/*
  Copyright (C) 2002 by Marten Svanfeldt
                        Anders Stenberg

  This library is free software; you can redistribute it and/or
  modify it under the terms of the GNU Library General Public
  License as published by the Free Software Foundation; either
  version 2 of the License, or (at your option) any later version.

  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 GNU
  Library General Public License for more details.

  You should have received a copy of the GNU Library General Public
  License along with this library; if not, write to the Free
  Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/

#ifndef __CS_IVIDEO_RENDERMESH_H__
#define __CS_IVIDEO_RENDERMESH_H__

/** \file 
 * Rendermesh interface
 */

/**
 * \addtogroup gfx3d
 * @{ */

#include "csgeom/transfrm.h"
#include "csgeom/vector3.h"

#include "ivideo/graph3d.h"
#include "ivideo/shader/shader.h"

struct iMaterialWrapper;
struct iPortalContainer;

/**
 * Mesh render mode information. Contains the Z, mix and alpha modes to use
 * for rendering a mesh. 
 * \remarks Is separate from csCoreRenderMesh to allow preprocessing steps 
 *  to modify the mode data. 
 */
struct csRenderMeshModes
{
  csRenderMeshModes ()
  {
    z_buf_mode = CS_ZBUF_NONE;
    mixmode = CS_FX_COPY;
    alphaType = csAlphaMode::alphaNone;
  }

  ~csRenderMeshModes () { }

  /// Z mode to use
  csZBufMode z_buf_mode;

  /// mixmode to use
  uint mixmode;

  /// Alpha mode this mesh is drawn.
  csAlphaMode::AlphaType alphaType;

  /// Holder of default render buffers
  csRef<csRenderBufferHolder> buffers;
};

/**
 * Data required by the renderer to draw a mesh.
 */
struct csCoreRenderMesh
{
  /**
   * To make debugging easier we add the name of the mesh object
   * here in debug mode.
   */
  const char* db_mesh_name;

  csCoreRenderMesh () 
  {
    clip_portal = 0;
    clip_plane = 0;
    clip_z_plane = 0;
    do_mirror = false;
    indexstart = indexend = 0;
    db_mesh_name = "<unknown>";
  }

  ~csCoreRenderMesh () {}

  /// Clipping parameter
  int clip_portal;

  /// Clipping parameter
  int clip_plane;

  /// Clipping parameter
  int clip_z_plane;

  /**
   * Mirror mode - whether the mesh should be mirrored.
   * Essentially toggles between back- and front-face culling. 
   * It should be set to \p true if \a object2camera contains a negative
   * scaling. Basically, in almost any case it should be set to the camera's
   * mirror mode.
   *
   * \code
   * iCamera* camera;
   * csRenderMesh myMesh;
   *   ...
   * myMesh.object2camera = camera->GetTransform () / 
   *   movable->GetFullTransform ();
   * myMesh.do_mirror = camera->IsMirrored ();
   * \endcode
   */
  bool do_mirror;

  /// Mesh type
  csRenderMeshType meshtype;

  /** @{ */
  /**
   * Start and end of the range of indices to use. The indices are
   * used in the range from \a indexstart (inclusive) to \a indexend
   * (exclusive): indexstart <= n < indexend
   */
  unsigned int indexstart;
  unsigned int indexend;
  /** @} */

  /**
   * Material used for this mesh.
   * Used for e.g. sorting by material.
   */
  iMaterialWrapper* material;

  /** 
   * Transform object space -> world space.
   * \remarks 'this' space is object space, 'other' space is world space
   */
  csReversibleTransform object2world;
};

/**
 * Mesh data as returned by mesh plugins. Contains both the data needed for
 * rendering as well as some additional data for preprocessing.
 */
struct csRenderMesh : public csCoreRenderMesh, public csRenderMeshModes
{
  csRenderMesh () 
  {
    portal = 0;
    geometryInstance = 0;
  }

  ~csRenderMesh () {}

  /**
   * Some unique ID for the geometry used to render this mesh.
   * Used for sorting purposes, and is allowed to be 0, although
   * that means non-optimal mesh sorting at rendering.
   */
  void *geometryInstance;

  /// Pointer to a portalcontainer, if there is any
  iPortalContainer* portal;

  /// @@@ Document me.
  csRef<iShaderVariableContext> variablecontext;

  /// Worldspace origin of the mesh
  csVector3 worldspace_origin;
};

/** @} */

#endif // __CS_IVIDEO_RENDERMESH_H__
