#ifndef PROP_MATERIAL_CACHE_H
#define PROP_MATERIAL_CACHE_H

/*************************************************************************/
/*  prop_material_cache.h                                                */
/*************************************************************************/
/*                         This file is part of:                         */
/*                          PANDEMONIUM ENGINE                           */
/*             https://github.com/Relintai/pandemonium_engine            */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar.                              */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* 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.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#include "core/containers/vector.h"
#include "core/math/color.h"
#include "core/object/resource.h"

#include "core/math/rect2.h"
#include "core/os/mutex.h"
#include "scene/resources/material/material.h"

class PropData;

class PropMaterialCache : public Resource {
	GDCLASS(PropMaterialCache, Resource)

public:
	bool get_initialized();
	void set_initialized(const bool value);

	bool mutex_locked();
	void mutex_lock();
	void mutex_unlock();

	int get_ref_count();
	void set_ref_count(const int value);
	void inc_ref_count();
	void dec_ref_count();

	Ref<Material> material_get(const int index);
	Ref<Material> material_lod_get(const int index);
	void material_add(const Ref<Material> &value);
	void material_set(const int index, const Ref<Material> &value);
	void material_remove(const int index);
	int material_get_num() const;
	void materials_clear();

	Vector<Variant> materials_get();
	void materials_set(const Vector<Variant> &materials);

	virtual void texture_add(const Ref<Texture> &texture);
	virtual void texture_remove(const Ref<Texture> &texture);
	virtual void texture_remove_index(const int index);
	virtual void textures_clear();
	virtual int texture_count();
	virtual Ref<Texture> texture_get(const int index);
	virtual Ref<AtlasTexture> texture_get_atlas(const int index);
	virtual Ref<AtlasTexture> texture_get_atlas_tex(const Ref<Texture> &texture);
	virtual Rect2 texture_get_uv_rect(const Ref<Texture> &texture);

	void prop_add_textures(const Ref<PropData> &prop);
	void prop_remove_textures(const Ref<PropData> &prop);

	virtual void refresh_rects();

	virtual void initial_setup_default();

	void setup_material_albedo(Ref<Texture> texture);

	PropMaterialCache();
	~PropMaterialCache();

protected:
	static void _bind_methods();

	bool _locked;
	bool _initialized;

	Vector<Ref<Material>> _materials;
	Vector<Ref<Texture>> _textures;

	int _ref_count;

	Mutex _mutex;
};

#endif