/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2014 Torus Knot Software Ltd

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*/

#ifndef __Ogre_TerrainMaterialGenerator_H__
#define __Ogre_TerrainMaterialGenerator_H__

#include "OgreTerrainPrerequisites.h"
#include "OgrePixelFormat.h"
#include "OgreSharedPtr.h"

namespace Ogre
{
    class Terrain;

    /** \addtogroup Optional
    *  @{
    */
    /** \addtogroup Terrain
    *  Some details on the terrain component
    *  @{
    */


    /** Enumeration of types of data that can be read from textures that are
    specific to a given layer. Notice that global texture information 
    such as shadows and terrain normals are not represented
    here because they are not a per-layer attribute, and blending
    is stored in packed texture structures which are stored separately.
    */
    enum TerrainLayerSamplerSemantic
    {
        /// Albedo colour (diffuse reflectance colour)
        TLSS_ALBEDO = 0,
        /// Tangent-space normal information from a detail texture
        TLSS_NORMAL = 1,
        /// Height information for the detail texture
        TLSS_HEIGHT = 2,
        /// Specular reflectance
        TLSS_SPECULAR = 3
    };

    /** Information about one element of a sampler / texture within a layer. 
    */
    struct _OgreTerrainExport TerrainLayerSamplerElement
    {
        /// The source sampler index of this element relative to LayerDeclaration's list
        uint8 source;
        /// The semantic this element represents
        TerrainLayerSamplerSemantic semantic;
        /// The colour element at which this element starts
        uint8 elementStart;
        /// The number of colour elements this semantic uses (usually standard per semantic)
        uint8 elementCount;

        bool operator==(const TerrainLayerSamplerElement& e) const
        {
            return source == e.source &&
                semantic == e.semantic &&
                elementStart == e.elementStart &&
                elementCount == e.elementCount;
        }

        TerrainLayerSamplerElement() : 
            source(0), semantic(TLSS_ALBEDO), elementStart(0), elementCount(0)
        {}

        TerrainLayerSamplerElement(uint8 src, TerrainLayerSamplerSemantic sem,
            uint8 elemStart, uint8 elemCount)
            : source(src), semantic(sem), elementStart(elemStart), elementCount(elemCount)
        {
        }
    };
    typedef std::vector<TerrainLayerSamplerElement> TerrainLayerSamplerElementList;

    /** Description of a sampler that will be used with each layer. 
    */
    struct _OgreTerrainExport TerrainLayerSampler
    {
        /// A descriptive name that is merely used to assist in recognition
        String alias;
        /// The format required of this texture
        PixelFormat format;

        bool operator==(const TerrainLayerSampler& s) const
        {
            return alias == s.alias && format == s.format;
        }

        TerrainLayerSampler()
            : alias(""), format(PF_UNKNOWN)
        {
        }

        TerrainLayerSampler(const String& aliasName, PixelFormat fmt)
            : alias(aliasName), format(fmt)
        {
        }
    };
    typedef std::vector<TerrainLayerSampler> TerrainLayerSamplerList;

    /** The definition of the information each layer will contain in this terrain.
    All layers must contain the same structure of information, although the
    input textures can be different per layer instance. 
    */
    struct _OgreTerrainExport TerrainLayerDeclaration
    {
        TerrainLayerSamplerList samplers;
        TerrainLayerSamplerElementList elements;

        bool operator==(const TerrainLayerDeclaration& dcl) const
        {
            return samplers == dcl.samplers && elements == dcl.elements;
        }
    };

