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#include "framecleanupjob_p.h"
#include <private/renderer_p.h>
#include <private/nodemanagers_p.h>
#include <private/entity_p.h>
#include <private/shaderdata_p.h>
#include <private/managers_p.h>
#include <private/texturedatamanager_p.h>
#include <private/sphere_p.h>
#include <Qt3DRender/private/job_common_p.h>

QT_BEGIN_NAMESPACE

namespace Qt3DRender {
namespace Render {

FrameCleanupJob::FrameCleanupJob()
    : m_managers(nullptr)
    , m_root(nullptr)
{
    SET_JOB_RUN_STAT_TYPE(this, JobTypes::FrameCleanup, 0);
}

FrameCleanupJob::~FrameCleanupJob()
{
}

void FrameCleanupJob::setRoot(Entity *root)
{
    m_root = root;
}

void FrameCleanupJob::run()
{
    // mark each ShaderData clean
    ShaderData::cleanup(m_managers);

    // Debug bounding volume debug
    updateBoundingVolumesDebug(m_root);
}

void FrameCleanupJob::updateBoundingVolumesDebug(Entity *node)
{
    Q_UNUSED(node);
#if 0
    BoundingVolumeDebug *debugBV = node->renderComponent<BoundingVolumeDebug>();
    if (debugBV) {
        Qt3DRender::Render::Sphere s;
        if (!debugBV->isRecursive()) {
            s = *node->worldBoundingVolume();
        } else {
            s = *node->worldBoundingVolumeWithChildren();
        }
        debugBV->setRadius(s.radius());
        debugBV->setCenter(s.center());
    }


    const auto children = node->children();
    for (Entity *c : children)
        updateBoundingVolumesDebug(c);
#endif
}

void FrameCleanupJob::setManagers(NodeManagers *managers)
{
    m_managers = managers;
}

} // namespace Render
} // namespace Qt3DRender

QT_END_NAMESPACE
