/*
-----------------------------------------------------------------------------
This source file is part of OGRE
    (Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2009 Torus Knot Software Ltd

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#ifndef __Viewport_H__
#define __Viewport_H__

#include "OgrePrerequisites.h"
#include "OgreCommon.h"
#include "OgreColourValue.h"
#include "OgreFrustum.h"

namespace Ogre {
	/** \addtogroup Core
	*  @{
	*/
	/** \addtogroup RenderSystem
	*  @{
	*/
	/** An abstraction of a viewport, i.e. a rendering region on a render
        target.
        @remarks
            A viewport is the meeting of a camera and a rendering surface -
            the camera renders the scene from a viewpoint, and places its
            results into some subset of a rendering target, which may be the
            whole surface or just a part of the surface. Each viewport has a
            single camera as source and a single target as destination. A
            camera only has 1 viewport, but a render target may have several.
            A viewport also has a Z-order, i.e. if there is more than one
            viewport on a single render target and they overlap, one must
            obscure the other in some predetermined way.
    */
	class _OgreExport Viewport : public ViewportAlloc
    {
    public:       
        /** The usual constructor.
            @param
                cam Pointer to a camera to be the source for the image.
            @param
                target Pointer to the render target to be the destination
                for the rendering.
            @param
                left
            @param
                top
            @param
                width
            @param
                height
                Dimensions of the viewport, expressed as a value between
                0 and 1. This allows the dimensions to apply irrespective of
                changes in the target's size: e.g. to fill the whole area,
                values of 0,0,1,1 are appropriate.
            @param
                ZOrder Relative Z-order on the target. Lower = further to
                the front.
        */
        Viewport(
            Camera* camera,
            RenderTarget* target,
            Real left, Real top,
            Real width, Real height,
            int ZOrder);

        /** Default destructor.
        */
        virtual ~Viewport();

        /** Notifies the viewport of a possible change in dimensions.
            @remarks
                Used by the target to update the viewport's dimensions
                (usually the result of a change in target size).
            @note
                Internal use by Ogre only.
        */
        void _updateDimensions(void);

        /** Instructs the viewport to updates its contents.
        */
        void update(void);
		
		/** Instructs the viewport to clear itself, without performing an update.
		 @remarks
			You would not normally call this method when updating the viewport, 
			since the viewport usually clears itself when updating anyway (@see 
		    Viewport::setClearEveryFrame). However, if you wish you have the
			option of manually clearing the frame buffer (or elements of it)
		    using this method.
		 @param buffers Bitmask identifying which buffer elements to clear
		 @param colour The colour value to clear to, if FBT_COLOUR is included
		 @param depth The depth value to clear to, if FBT_DEPTH is included
		 @param stencil The stencil value to clear to, if FBT_STENCIL is included
		*/
		void clear(unsigned int buffers = FBT_COLOUR | FBT_DEPTH,
				   const ColourValue& colour = ColourValue::Black, 
				   Real depth = 1.0f, unsigned short stencil = 0);

        /** Retrieves a pointer to the render target for this viewport.
        */
        RenderTarget* getTarget(void) const;

        /** Retrieves a pointer to the camera for this viewport.
        */
        Camera* getCamera(void) const;

        /** Sets the camera to use for rendering to this viewport. */
        void setCamera(Camera* cam);

        /** Gets the Z-Order of this viewport. */
		int getZOrder(void) const;
		/** Gets one of the relative dimensions of the viewport,
            a value between 0.0 and 1.0.
        */
        Real getLeft(void) const;

        /** Gets one of the relative dimensions of the viewport, a value
            between 0.0 and 1.0.
        */
        Real getTop(void) const;

        /** Gets one of the relative dimensions of the viewport, a value
            between 0.0 and 1.0.
        */

        Real getWidth(void) const;
        /** Gets one of the relative dimensions of the viewport, a value
            between 0.0 and 1.0.
        */

        Real getHeight(void) const;
        /** Gets one of the actual dimensions of the viewport, a value in
            pixels.
        */

        int getActualLeft(void) const;
        /** Gets one of the actual dimensions of the viewport, a value in
            pixels.
        */

        int getActualTop(void) const;
        /** Gets one of the actual dimensions of the viewport, a value in
            pixels.
        */
        int getActualWidth(void) const;
        /** Gets one of the actual dimensions of the viewport, a value in
            pixels.
        */

        int getActualHeight(void) const;
               
