/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

This program 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 General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.

Additional permissions under GNU GPL version 3 section 7

If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.

You can contact Cyan Worlds, Inc. by email legal@cyan.com
 or by snail mail at:
      Cyan Worlds, Inc.
      14617 N Newport Hwy
      Mead, WA   99021

*==LICENSE==*/
#ifndef hsGEnviron_inc
#define hsGEnviron_inc

#include "hsGeometry3.h" // hsPoint3
#include "../plInterp/hsTimedValue.h"
#include "../plResMgr/hsKeyedObject.h"
#include "hsColorRGBA.h"
#include "hsTemplates.h"

//
//-----------------------------------
// Environment
//-----------------------------------
//

class hsGMaterial;
class hsGDevEnvCache;
class hsFogControl;
class hsSceneNode;
class hsScene;
class hsGRenderProcs;
class hsG3DDevice;
class plKey;
class hsResMgr;

class hsGEnvironment : public hsKeyedObject {
private:
    static const UInt16 kSaveMagicNumber;
    static const UInt16 kSaveVersion;
    
public:
    struct FogState {
    private:
        static const UInt16 kSaveMagicNumber;
        static const UInt16 kSaveVersion;
        
    public:
        FogState() : fFlags(0) {};
		enum {
			kColorSet		= 0x1,
			kDistanceSet	= 0x2,
			kDepthSet		= 0x4,
			kDensitySet		= 0x8,
			kYonSet			= 0x10,
			kClearSet		= 0x20,

			kLinear			= 0x10000000,
			kExp			= 0x20000000,
			kExp2			= 0x40000000,
			kTypeMask		= kLinear | kExp | kExp2
		};
		UInt32							fFlags;
		hsTimedValue<hsColorRGBA>		fColor;
		hsTimedValue<hsColorRGBA>		fClear;
		hsTimedValue<hsScalar>			fDistance;
		hsTimedValue<hsScalar>			fDensity;
		hsTimedValue<hsScalar>			fDepth;
		hsTimedValue<hsScalar>			fYon;

		void ValidateEnv(class hsGEnvironment* env);
		void SetFromEnv(class hsGEnvironment* env);
		void SetToEnv(class hsGEnvironment* env);
        void Save(hsStream *stream, hsResMgr* mgr);
        void Load(hsStream *stream, hsResMgr* mgr);
	};

	enum {
		kMapSet				= 0x1,
		kCenterSet			= 0x2,
		kRadiusSet			= 0x4,
		kEnvironMapSet		= kMapSet | kCenterSet | kRadiusSet,
		kFogDepthSet		= 0x8,
		kFogColorSet		= 0x10,
		kFogDensitySet		= 0x20,
		kYonSet				= 0x40,
		kOverride			= 0x80,
		kFarOut				= 0x100,
		kFogDistanceSet		= 0x200,
		kCacheInvalid		= 0x400,
		kClearColorSet		= 0x800,
		kCurrentDepthSet	= 0x1000,
		kFogControl			= 0x2000,
		kSortObjects		= 0x4000,
		kHasRenderProcs		= 0x8000,
		kFogLinear			= 0x10000,
		kFogExp				= 0x20000,
		kFogExp2			= 0x40000,
		kFogTypeMask		= kFogLinear | kFogExp | kFogExp2,
		kClearColorAmbient	= 0x80000,
		kFogColorAmbient	= 0x100000,
		kFogColorDiffuse	= 0x200000
	};
protected:
	static hsScalar		fYonScale;

	UInt32				fFlags;
	hsGMaterial*		fMap;
	char				fMapName[256];
	hsPoint3			fPos;
	hsScalar			fRadius;
	hsScalar			fValidScale;
	hsTArray<FogState*>				fFogStateStack;
	hsTimedValue<hsScalar>			fFogDistance;
	hsTimedValue<hsScalar>			fFogDepth; // value 0..1, as fraction of yon, 0 is no fog
	hsTimedValue<hsScalar>			fFogDensity;
	hsTimedValue<hsColorRGBA>		fFogColor;
	hsTimedValue<hsColorRGBA>		fClearColor;
	hsTimedValue<hsScalar>			fYon;
	hsScalar						fCurrentDepth; // function of Depth and Distance

	FogState						fResetState;
	hsGDevEnvCache*					fDevCache;

	hsDynamicArray<hsGRenderProcs*>		fRenderProcs;
	hsTArray<plKey*>          fNodeKeys;

	hsFogControl*					fFogControl;

	void				IReadFogControl(hsStream* s, hsResMgr* mgr);
	void				IWriteFogControl(hsStream* s, hsResMgr* mgr);

public:
	hsGEnvironment();
	virtual ~hsGEnvironment();

	hsBool32 AddNode(hsSceneNode *node);
    hsBool32 AddNodeKey(plKey *key);
    Int32 GetNumNodes() { return fNodeKeys.GetCount(); }
    hsSceneNode* GetNode(Int32 i);
    plKey* GetNodeKey(Int32 i) { return fNodeKeys[i]; }

    char*				GetMapName() { return fMapName; }
	hsGMaterial*		GetMap() const { return fMap; }
	hsPoint3			GetCenter() const { return fPos; }
	hsScalar			GetRadius() const { return fRadius; }
	hsScalar			GetFogDistance() const { return fFogDistance.GetValue(); }
	hsScalar			GetFogDepth() const { return fFogDepth.GetValue(); }
	hsScalar			GetCurrentDepth() const { return fCurrentDepth; }
	hsScalar			GetFogDensity() const { return fFogDensity.GetValue(); }
	hsColorRGBA			GetFogColor() const { return fFogColor.GetValue(); }
	hsColorRGBA			GetClearColor() const { return fClearColor.GetValue(); }
	hsScalar			GetYon() const { return fYonScale * fYon.GetValue(); }
	hsScalar			GetUnscaledYon() const { return fYon.GetValue(); }
	hsBool32			GetOverride() const { return 0 != (fFlags & kOverride); }
	UInt32				GetFlags() const { return fFlags; }

