/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkShadowMapPass.h

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

=========================================================================*/
/**
 * @class   vtkShadowMapPass
 * @brief   Implement a shadow mapping render pass.
 *
 * Render the opaque polygonal geometry of a scene with shadow maps (a
 * technique to render hard shadows in hardware).
 *
 * This pass expects an initialized depth buffer and color buffer.
 * Initialized buffers means they have been cleared with farest z-value and
 * background color/gradient/transparent color.
 * An opaque pass may have been performed right after the initialization.
 *
 *
 *
 * Its delegate is usually set to a vtkOpaquePass.
 *
 * @par Implementation:
 * The first pass of the algorithm is to generate a shadow map per light
 * (depth map from the light point of view) by rendering the opaque objects
 * with the OCCLUDER property keys.
 * The second pass is to render the opaque objects with the RECEIVER keys.
 *
 * @sa
 * vtkRenderPass, vtkOpaquePass
*/

#ifndef vtkShadowMapPass_h
#define vtkShadowMapPass_h

#include "vtkRenderingOpenGL2Module.h" // For export macro
#include "vtkOpenGLRenderPass.h"
#include <vector>  // STL Header
#include <string> // For member variables.

class vtkOpenGLRenderWindow;
class vtkInformationIntegerKey;
class vtkCamera;
class vtkLight;
class vtkFrameBufferObject;
class vtkShadowMapPassTextures; // internal
class vtkShadowMapPassLightCameras; // internal
class vtkShadowMapBakerPass;
class vtkInformationObjectBaseKey;
class vtkShaderProgram;

class VTKRENDERINGOPENGL2_EXPORT vtkShadowMapPass : public vtkOpenGLRenderPass
{
public:
  static vtkShadowMapPass *New();
  vtkTypeMacro(vtkShadowMapPass,vtkOpenGLRenderPass);
  void PrintSelf(ostream& os, vtkIndent indent) VTK_OVERRIDE;

  /**
   * Perform rendering according to a render state \p s.
   * \pre s_exists: s!=0
   */
  void Render(const vtkRenderState *s) VTK_OVERRIDE;

  /**
   * Release graphics resources and ask components to release their own
   * resources.
   * \pre w_exists: w!=0
   */
  void ReleaseGraphicsResources(vtkWindow *w) VTK_OVERRIDE;

  //@{
  /**
   * Pass that generates the shadow maps.
   * the vtkShadowMapPass will use the Resolution ivar of
   * this pass.
   * Initial value is a NULL pointer.
   */
  vtkGetObjectMacro(ShadowMapBakerPass,vtkShadowMapBakerPass);
  virtual void SetShadowMapBakerPass(
    vtkShadowMapBakerPass *shadowMapBakerPass);
  //@}

  //@{
  /**
   * Pass that render the lights and opaque geometry
   * Typically a sequence pass with a light pass and opaque pass.
   */
  vtkGetObjectMacro(OpaqueSequence,vtkRenderPass);
  virtual void SetOpaqueSequence(vtkRenderPass *opaqueSequence);
  //@}

  /**
   * get the matricies for all the
   * shadow maps.
   */
  std::vector<double> ShadowMapTransforms() {
    return this->ShadowTransforms; }

  /**
   * get the texture units for the shadow maps
   * for each light. If a light does not cast a shadow
   * it is set to -1
   */
  std::vector<int> GetShadowMapTextureUnits() {
    return this->ShadowTextureUnits; }

  /**
   * this key will contain the shadow map pass
   */
  static vtkInformationObjectBaseKey *ShadowMapPass();

  /**
   * Get the shader code to compute light factors based
   * on a mappers vertexVC variable
   */
  std::string GetFragmentDeclaration() {
    return this->FragmentDeclaration; }
  std::string GetFragmentImplementation() {
    return this->FragmentImplementation; }

  // vtkOpenGLRenderPass virtuals:
  bool PreReplaceShaderValues(std::string &vertexShader,
                                   std::string &geometryShader,
                                   std::string &fragmentShader,
                                   vtkAbstractMapper *mapper,
                                   vtkProp *prop) VTK_OVERRIDE;
  bool PostReplaceShaderValues(std::string &vertexShader,
                                   std::string &geometryShader,
                                   std::string &fragmentShader,
                                   vtkAbstractMapper *mapper,
                                   vtkProp *prop) VTK_OVERRIDE;
  bool SetShaderParameters(vtkShaderProgram *program,
                          vtkAbstractMapper *mapper, vtkProp *prop,
                          vtkOpenGLVertexArrayObject* VAO = NULL) VTK_OVERRIDE;

 protected:
  /**
   * Default constructor. DelegatetPass is set to NULL.
   */
  vtkShadowMapPass();

  /**
   * Destructor.
   */
  ~vtkShadowMapPass() VTK_OVERRIDE;

  /**
   * Check if shadow mapping is supported by the current OpenGL context.
   * \pre w_exists: w!=0
   */
  void CheckSupport(vtkOpenGLRenderWindow *w);

  vtkShadowMapBakerPass *ShadowMapBakerPass;
  vtkRenderPass *CompositeRGBAPass;

  vtkRenderPass *OpaqueSequence;

  /**
   * Graphics resources.
   */
  vtkFrameBufferObject *FrameBufferObject;

  vtkShadowMapPassTextures *ShadowMaps;
  vtkShadowMapPassLightCameras *LightCameras;

  vtkTimeStamp LastRenderTime;

  // to store the shader code and settings
  void BuildShaderCode();
  std::string FragmentDeclaration;
  std::string FragmentImplementation;
  std::vector<int> ShadowTextureUnits;
  std::vector<double> ShadowTransforms;
  std::vector<float> ShadowAttenuation;

private:
  vtkShadowMapPass(const vtkShadowMapPass&) VTK_DELETE_FUNCTION;
  void operator=(const vtkShadowMapPass&) VTK_DELETE_FUNCTION;
};

#endif