        /** Sets the dimensions (after creation).
            @param
                left
            @param
                top
            @param
                width
            @param
                height Dimensions relative to the size of the target,
                represented as real values between 0 and 1. i.e. the full
                target area is 0, 0, 1, 1.
        */
        void setDimensions(Real left, Real top, Real width, Real height);

        /** Set the orientation mode of the viewport.
        */
        void setOrientationMode(OrientationMode orientationMode, bool setDefault = true);

        /** Get the orientation mode of the viewport.
        */
        OrientationMode getOrientationMode() const;

        /** Set the initial orientation mode of viewports.
        */
        static void setDefaultOrientationMode(OrientationMode orientationMode);

        /** Get the initial orientation mode of viewports.
        */
        static OrientationMode getDefaultOrientationMode();

        /** Sets the initial background colour of the viewport (before
            rendering).
        */
        void setBackgroundColour(const ColourValue& colour);

        /** Gets the background colour.
        */
        const ColourValue& getBackgroundColour(void) const;

        /** Determines whether to clear the viewport before rendering.
		@remarks
			You can use this method to set which buffers are cleared
			(if any) before rendering every frame.
        @param clear Whether or not to clear any buffers
		@param buffers One or more values from FrameBufferType denoting
			which buffers to clear, if clear is set to true. Note you should
			not clear the stencil buffer here unless you know what you're doing.
         */
        void setClearEveryFrame(bool clear, unsigned int buffers = FBT_COLOUR | FBT_DEPTH);

        /** Determines if the viewport is cleared before every frame.
        */
        bool getClearEveryFrame(void) const;

		/** Gets which buffers are to be cleared each frame. */
        unsigned int getClearBuffers(void) const;

		/** Sets whether this viewport should be automatically updated 
			if Ogre's rendering loop or RenderTarget::update is being used.
        @remarks
            By default, if you use Ogre's own rendering loop (Root::startRendering)
            or call RenderTarget::update, all viewports are updated automatically.
            This method allows you to control that behaviour, if for example you 
			have a viewport which you only want to update periodically.
        @param autoupdate If true, the viewport is updated during the automatic
            render loop or when RenderTarget::update() is called. If false, the 
            viewport is only updated when its update() method is called explicitly.
        */
		void setAutoUpdated(bool autoupdate);
		/** Gets whether this viewport is automatically updated if 
			Ogre's rendering loop or RenderTarget::update is being used.
        */
		bool isAutoUpdated() const;

		/** Set the material scheme which the viewport should use.
		@remarks
			This allows you to tell the system to use a particular
			material scheme when rendering this viewport, which can 
			involve using different techniques to render your materials.
		@see Technique::setSchemeName
		*/
		void setMaterialScheme(const String& schemeName)
		{ mMaterialSchemeName = schemeName; }
		
		/** Get the material scheme which the viewport should use.
		*/
		const String& getMaterialScheme(void) const
		{ return mMaterialSchemeName; }

		/** Access to actual dimensions (based on target size).
        */
        void getActualDimensions(
            int &left, int &top, int &width, int &height ) const;

        bool _isUpdated(void) const;
        void _clearUpdatedFlag(void);

        /** Gets the number of rendered faces in the last update.
        */
        unsigned int _getNumRenderedFaces(void) const;

        /** Gets the number of rendered batches in the last update.
        */
        unsigned int _getNumRenderedBatches(void) const;

        /** Tells this viewport whether it should display Overlay objects.
        @remarks
            Overlay objects are layers which appear on top of the scene. They are created via
            SceneManager::createOverlay and every viewport displays these by default.
            However, you probably don't want this if you're using multiple viewports,
            because one of them is probably a picture-in-picture which is not supposed to
            have overlays of it's own. In this case you can turn off overlays on this viewport
            by calling this method.
        @param enabled If true, any overlays are displayed, if false they are not.
        */
        void setOverlaysEnabled(bool enabled);

