/******************************************************************************
 * Copyright 2018 NVIDIA Corporation. All rights reserved.
 *****************************************************************************/
/// \file
/// \brief Base class representing attributes that can be defined in a scene description.

#ifndef NVIDIA_INDEX_IATTRIBUTE_H
#define NVIDIA_INDEX_IATTRIBUTE_H

#include <mi/base/interface_declare.h>
#include <mi/dice.h>

#include <nv/index/iscene_element.h>

namespace nv
{
namespace index
{

/// @ingroup nv_index_scene_description_attribute
/// <em>Attributes</em> are a part of the scene description that provide a
/// common mechanism for parameterized information used in processing.
/// Attributes define the rendered appearance of shapes and large-scale datasets
/// and can be used to store meta-information in the scene description for later
/// evaluation.  Attributes can therefore affect both the rendering as well as
/// the processing and evaluation of data.
///
/// The abstract base class \c IAttribute represents attributes that can be
/// structured in a scene description. Common attributes include, for example,
/// material properties, light sources, and the fonts used to display the
/// contents of a label.
///
/// Once specified in a scene description, attributes affect the rendering of
/// those shapes in the scene that are hierarchically below them in the scene
/// description. (For details on structuring a scene please also refer to \c
/// IScene_group.)
///
/// Generally, the NVIDIA IndeX library considers two different evaluation
/// strategies for attributes:
///
///    - Exclusive: Only one attribute of a certain category (such as a material
///      property) can be active during rendering or data processing.
///
///    - Integrative: Attribute evaluation considers multiple instances of an
///      attribute class.  Multiple attributes of a certain category can
///      therefore be active simultaneously and will all be considered for
///      rendering. For example, multiple light sources specified in the scene
///      should be used in rendering a shape.
///
class IAttribute : public mi::base::Interface_declare<0xfb32338f, 0xca95, 0x49ce, 0x80, 0xdf, 0x9c,
                     0x1e, 0x5a, 0x25, 0x7e, 0x0f, nv::index::IScene_element>
{
public:
  /// Represents the category or the attribute class that a concrete attribute
  /// implements.  For instance, a directional light implements the \c ILight
  /// category and a simple OpenGL-like Phong material implements the \c
  /// IMaterial category.  A category enables the implementation of
  /// specialized attributes for certain classes and can thereby extend the
  /// number of variants for that category.  The evaluation strategies for
  /// attribute classes are determined by the category. For example, point
  /// lights, directional lights (\c IDirectional_light) and directional head
  /// lights (\c IDirectional_headlight) implement the \c ILight category and
  /// can all be active at a time.  In contrast, a Cook-Torrance surface
  /// material and an OpenGL-like Phong material implement the \c IMaterial
  /// category but only one instance of the material attributes is active when
  /// shading a shapes surface.
  ///
  /// \return     Returns the UUID of the base attribute category.
  ///
  virtual mi::base::Uuid get_attribute_class() const = 0;

  /// The attributes that implement a category or an attribute class are
  /// evaluated in exclusive or integrative fashion (for example, multiple
  /// light source affect the shading of surfaces while only one material
  /// defines the surface's reflectance properties). To control the attribute
  /// evaluation, an attribute class (that defines a category for derived
  /// attributes) must define whether one or multiple instances of the
  /// attribute can be active at the same time when evaluating a shape or
  /// dataset.
  ///
  /// \return     Returns \c true if multiple instances of an attribute that
  ///             influences a shape's appearance may be active
  ///             simultaneously. Returns \c false if only one attribute can
  ///             be active at a time.
  ///
  virtual bool multiple_active_instances() const = 0;
};
}
} // namespace index / nv

#endif // NVIDIA_INDEX_IATTRIBUTE_H