	hsScalar			GoalFogDistance() const { return fFogDistance.GetGoal(); }
	hsScalar			GoalFogDepth() const { return fFogDepth.GetGoal(); }
	hsScalar			GoalFogDensity() const { return fFogDensity.GetGoal(); }
	hsColorRGBA			GoalFogColor() const { return fFogColor.GetGoal(); }
	hsColorRGBA			GoalClearColor() const { return fClearColor.GetGoal(); }
	hsScalar			GoalYon() const { return fYon.GetGoal(); }

	const hsTimedValue<hsScalar>&		FogDistanceState() const { return fFogDistance; }
	const hsTimedValue<hsScalar>&		FogDepthState() const { return fFogDepth; }
	const hsTimedValue<hsScalar>&		FogDensityState() const { return fFogDensity; }
	const hsTimedValue<hsColorRGBA>&	FogColorState() const { return fFogColor; }
	const hsTimedValue<hsColorRGBA>&	ClearColorState() const { return fClearColor; }
	const hsTimedValue<hsScalar>&		YonState() const { return fYon; }

	void SetFogDistance(const hsTimedValue<hsScalar>& v);
	void SetFogDepth(const hsTimedValue<hsScalar>& v);
	void SetFogDensity(const hsTimedValue<hsScalar>& v);
	void SetFogColor(const hsTimedValue<hsColorRGBA>& v);
	void SetClearColor(const hsTimedValue<hsColorRGBA>& v);
	void SetYon(const hsTimedValue<hsScalar>& v);

	void SetMapName(const char *name);
	void SetMap(hsGMaterial *m); // refs
	void SetCenter(const hsPoint3 &p);
	void SetRadius(hsScalar r);
	void SetFogDistance(hsScalar d);
	void SetFogDepth(hsScalar f);
	void SetCurrentDepth(hsScalar f);
	void SetFogDensity(hsScalar f);
	void SetFogColor(const hsColorRGBA &c);
	void SetClearColor(const hsColorRGBA &c);
	void SetYon(hsScalar f);
	void SetOverride(hsBool32 on);
	void SetIsFar(hsBool32 on=true);
	void SetHasFogControl(hsBool32 on=true);
	void SetSortObjects(hsBool32 on=true);
	void SetFogType(UInt32 t);
	void SetFogColorAmbient(hsBool32 on=true);
	void SetFogColorDiffuse(hsBool32 on=true);
	void SetClearColorAmbient(hsBool32 on=true);

	void SetTimedFogDistance(const hsScalar g, const hsScalar s);
	void SetTimedFogDepth(const hsScalar g, const hsScalar s);
	void SetTimedFogDensity(const hsScalar g, const hsScalar s);
	void SetTimedFogColor(const hsColorRGBA& g, const hsScalar s);
	void SetTimedClearColor(const hsColorRGBA& g, const hsScalar s);
	void SetTimedYon(const hsScalar g, const hsScalar s);

	void UnSetMapName() { *fMapName = 0; }
	void UnSetEnvironMap() { fFlags &= ~kEnvironMapSet; }
	void UnSetFogDistance() { fFlags &= ~kFogDistanceSet; }
	void UnSetFogDepth() { fFlags &= ~kFogDepthSet; }
	void UnSetFogDensity() { fFlags &= ~kFogDensitySet; }
	void UnSetFogColor() { fFlags &= ~kFogColorSet; }
	void UnSetClearColor() { fFlags &= ~kClearColorSet; }
	void UnSetYon() { fFlags &= ~kYonSet; }

	hsGEnvironment*		Copy(hsGEnvironment* env); // returns this

	void				MixEnvirons(hsGEnvironment* env, hsGEnvironment* def);

	void				Push(hsG3DDevice* d);
	void				Pop(hsG3DDevice* d);

	void				Blend();
	void				Restore();
	void				Init(hsSceneNode* node);

	void				SetDeviceCache(hsGDevEnvCache* p);
	hsGDevEnvCache*		GetDeviceCache(){ return fDevCache; }

	void				SetFogControl(hsFogControl* fc);
	hsFogControl*		GetFogControl() { return fFogControl; }

	void				SaveFogState();			// push
	hsGEnvironment::FogState* PopFogState() { return fFogStateStack.GetCount() ? fFogStateStack.Pop() : nil; }	// doesn't restore
	void				RestoreFogState();		// pop and restore

	void				AddRenderProc(hsGRenderProcs* rp); // refs
	hsGRenderProcs*		GetRenderProc(int i); // no ref
	UInt32				GetNumRenderProcs();

	virtual void		SetResetState();
	virtual void		Reset();
	virtual void		ValidateInResetState();
    virtual void        Save(hsStream *stream, hsResMgr* mgr);
    virtual void        Load(hsStream *stream, hsResMgr* mgr);
	virtual void		Update(hsScalar secs, const hsPoint3& vPos);

	virtual void		Read(hsStream* s);
	virtual void		Write(hsStream* s);

    virtual void        Write(hsStream *stream, hsResMgr *group);
    virtual void        Read(hsStream *stream, hsResMgr *group);

	static hsScalar		GetYonScale() { return fYonScale; }
	static hsScalar		SetYonScale(hsScalar s);

	virtual hsBool MsgReceive(plMessage* msg);
};

#endif // hsGEnviron_inc