    /** Class that provides functionality to generate materials for use with a terrain.
    @remarks
        Terrains are composed of one or more layers of texture information, and
        require that a material is generated to render them. There are various approaches
        to rendering the terrain, which may vary due to:
        <ul><li>Hardware support (static)</li>
        <li>Texture instances assigned to a particular terrain (dynamic in an editor)</li>
        <li>User selection (e.g. changing to a cheaper option in order to increase performance, 
        or in order to test how the material might look on other hardware (dynamic)</li>
        </ul>
        Subclasses of this class are responsible for responding to these factors and
        to generate a terrain material. 
        @par
        In order to cope with both hardware support and user selection, the generator
        must expose a number of named 'profiles'. These profiles should function on
        a known range of hardware, and be graded by quality. At runtime, the user 
        should be able to select the profile they wish to use (provided hardware
        support is available). 
    */
    class _OgreTerrainExport TerrainMaterialGenerator : public TerrainAlloc
    {
    public:
        /** Inner class which should also be subclassed to provide profile-specific 
            material generation.
        */
        class _OgreTerrainExport Profile : public TerrainAlloc
        {
        protected:
            TerrainMaterialGenerator* mParent;
            String mName;
            String mDesc;
        public:
            Profile(TerrainMaterialGenerator* parent, const String& name, const String& desc)
                : mParent(parent), mName(name), mDesc(desc) {}
            Profile(const Profile& prof) 
                : mParent(prof.mParent), mName(prof.mName), mDesc(prof.mDesc) {}
            virtual ~Profile() {}
            /// Get the generator which owns this profile
            TerrainMaterialGenerator* getParent() const { return mParent; }
            /// Get the name of this profile
            const String& getName() const { return mName; }
            /// Get the description of this profile
            const String& getDescription() const { return mDesc; }
            /// Compressed vertex format supported?
            virtual bool isVertexCompressionSupported() const = 0;      
            /// Generate / reuse a material for the terrain
            virtual MaterialPtr generate(const Terrain* terrain) = 0;
            /// Generate / reuse a material for the terrain
            virtual MaterialPtr generateForCompositeMap(const Terrain* terrain) = 0;
            /// Whether to support a light map over the terrain in the shader, if it's present (default true)
            virtual void setLightmapEnabled(bool enabled) = 0;
            /// Get the number of layers supported
            virtual uint8 getMaxLayers(const Terrain* terrain) const = 0;
            /// Update the composite map for a terrain
            virtual void updateCompositeMap(const Terrain* terrain, const Rect& rect);

            /// Update params for a terrain
            virtual void updateParams(const MaterialPtr& mat, const Terrain* terrain) = 0;
            /// Update params for a terrain
            virtual void updateParamsForCompositeMap(const MaterialPtr& mat, const Terrain* terrain) = 0;

            /// Request the options needed from the terrain
            virtual void requestOptions(Terrain* terrain) = 0;

        };

        TerrainMaterialGenerator();
        virtual ~TerrainMaterialGenerator();

        /// List of profiles - NB should be ordered in descending complexity
        typedef std::vector<Profile*> ProfileList;
    
        /** Get the list of profiles that this generator supports.
        */
        virtual const ProfileList& getProfiles() const { return mProfiles; }

        /** Set the active profile by name. */
        virtual void setActiveProfile(const String& name)
        {
            if (!mActiveProfile || mActiveProfile->getName() != name)
            {
                for (ProfileList::iterator i = mProfiles.begin(); i != mProfiles.end(); ++i)
                {
                    if ((*i)->getName() == name)
                    {
                        setActiveProfile(*i);
                        break;
                    }
                }
            }

        }

        /** Set the active Profile. */
        virtual void setActiveProfile(Profile* p)
        {
            if (mActiveProfile != p)
            {
                mActiveProfile = p;
                _markChanged();
            }
        }
        /// Get the active profile
        Profile* getActiveProfile() const 
        { 
            // default if not chosen yet
            if (!mActiveProfile && !mProfiles.empty())
                mActiveProfile = mProfiles[0];

            return mActiveProfile; 
        }

        /// Internal method - indicates that a change has been made that would require material regeneration
        void _markChanged() { ++mChangeCounter; }

        /** Returns the number of times the generator has undergone a change which 
            would require materials to be regenerated.
        */
        unsigned long long int getChangeCount() const { return mChangeCounter; }

        /** Get the layer declaration that this material generator operates with.
        */
        virtual const TerrainLayerDeclaration& getLayerDeclaration() const { return mLayerDecl; }
        /** Whether this generator can generate a material for a given declaration. 
            By default this only returns true if the declaration is equal to the 
            standard one returned from getLayerDeclaration, but if a subclass wants
            to be flexible to generate materials for other declarations too, it 
            can specify here. 
        */
        virtual bool canGenerateUsingDeclaration(const TerrainLayerDeclaration& decl)
        {
            return decl == mLayerDecl;
        }
        
        /** Return whether this material generator supports using a compressed
            vertex format. This is only possible when using shaders.
        */
        virtual bool isVertexCompressionSupported() const
        {
            return getActiveProfile()->isVertexCompressionSupported();
        }

