/*
-----------------------------------------------------------------------------
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
Also see acknowledgements in Readme.html

You may use this sample code for anything you like, it is not covered by the
same license as the rest of the engine.
-----------------------------------------------------------------------------
*/

#include "MaterialGenerator.h"

#include "OgreStringConverter.h"
#include "OgreException.h"

#include "OgrePass.h"
#include "OgreTechnique.h"

#include "OgreHighLevelGpuProgram.h"
#include "OgreHighLevelGpuProgramManager.h"

using namespace Ogre;

MaterialGenerator::MaterialGenerator():
	vsMask(0), fsMask(0), matMask(0), mImpl(0)
{
}
MaterialGenerator::~MaterialGenerator()
{
	delete mImpl;
}

const MaterialPtr &MaterialGenerator::getMaterial(Perm permutation)
{
	/// Check if material/shader permutation already was generated
	MaterialMap::iterator i = mMaterials.find(permutation);
	if(i != mMaterials.end())
	{
		return i->second;
	}
	else
	{
		/// Create it
		MaterialPtr templ = getTemplateMaterial(permutation & matMask);
		GpuProgramPtr vs = getVertexShader(permutation & vsMask);
		GpuProgramPtr fs = getFragmentShader(permutation & fsMask);
		
		/// Create material name
		String name = materialBaseName + StringConverter::toString(permutation);

		std::cerr << name << " " << vs->getName() << " " << fs->getName() << std::endl;
		/// Create material from template, and set shaders
		MaterialPtr mat = templ->clone(name);
		Technique *tech = mat->getTechnique(0);
		Pass *pass = tech->getPass(0);
		pass->setFragmentProgram(fs->getName());
		pass->setVertexProgram(vs->getName());
	
		/// And store it
		mMaterials[permutation] = mat;
		return mMaterials[permutation];
	}
}

const GpuProgramPtr &MaterialGenerator::getVertexShader(Perm permutation)
{
	ProgramMap::iterator i = mVs.find(permutation);
	if(i != mVs.end())
	{
		return i->second;
	}
	else
	{
		/// Create it
		mVs[permutation] = mImpl->generateVertexShader(permutation);
		return mVs[permutation];
	}
}

const GpuProgramPtr &MaterialGenerator::getFragmentShader(Perm permutation)
{
	ProgramMap::iterator i = mFs.find(permutation);
	if(i != mFs.end())
	{
		return i->second;
	}
	else
	{
		/// Create it
		mFs[permutation] = mImpl->generateFragmentShader(permutation);
		return mFs[permutation];
	}
}

const MaterialPtr &MaterialGenerator::getTemplateMaterial(Perm permutation)
{
	MaterialMap::iterator i = mTemplateMat.find(permutation);
	if(i != mTemplateMat.end())
	{
		return i->second;
	}
	else
	{
		/// Create it
		mTemplateMat[permutation] = mImpl->generateTemplateMaterial(permutation);
		return mTemplateMat[permutation];
	}
}

MaterialGenerator::Impl::~Impl()
{
}

