/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
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All rights reserved.

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* Redistributions of source code must retain the above
  copyright notice, this list of conditions and the
  following disclaimer.

* Redistributions in binary form must reproduce the above
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  derived from this software without specific prior
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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*/

#pragma once

#include <map>

#include "AssetHelper.h"

namespace AssimpView {

//-------------------------------------------------------------------------------
/* Helper class to create, access and destroy materials
    */
//-------------------------------------------------------------------------------
class CMaterialManager {
    friend class CDisplay;

public:
    //------------------------------------------------------------------
    // Singleton accessors
    inline static CMaterialManager &Instance() {
        return s_cInstance;
    }

    //------------------------------------------------------------------
    // Delete all resources of a given material
    //
    // Must be called before CreateMaterial() to prevent memory leaking
    void DeleteMaterial(AssetHelper::MeshHelper *pcIn);

    /// @brief  Create the material for a mesh.
    ///
    /// The function checks whether an identical shader is already in use.
    /// A shader is considered to be identical if it has the same input
    /// signature and takes the same number of texture channels.
    int CreateMaterial(AssetHelper::MeshHelper *pcMesh, const aiMesh *pcSource);

    ///	@brief  Setup the material for a given mesh.
    /// @param  pcMesh   Mesh to be rendered
    /// @param  pcProj   Projection matrix
    /// @param  aiMe     Current world matrix
    /// @param  pcCam    Camera matrix
    /// @param  vPos     Position of the camera
    /// @return 0 if successful.
    int SetupMaterial(AssetHelper::MeshHelper *pcMesh,
            const aiMatrix4x4 &pcProj,
            const aiMatrix4x4 &aiMe,
            const aiMatrix4x4 &pcCam,
            const aiVector3D &vPos);

    //------------------------------------------------------------------
    // End the material for a given mesh
    // Called after mesh rendering is complete
    // pcMesh Mesh object
    int EndMaterial(AssetHelper::MeshHelper *pcMesh);

    //------------------------------------------------------------------
    // Recreate all specular materials depending on the current
    // specularity settings
    //
    // Diffuse-only materials are ignored.
    // Must be called after specular highlights have been toggled
    int UpdateSpecularMaterials();

    //------------------------------------------------------------------
    // find a valid path to a texture file
    //
    // Handle 8.3 syntax correctly, search the environment of the
    // executable and the asset for a texture with a name very similar
    // to a given one
    int FindValidPath(aiString *p_szString);

    //------------------------------------------------------------------
    // Load a texture into memory and create a native D3D texture resource
    //
    // The function tries to find a valid path for a texture
    int LoadTexture(IDirect3DTexture9 **p_ppiOut, aiString *szPath);

    //------------------------------------------------------------------
    // Getter for m_iShaderCount
    //
    inline unsigned int GetShaderCount() {
        return this->m_iShaderCount;
    }

    //------------------------------------------------------------------
    // Reset the state of the class
    // Called whenever a new asset is loaded
    inline void Reset() {
        m_iShaderCount = 0;
        for (auto & sCachedTexture : sCachedTextures) {
            sCachedTexture.second->Release();
        }
        sCachedTextures.clear();
    }

private:
    // The default constructor
    CMaterialManager() :
            m_iShaderCount(0),
            sDefaultTexture() {
        // empty
    }

    // Destructor, private.
    ~CMaterialManager() {
        if (sDefaultTexture) {
            sDefaultTexture->Release();
        }
        Reset();
    }

    //------------------------------------------------------------------
    // find a valid path to a texture file
    //
    // Handle 8.3 syntax correctly, search the environment of the
    // executable and the asset for a texture with a name very similar
    // to a given one
    bool TryLongerPath(char *szTemp, aiString *p_szString);

    //------------------------------------------------------------------
    // Setup the default texture for a texture channel
    //
    // Generates a default checker pattern for a texture
    int SetDefaultTexture(IDirect3DTexture9 **p_ppiOut);

    //------------------------------------------------------------------
    // Convert a height map to a normal map if necessary
    //
    // The function tries to detect the type of a texture automatically.
    // However, this won't work in every case.
    void HMtoNMIfNecessary(IDirect3DTexture9 *piTexture,
            IDirect3DTexture9 **piTextureOut,
            bool bWasOriginallyHM = true);

    //------------------------------------------------------------------
    // Search for non-opaque pixels in a texture
    //
    // A pixel is considered to be non-opaque if its alpha value is
    // less than 255
    //------------------------------------------------------------------
    bool HasAlphaPixels(IDirect3DTexture9 *piTexture);

private:
    static CMaterialManager s_cInstance;

    // Specifies the number of different shaders generated for
    // the current asset. This number is incremented by CreateMaterial()
    // each time a shader isn't found in cache and needs to be created
    unsigned int m_iShaderCount;
    IDirect3DTexture9 *sDefaultTexture;
    using TextureCache = std::map<std::string, IDirect3DTexture9 *>;
    TextureCache sCachedTextures;
};

} // namespace AssimpView