        /** Returns whether or not Overlay objects (created in the SceneManager) are displayed in this
            viewport. */
        bool getOverlaysEnabled(void) const;

        /** Tells this viewport whether it should display skies.
        @remarks
            Skies are layers which appear on background of the scene. They are created via
            SceneManager::setSkyBox, SceneManager::setSkyPlane and SceneManager::setSkyDome and
            every viewport displays these by default. However, you probably don't want this if
            you're using multiple viewports, because one of them is probably a picture-in-picture
            which is not supposed to have skies of it's own. In this case you can turn off skies
            on this viewport by calling this method.
        @param enabled If true, any skies are displayed, if false they are not.
        */
        void setSkiesEnabled(bool enabled);

        /** Returns whether or not skies (created in the SceneManager) are displayed in this
            viewport. */
        bool getSkiesEnabled(void) const;

        /** Tells this viewport whether it should display shadows.
        @remarks
            This setting enables you to disable shadow rendering for a given viewport. The global
			shadow technique set on SceneManager still controls the type and nature of shadows,
			but this flag can override the setting so that no shadows are rendered for a given
			viewport to save processing time where they are not required.
        @param enabled If true, any shadows are displayed, if false they are not.
        */
        void setShadowsEnabled(bool enabled);

        /** Returns whether or not shadows (defined in the SceneManager) are displayed in this
            viewport. */
        bool getShadowsEnabled(void) const;


		/** Sets a per-viewport visibility mask.
		@remarks
			The visibility mask is a way to exclude objects from rendering for
			a given viewport. For each object in the frustum, a check is made
			between this mask and the objects visibility flags 
			(@see MovableObject::setVisibilityFlags), and if a binary 'and'
			returns zero, the object will not be rendered.
		*/
		void setVisibilityMask(uint32 mask) { mVisibilityMask = mask; }

		/** Gets a per-viewport visibility mask.
		@see Viewport::setVisibilityMask
		*/
		uint getVisibilityMask(void) const { return mVisibilityMask; }

		/** Sets the use of a custom RenderQueueInvocationSequence for
			rendering this target.
		@remarks
			RenderQueueInvocationSequence instances are managed through Root. By
			setting this, you are indicating that you wish this RenderTarget to
			be updated using a custom sequence of render queue invocations, with
			potentially customised ordering and render state options. You should
			create the named sequence through Root first, then set the name here.
		@param The name of the RenderQueueInvocationSequence to use. If you
			specify a blank string, behaviour will return to the default render
			queue management.
		*/
		virtual void setRenderQueueInvocationSequenceName(const String& sequenceName);
		/** Gets the name of the render queue invocation sequence for this target. */
		virtual const String& getRenderQueueInvocationSequenceName(void) const;
		/// Get the invocation sequence - will return null if using standard
		RenderQueueInvocationSequence* _getRenderQueueInvocationSequence(void);

        /** Convert oriented input point coordinates to screen coordinates. */
        void pointOrientedToScreen(const Vector2 &v, int orientationMode, Vector2 &outv);
        void pointOrientedToScreen(Real orientedX, Real orientedY, int orientationMode,
                                   Real &screenX, Real &screenY);

    protected:
        Camera* mCamera;
        RenderTarget* mTarget;
        // Relative dimensions, irrespective of target dimensions (0..1)
        float mRelLeft, mRelTop, mRelWidth, mRelHeight;
        // Actual dimensions, based on target dimensions
        int mActLeft, mActTop, mActWidth, mActHeight;
        /// ZOrder
        int mZOrder;
        /// Background options
        ColourValue mBackColour;
        bool mClearEveryFrame;
		unsigned int mClearBuffers;
        bool mUpdated;
        bool mShowOverlays;
        bool mShowSkies;
		bool mShowShadows;
		uint32 mVisibilityMask;
		// Render queue invocation sequence name
		String mRQSequenceName;
		RenderQueueInvocationSequence* mRQSequence;
		/// Material scheme
		String mMaterialSchemeName;
        /// Viewport orientation mode
        OrientationMode mOrientationMode;
        static OrientationMode mDefaultOrientationMode;

		/// Automatic rendering on/off
		bool mIsAutoUpdated;
    };
	/** @} */
	/** @} */

}

#endif