        /** Triggers the generator to request the options that it needs.
        */
        virtual void requestOptions(Terrain* terrain)
        {
            Profile* p = getActiveProfile();
            if (p)
                p->requestOptions(terrain);

        }
        /** Generate a material for the given terrain using the active profile.
        */
        virtual MaterialPtr generate(const Terrain* terrain)
        {
            Profile* p = getActiveProfile();
            if (!p)
                return MaterialPtr();
            else
                return p->generate(terrain);
        }
        /** Generate a material for the given composite map of the terrain using the active profile.
        */
        virtual MaterialPtr generateForCompositeMap(const Terrain* terrain)
        {
            Profile* p = getActiveProfile();
            if (!p)
                return MaterialPtr();
            else
                return p->generateForCompositeMap(terrain);
        }
        /** Whether to support a light map over the terrain in the shader,
        if it's present (default true). 
        */
        virtual void setLightmapEnabled(bool enabled)
        {
            Profile* p = getActiveProfile();
            if (p)
                return p->setLightmapEnabled(enabled);
        }
        /** Get the maximum number of layers supported with the given terrain. 
        @note When you change the options on the terrain, this value can change. 
        */
        virtual uint8 getMaxLayers(const Terrain* terrain) const
        {
            Profile* p = getActiveProfile();
            if (p)
                return p->getMaxLayers(terrain);
            else
                return 0;
        }

        /** Update the composite map for a terrain.
        The composite map for a terrain must match what the terrain should look like
        at distance. This method will only be called in the render thread so the
        generator is free to render into a texture to support this, so long as 
        the results are blitted into the Terrain's own composite map afterwards.
        */
        virtual void updateCompositeMap(const Terrain* terrain, const Rect& rect)
        {
            Profile* p = getActiveProfile();
            if (!p)
                return;
            else
                p->updateCompositeMap(terrain, rect);
        }


        /** Update parameters for the given terrain using the active profile.
        */
        virtual void updateParams(const MaterialPtr& mat, const Terrain* terrain)
        {
            Profile* p = getActiveProfile();
            if (p)
                p->updateParams(mat, terrain);
        }
        /** Update parameters for the given terrain composite map using the active profile.
        */
        virtual void updateParamsForCompositeMap(const MaterialPtr& mat, const Terrain* terrain)
        {
            Profile* p = getActiveProfile();
            if (p)
                p->updateParamsForCompositeMap(mat, terrain);
        }

        /** Set the debug level of the material. 
        @remarks
            Sets the level of debug display for this material.
            What this debug level means is entirely depdendent on the generator, 
            the only constant is that 0 means 'no debug' and non-zero means 
            'some level of debugging', with any graduations in non-zero values
            being generator-specific.
        */
        virtual void setDebugLevel(unsigned int dbg)
        {
            if (mDebugLevel != dbg)
            {
                mDebugLevel = dbg;
                _markChanged();
            }
        }
        /// Get the debug level of the material. 
        virtual unsigned int getDebugLevel() const { return mDebugLevel; }

        /** Helper method to render a composite map.
        @param size The requested composite map size
        @param rect The region of the composite map to update, in image space
        @param mat The material to use to render the map
        @param destCompositeMap A TexturePtr for the composite map to be written into
        */
        virtual void _renderCompositeMap(size_t size, const Rect& rect, 
            const MaterialPtr& mat, const TexturePtr& destCompositeMap);

        Texture* _getCompositeMapRTT() { return mCompositeMapRTT; }
    protected:

        ProfileList mProfiles;
        mutable Profile* mActiveProfile;
        unsigned long long int mChangeCounter;
        TerrainLayerDeclaration mLayerDecl;
        unsigned int mDebugLevel;
        SceneManager* mCompositeMapSM;
        Camera* mCompositeMapCam;
        SceneNode* mCamNode;
        Texture* mCompositeMapRTT; // deliberately holding this by raw pointer to avoid shutdown issues
        ManualObject* mCompositeMapPlane;
        Light* mCompositeMapLight;
        SceneNode* mLightNode;


    };

    typedef SharedPtr<TerrainMaterialGenerator> TerrainMaterialGeneratorPtr;

    /** @} */
    /** @} */

}
#endif

