/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * This library 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
 * OpenSceneGraph Public License for more details.
*/

#ifndef OSG_MATERIAL
#define OSG_MATERIAL 1

#include <osg/Vec4>
#include <osg/StateAttribute>

#ifndef OSG_GL_FIXED_FUNCTION_AVAILABLE
    #define GL_AMBIENT                  0x1200
    #define GL_DIFFUSE                  0x1201
    #define GL_SPECULAR                 0x1202
    #define GL_EMISSION                 0x1600
    #define GL_AMBIENT_AND_DIFFUSE      0x1602
    #define GL_COLOR_MATERIAL           0x0B57
#endif

namespace osg {
/** Material - encapsulates OpenGL glMaterial state.*/
class OSG_EXPORT Material : public StateAttribute
{
    public :

        Material();

        /** Copy constructor using CopyOp to manage deep vs shallow copy. */
        Material(const Material& mat,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
            StateAttribute(mat,copyop),
            _colorMode(mat._colorMode),
            _ambientFrontAndBack(mat._ambientFrontAndBack),
            _ambientFront(mat._ambientFront),
            _ambientBack(mat._ambientBack),
            _diffuseFrontAndBack(mat._diffuseFrontAndBack),
            _diffuseFront(mat._diffuseFront),
            _diffuseBack(mat._diffuseBack),
            _specularFrontAndBack(mat._specularFrontAndBack),
            _specularFront(mat._specularFront),
            _specularBack(mat._specularBack),
            _emissionFrontAndBack(mat._emissionFrontAndBack),
            _emissionFront(mat._emissionFront),
            _emissionBack(mat._emissionBack),
            _shininessFrontAndBack(mat._shininessFrontAndBack),
            _shininessFront(mat._shininessFront),
            _shininessBack(mat._shininessBack) {}

        META_StateAttribute(osg, Material, MATERIAL);

        /** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
        virtual int compare(const StateAttribute& sa) const
        {
            // check the types are equal and then create the rhs variable
            // used by the COMPARE_StateAttribute_Parameter macros below.
            COMPARE_StateAttribute_Types(Material,sa)

            // compare each parameter in turn against the rhs.
            COMPARE_StateAttribute_Parameter(_colorMode)
            COMPARE_StateAttribute_Parameter(_ambientFrontAndBack)
            COMPARE_StateAttribute_Parameter(_ambientFront)
            COMPARE_StateAttribute_Parameter(_ambientBack)
            COMPARE_StateAttribute_Parameter(_diffuseFrontAndBack)
            COMPARE_StateAttribute_Parameter(_diffuseFront)
            COMPARE_StateAttribute_Parameter(_diffuseBack)
            COMPARE_StateAttribute_Parameter(_specularFrontAndBack)
            COMPARE_StateAttribute_Parameter(_specularFront)
            COMPARE_StateAttribute_Parameter(_specularBack)
            COMPARE_StateAttribute_Parameter(_emissionFrontAndBack)
            COMPARE_StateAttribute_Parameter(_emissionFront)
            COMPARE_StateAttribute_Parameter(_emissionBack)
            COMPARE_StateAttribute_Parameter(_shininessFrontAndBack)
            COMPARE_StateAttribute_Parameter(_shininessFront)
            COMPARE_StateAttribute_Parameter(_shininessBack)

            return 0; // passed all the above comparison macros, must be equal.
        }

        Material& operator = (const Material& rhs);

        virtual bool getModeUsage(StateAttribute::ModeUsage& /*usage*/) const
        {
            // note, since Material does it's own glEnable/glDisable of GL_COLOR_MATERIAL
            // we shouldn't declare usage of that mode, so commenting out the below usage.
            // usage.usesMode(GL_COLOR_MATERIAL);
            return true;
        }

        virtual void apply(State& state) const;

        enum Face {
            FRONT           = GL_FRONT,
            BACK            = GL_BACK,
            FRONT_AND_BACK  = GL_FRONT_AND_BACK
        };

        enum ColorMode {
            AMBIENT = GL_AMBIENT,
            DIFFUSE = GL_DIFFUSE,
            SPECULAR = GL_SPECULAR,
            EMISSION = GL_EMISSION,
            AMBIENT_AND_DIFFUSE = GL_AMBIENT_AND_DIFFUSE,
            OFF
        };

        inline void setColorMode(ColorMode mode) { _colorMode = mode; }
        inline ColorMode getColorMode() const { return _colorMode; }

        void setAmbient( Face face, const Vec4& ambient );
        const Vec4& getAmbient(Face face) const;
        inline bool getAmbientFrontAndBack() const { return _ambientFrontAndBack; }

        void setDiffuse( Face face, const Vec4& diffuse );
        const Vec4& getDiffuse(Face face) const;
        inline bool getDiffuseFrontAndBack() const { return _diffuseFrontAndBack; }

        /** Set specular value of specified face(s) of the material,
          * valid specular[0..3] range is 0.0 to 1.0.
        */
        void setSpecular( Face face, const Vec4& specular );

        /** Get the specular value for specified face. */
        const Vec4& getSpecular(Face face) const;

        /** Return whether specular values are equal for front and back faces
          * or not.
        */
        inline bool getSpecularFrontAndBack() const { return _specularFrontAndBack; }

        /** Set emission value of specified face(s) of the material,
          * valid emission[0..3] range is 0.0 to 1.0.
        */
        void setEmission( Face face, const Vec4& emission );

        /** Get the emission value for specified face. */
        const Vec4& getEmission(Face face) const;

        /** Return whether emission values are equal for front and back faces
          * or not.
        */
        inline bool getEmissionFrontAndBack() const { return _emissionFrontAndBack; }

        /** Set shininess of specified face(s) of the material.
          * valid shininess range is 0.0 to 128.0.
        */
        void setShininess(Face face, float shininess );

        /** Get the shininess value for specified face. */
        float getShininess(Face face) const;

        /** Return whether shininess values are equal for front and back faces
          * or not.
        */
        inline bool getShininessFrontAndBack() const { return _shininessFrontAndBack; }

        /** Set the alpha value of ambient, diffuse, specular and emission
          * colors of specified face, to 1-transparency.
          * Valid transparency range is 0.0 to 1.0.
        */
        void setTransparency(Face face,float trans);

        /** Set the alpha value of ambient, diffuse, specular and emission
          * colors. Valid transparency range is 0.0 to 1.0.
        */
        void setAlpha(Face face,float alpha);

    protected :

        virtual ~Material();

        ColorMode _colorMode;

        bool _ambientFrontAndBack;
        Vec4 _ambientFront;                          // r, g, b, w
        Vec4 _ambientBack;                           // r, g, b, w

        bool _diffuseFrontAndBack;
        Vec4 _diffuseFront;                          // r, g, b, w
        Vec4 _diffuseBack;                           // r, g, b, w

        bool _specularFrontAndBack;
        Vec4 _specularFront;                         // r, g, b, w
        Vec4 _specularBack;                          // r, g, b, w

        bool _emissionFrontAndBack;
        Vec4 _emissionFront;                         // r, g, b, w
        Vec4 _emissionBack;                          // r, g, b, w

        bool   _shininessFrontAndBack;
        float  _shininessFront;                      // values 0 - 128.0
        float  _shininessBack;                       // values 0 - 128.0

};

}

#endif