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

  Program:   Visualization Toolkit
  Module:    vtkTexture.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 vtkTexture - handles properties associated with a texture map
// .SECTION Description
// vtkTexture is an object that handles loading and binding of texture
// maps. It obtains its data from an input image data dataset type.
// Thus you can create visualization pipelines to read, process, and 
// construct textures. Note that textures will only work if texture
// coordinates are also defined, and if the rendering system supports 
// texture.
//
// Instances of vtkTexture are associated with actors via the actor's
// SetTexture() method. Actors can share texture maps (this is encouraged
// to save memory resources.) 

// .SECTION Caveats
// Currently only 2D texture maps are supported, even though the data pipeline
// supports 1,2, and 3D texture coordinates. 
// 
// Some renderers such as OpenGL require that the texture map dimensions are
// a power of two in each direction. Other renderers may have similar
// (ridiculous) restrictions, so be careful out there... (Note: a recent change
// to vtk allows use of non-power of two texture maps in OpenGL. The texture is
// automatically resampled to a power of two in one or more directions.)

// .SECTION See Also
// vtkActor vtkRenderer vtkOpenGLTexture

#ifndef __vtkTexture_h
#define __vtkTexture_h

#include "vtkImageAlgorithm.h"

class vtkImageData;
class vtkScalarsToColors;
class vtkRenderer;
class vtkUnsignedCharArray;
class vtkWindow;
class vtkDataArray;
class vtkTransform;

#define VTK_TEXTURE_QUALITY_DEFAULT 0
#define VTK_TEXTURE_QUALITY_16BIT   16
#define VTK_TEXTURE_QUALITY_32BIT   32

class VTK_RENDERING_EXPORT vtkTexture : public vtkImageAlgorithm
{
public:
  static vtkTexture *New();
  vtkTypeRevisionMacro(vtkTexture,vtkImageAlgorithm);
  void PrintSelf(ostream& os, vtkIndent indent);

  // Description:
  // Renders a texture map. It first checks the object's modified time
  // to make sure the texture maps Input is valid, then it invokes the 
  // Load() method.
  virtual void Render(vtkRenderer *ren);

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

  // Description:
  // Abstract interface to renderer. Each concrete subclass of 
  // vtkTexture will load its data into graphics system in response 
  // to this method invocation.
  virtual void Load(vtkRenderer *) {};

  // Description:
  // Turn on/off the repetition of the texture map when the texture
  // coords extend beyond the [0,1] range.
  vtkGetMacro(Repeat,int);
  vtkSetMacro(Repeat,int);
  vtkBooleanMacro(Repeat,int);

  // Description:
  // Turn on/off linear interpolation of the texture map when rendering.
  vtkGetMacro(Interpolate,int);
  vtkSetMacro(Interpolate,int);
  vtkBooleanMacro(Interpolate,int);

  // Description:
  // Force texture quality to 16-bit or 32-bit.
  // This might not be supported on all machines.
  vtkSetMacro(Quality,int);
  vtkGetMacro(Quality,int);
  void SetQualityToDefault() {this->SetQuality(VTK_TEXTURE_QUALITY_DEFAULT);};
  void SetQualityTo16Bit() {this->SetQuality(VTK_TEXTURE_QUALITY_16BIT);};
  void SetQualityTo32Bit() {this->SetQuality(VTK_TEXTURE_QUALITY_32BIT);};

  // Description:
  // Turn on/off the mapping of color scalars through the lookup table.
  // The default is Off. If Off, unsigned char scalars will be used
  // directly as texture. If On, scalars will be mapped through the
  // lookup table to generate 4-component unsigned char scalars.
  // This ivar does not affect other scalars like unsigned short, float,
  // etc. These scalars are always mapped through lookup tables.
  vtkGetMacro(MapColorScalarsThroughLookupTable,int);
  vtkSetMacro(MapColorScalarsThroughLookupTable,int);
  vtkBooleanMacro(MapColorScalarsThroughLookupTable,int);

//BTX
  // Description:
  // Get the input as a vtkImageData object.  This method is for
  // backwards compatibility.
  vtkImageData *GetInput();
//ETX

  // Description:
  // Specify the lookup table to convert scalars if necessary
  void SetLookupTable(vtkScalarsToColors *);
  vtkGetObjectMacro(LookupTable,vtkScalarsToColors);

  // Description:
  // Get Mapped Scalars
  vtkGetObjectMacro(MappedScalars,vtkUnsignedCharArray);

  // Description:
  // Map scalar values into color scalars.
  unsigned char *MapScalarsToColors (vtkDataArray *scalars);

  // Description:
  // Set a transform on the texture which allows one to scale,
  // rotate and translate the texture.
  void SetTransform(vtkTransform *transform);
  vtkGetObjectMacro(Transform, vtkTransform);

  // Description:
  // Used to specify how the texture will blend its RGB and Alpha values
  // with other textures and the fragment the texture is rendered upon.
  //BTX
  enum VTKTextureBlendingMode
  {
    VTK_TEXTURE_BLENDING_MODE_NONE = 0,
    VTK_TEXTURE_BLENDING_MODE_REPLACE,
    VTK_TEXTURE_BLENDING_MODE_MODULATE,
    VTK_TEXTURE_BLENDING_MODE_ADD,
    VTK_TEXTURE_BLENDING_MODE_ADD_SIGNED,
    VTK_TEXTURE_BLENDING_MODE_INTERPOLATE,
    VTK_TEXTURE_BLENDING_MODE_SUBTRACT
  };
  //ETX

  // Description:
  // Used to specify which texture unit a texture will use.
  // Only relevant when multitexturing.
  //BTX
  enum VTKTextureUnit
  {
    VTK_TEXTURE_UNIT_0 = 0,
    VTK_TEXTURE_UNIT_1,
    VTK_TEXTURE_UNIT_2,
    VTK_TEXTURE_UNIT_3,
    VTK_TEXTURE_UNIT_4,
    VTK_TEXTURE_UNIT_5,
    VTK_TEXTURE_UNIT_6,
    VTK_TEXTURE_UNIT_7
  };
  //ETX

  // Description:
  // Used to specify how the texture will blend its RGB and Alpha values
  // with other textures and the fragment the texture is rendered upon.
  vtkGetMacro(BlendingMode, int);
  vtkSetMacro(BlendingMode, int);

  // Description:
  // Used to specify which texture unit a texture will use.
  // Only relevant when multitexturing.
  vtkGetMacro(TextureUnit, int);
  vtkSetMacro(TextureUnit, int);

protected:
  vtkTexture();
  ~vtkTexture();

  int   Repeat;
  int   Interpolate;
  int   Quality;
  int   MapColorScalarsThroughLookupTable;
  vtkScalarsToColors *LookupTable;
  vtkUnsignedCharArray *MappedScalars;
  vtkTransform  *Transform;

  int TextureUnit;
  int BlendingMode;
  
  // this is to duplicated the previous behavior of SelfCreatedLookUpTable
  int SelfAdjustingTableRange;
private:
  vtkTexture(const vtkTexture&);  // Not implemented.
  void operator=(const vtkTexture&);  // Not implemented.
};

#endif
