//
// C++ Interface: TerrainPageSurfaceLayer
//
// Description:
//
//
// Author: Erik Ogenvik <erik@ogenvik.org>, (C) 2007
//
// 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 2 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, write to the Free Software Foundation,
// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.//
//
#ifndef EMBEROGRETERRAINPAGESURFACELAYER_H
#define EMBEROGRETERRAINPAGESURFACELAYER_H

#include "../EmberOgrePrerequisites.h"

namespace Mercator {
class Shader;

class Surface;

class Segment;
}

namespace Ogre {
class Image;
}


namespace Ember {
namespace OgreView {
namespace Terrain {

class TerrainPageSurface;

struct TerrainLayerDefinition;

class TerrainPageGeometry;

class Image;

/**
 * Represents a layer of the terrain surface. The layer can either apply to a certain terrain page or not, depending on the
 * implementation of the underlying Mercator::Shader. It can be used to create a texture for a terrain page using the provided
 * fillImage() method.
 *
 * @author Erik Ogenvik <erik@ogenvik.org>
 */
class TerrainPageSurfaceLayer {
public:
	TerrainPageSurfaceLayer(TerrainPageSurface& terrainPageSurface, const TerrainLayerDefinition& definition, int surfaceIndex, const Mercator::Shader& shader);

	virtual ~TerrainPageSurfaceLayer();

	const std::string& getDiffuseTextureName() const;

	void setDiffuseTextureName(const std::string& textureName);

	const std::string& getSpecularTextureName() const;

	void setSpecularTextureName(const std::string& textureName);

	const std::string& getNormalTextureName() const;

	void setNormalTextureName(const std::string& textureName);

	/**
	 * @brief Checks whether this layer intersects the page to which it belongs.
	 *
	 * We only want to add surface layers which we know intersects the page, so always call this before adding a layer.
	 * @return True if it intersects, else false.
	 */
	bool intersects(const TerrainPageGeometry& geometry) const;

	int getSurfaceIndex() const;

	Mercator::Surface* getSurfaceForSegment(const Mercator::Segment* segment) const;

	float getScale() const;

	void setScale(float scale);

	const TerrainLayerDefinition& getDefinition() const;

	void populate(const TerrainPageGeometry& geometry);

	void fillImage(const TerrainPageGeometry& geometry, Image& image, unsigned int channel) const;


protected:
	TerrainPageSurface& mTerrainPageSurface;
	const Mercator::Shader& mShader;

	std::string mDiffuseTextureName;
	std::string mSpecularTextureName;
	std::string mNormalTextureName;

	int mSurfaceIndex;

	float mScale;

	const TerrainLayerDefinition& mDefinition;

};


}
}

}

#endif
