/*************************************************************************/
/*  visual_instance_3d.h                                                 */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
/*                                                                       */
/* 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 VISUAL_INSTANCE_H
#define VISUAL_INSTANCE_H

#include "core/math/face3.h"
#include "core/rid.h"
#include "scene/3d/node_3d.h"
#include "scene/resources/material.h"

class VisualInstance3D : public Node3D {

	GDCLASS(VisualInstance3D, Node3D);
	OBJ_CATEGORY("3D Visual Nodes");

	RID base;
	RID instance;
	uint32_t layers;

	RID _get_visual_instance_rid() const;

protected:
	void _update_visibility();

	void _notification(int p_what);
	static void _bind_methods();

public:
	enum GetFacesFlags {
		FACES_SOLID = 1, // solid geometry
		FACES_ENCLOSING = 2,
		FACES_DYNAMIC = 4 // dynamic object geometry

	};

	RID get_instance() const;
	virtual AABB get_aabb() const = 0;
	virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const = 0;

	virtual AABB get_transformed_aabb() const; // helper

	void set_base(const RID &p_base);
	RID get_base() const;

	void set_layer_mask(uint32_t p_mask);
	uint32_t get_layer_mask() const;

	void set_layer_mask_bit(int p_layer, bool p_enable);
	bool get_layer_mask_bit(int p_layer) const;

	VisualInstance3D();
	~VisualInstance3D();
};

class GeometryInstance3D : public VisualInstance3D {

	GDCLASS(GeometryInstance3D, VisualInstance3D);

public:
	enum Flags {
		FLAG_USE_BAKED_LIGHT = RS::INSTANCE_FLAG_USE_BAKED_LIGHT,
		FLAG_USE_DYNAMIC_GI = RS::INSTANCE_FLAG_USE_DYNAMIC_GI,
		FLAG_DRAW_NEXT_FRAME_IF_VISIBLE = RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE,
		FLAG_MAX = RS::INSTANCE_FLAG_MAX,
	};

	enum ShadowCastingSetting {
		SHADOW_CASTING_SETTING_OFF = RS::SHADOW_CASTING_SETTING_OFF,
		SHADOW_CASTING_SETTING_ON = RS::SHADOW_CASTING_SETTING_ON,
		SHADOW_CASTING_SETTING_DOUBLE_SIDED = RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED,
		SHADOW_CASTING_SETTING_SHADOWS_ONLY = RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY
	};

private:
	bool flags[FLAG_MAX];
	ShadowCastingSetting shadow_casting_setting;
	Ref<Material> material_override;
	float lod_min_distance;
	float lod_max_distance;
	float lod_min_hysteresis;
	float lod_max_hysteresis;

	mutable HashMap<StringName, Variant> instance_uniforms;
	mutable HashMap<StringName, StringName> instance_uniform_property_remap;

	float extra_cull_margin;

	const StringName *_instance_uniform_get_remap(const StringName p_name) const;

protected:
	bool _set(const StringName &p_name, const Variant &p_value);
	bool _get(const StringName &p_name, Variant &r_ret) const;
	void _get_property_list(List<PropertyInfo> *p_list) const;

	void _notification(int p_what);
	static void _bind_methods();

public:
	void set_flag(Flags p_flag, bool p_value);
	bool get_flag(Flags p_flag) const;

	void set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting);
	ShadowCastingSetting get_cast_shadows_setting() const;

	void set_lod_min_distance(float p_dist);
	float get_lod_min_distance() const;

	void set_lod_max_distance(float p_dist);
	float get_lod_max_distance() const;

	void set_lod_min_hysteresis(float p_dist);
	float get_lod_min_hysteresis() const;

	void set_lod_max_hysteresis(float p_dist);
	float get_lod_max_hysteresis() const;

	void set_material_override(const Ref<Material> &p_material);
	Ref<Material> get_material_override() const;

	void set_extra_cull_margin(float p_margin);
	float get_extra_cull_margin() const;

	void set_shader_instance_uniform(const StringName &p_uniform, const Variant &p_value);
	Variant get_shader_instance_uniform(const StringName &p_uniform) const;

	void set_custom_aabb(AABB aabb);

	GeometryInstance3D();
};

VARIANT_ENUM_CAST(GeometryInstance3D::Flags);
VARIANT_ENUM_CAST(GeometryInstance3D::ShadowCastingSetting);

#endif
