/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkOpenGLProperty.h

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

=========================================================================*/
// .NAME vtkOpenGLProperty - OpenGL property
// .SECTION Description
// vtkOpenGLProperty is a concrete implementation of the abstract class
// vtkProperty. vtkOpenGLProperty interfaces to the OpenGL rendering library.

#ifndef __vtkOpenGLProperty_h
#define __vtkOpenGLProperty_h

#include "vtkRenderingOpenGLModule.h" // For export macro
#include "vtkProperty.h"

class vtkGLSLShaderDeviceAdapter2;
class vtkOpenGLRenderer;
class vtkOpenGLRenderWindow;
class vtkShader2;
class vtkShader2Collection;
class vtkShaderDeviceAdapter2;
class vtkShaderProgram2;

class VTKRENDERINGOPENGL_EXPORT vtkOpenGLProperty : public vtkProperty
{
public:
  static vtkOpenGLProperty *New();
  vtkTypeMacro(vtkOpenGLProperty, vtkProperty);
  virtual void PrintSelf(ostream& os, vtkIndent indent);

  // Description:
  // Implement base class method.
  void Render(vtkActor *a, vtkRenderer *ren);

  // Description:
  // Implement base class method.
  void BackfaceRender(vtkActor *a, vtkRenderer *ren);

  //BTX
  // Description:
  // This method is called after the actor has been rendered.
  // Don't call this directly. This method cleans up
  // any shaders allocated.
  virtual void PostRender(vtkActor *a,
                          vtkRenderer *r);

  // Description:
  // Release any graphics resources that are being consumed by this
  // property. The parameter window could be used to determine which graphic
  // resources to release.
  virtual void ReleaseGraphicsResources(vtkWindow *win);

  // Description:
  // Set/Get the shader program of the vtkProp. It can be set directly or
  // by defining a Material.
  vtkGetObjectMacro(PropProgram, vtkShaderProgram2);
  void SetPropProgram(vtkShaderProgram2 *);

  // Description:
  // Get the object that can pass vertex attribute to a vtkShaderProgram2.
  virtual vtkShaderDeviceAdapter2* GetShaderDeviceAdapter2();

  // Description:
  // Get the vtkShaderProgram2 object in use.
  vtkGetObjectMacro(CurrentShaderProgram2, vtkShaderProgram2);
  //ETX

  // Description:
  // Provide values to initialize shader variables.
  // Useful to initialize shader variables that change over time
  // (animation, GUI widgets inputs, etc. )
  // - \p name - hardware name of the uniform variable
  // - \p numVars - number of variables being set
  // - \p x - values
  virtual void AddShaderVariable(const char *name, int numVars, int *x);
  virtual void AddShaderVariable(const char *name, int numVars, float *x);
  virtual void AddShaderVariable(const char *name, int numVars, double *x);

  // Description:
  // Helper method to set OpenGL material properties.
  static void SetMaterialProperties(unsigned int face,
    double ambient, const double ambient_color[3],
    double diffuse, const double diffuse_color[3],
    double specular, const double specular_color[3], double specular_power,
    double opacity, vtkOpenGLRenderWindow* context);

protected:
  vtkOpenGLProperty();
  ~vtkOpenGLProperty();

  // Description:
  // Method called in vtkOpenGLProperty::Render() to render shaders and/or
  // related entities like shader variables. Returns true if any shaders were
  // rendered.
  bool RenderShaders(vtkActor* actor, vtkRenderer* renderer);

  // Description:
  // Method called in vtkOpenGLProperty::Render() to render textures.
  // Last argument is the value returned from RenderShaders() call.
  bool RenderTextures(vtkActor* actor, vtkRenderer* renderer,
    bool using_shader_program2);

  // Description:
  // Load OpenGL extensions for multi texturing.
  void LoadMultiTexturingExtensions(vtkRenderer* ren);

  // Description:
  // Read this->Material from new style shaders.
  virtual void ReadFrameworkMaterial();

  // Owned. Result of merging the shader program of the renderer
  // and the PropProgram.
  vtkShaderProgram2 *CachedShaderProgram2;

  vtkShaderProgram2 *LastRendererShaderProgram2; // just a ref
  vtkShaderProgram2 *LastPropProgram; // just a ref
  vtkShaderProgram2 *PropProgram; // owned

  // Point to CachedShaderProgram2 if Shading is on and the context
  // supports it.
  vtkShaderProgram2 *CurrentShaderProgram2;

  vtkShader2 *DefaultMainVS;
  vtkShader2 *DefaultMainFS;
  vtkShader2 *DefaultPropVS;
  vtkShader2 *DefaultPropFS;
  bool UseDefaultMainVS;
  bool UseDefaultMainFS;
  bool UseDefaultPropVS;
  bool UseDefaultPropFS;
  vtkGLSLShaderDeviceAdapter2 *ShaderDeviceAdapter2;

private:
  vtkOpenGLProperty(const vtkOpenGLProperty&);  // Not implemented.
  void operator=(const vtkOpenGLProperty&);  // Not implemented.
};

#endif
