int compare(const QSGMaterial* other) const override;

float m_paddedX = 0;
float m_paddedY = 0;
float m_paddedW = 0;
float m_paddedH = 0;
float m_smoothFactor = 32.0f;
int m_rectCount = 0;
int m_myIndex = -2;
QColor m_color{ 0x44, 0x88, 0xff };
int m_hasInverted = 0;
float m_invertedRadius = 0;
float m_invertedOuter[4] = {};
float m_invertedInner[4] = {};
BlobRectData m_rects[16] = {};
};

class BlobMaterialShader : public QSGMaterialShader {
public:
BlobMaterialShader();
bool updateUniformData(RenderState& state, QSGMaterial* newMaterial, QSGMaterial* oldMaterial) override;
};
