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

  Program:   Visualization Toolkit
  Module:    vtkProperty.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.

=========================================================================*/
// .NAME vtkProperty - represent surface properties of a geometric object
// .SECTION Description
// vtkProperty is an object that represents lighting and other surface
// properties of a geometric object. The primary properties that can be
// set are colors (overall, ambient, diffuse, specular, and edge color);
// specular power; opacity of the object; the representation of the
// object (points, wireframe, or surface); and the shading method to be
// used (flat, Gouraud, and Phong). Also, some special graphics features
// like backface properties can be set and manipulated with this object.

// .SECTION See Also
// vtkActor vtkPropertyDevice

#ifndef __vtkProperty_h
#define __vtkProperty_h

#include "vtkRenderingCoreModule.h" // For export macro
#include "vtkObject.h"

// shading models
#define VTK_FLAT    0
#define VTK_GOURAUD 1
#define VTK_PHONG   2

// representation models
#define VTK_POINTS    0
#define VTK_WIREFRAME 1
#define VTK_SURFACE   2

class vtkActor;
class vtkRenderer;
class vtkShaderProgram;
class vtkShaderDeviceAdapter2;
class vtkTexture;
class vtkWindow;
class vtkXMLDataElement;
class vtkXMLMaterial;

class vtkPropertyInternals;

class VTKRENDERINGCORE_EXPORT vtkProperty : public vtkObject
{
public:
  vtkTypeMacro(vtkProperty,vtkObject);
  void PrintSelf(ostream& os, vtkIndent indent);

  // Description:
  // Construct object with object color, ambient color, diffuse color,
  // specular color, and edge color white; ambient coefficient=0; diffuse
  // coefficient=0; specular coefficient=0; specular power=1; Gouraud shading;
  // and surface representation. Backface and frontface culling are off.
  static vtkProperty *New();

  // Description:
  // Assign one property to another.
  void DeepCopy(vtkProperty *p);

  // Description:
  // This method causes the property to set up whatever is required for
  // its instance variables. This is actually handled by a subclass of
  // vtkProperty, which is created automatically. This
  // method includes the invoking actor as an argument which can
  // be used by property devices that require the actor.
  virtual void Render(vtkActor *, vtkRenderer *);

  // Description:
  // This method renders the property as a backface property. TwoSidedLighting
  // must be turned off to see any backface properties. Note that only
  // colors and opacity are used for backface properties. Other properties
  // such as Representation, Culling are specified by the Property.
  virtual void BackfaceRender(vtkActor *, vtkRenderer *) {}

  //BTX
  // Description:
  // This method is called after the actor has been rendered.
  // Don't call this directly. This method cleans up
  // any shaders allocated.
  virtual void PostRender(vtkActor*, vtkRenderer*);
  //ETX

  // Description:
  // Set/Get lighting flag for an object. Initial value is true.
  vtkGetMacro(Lighting, bool);
  vtkSetMacro(Lighting, bool);
  vtkBooleanMacro(Lighting, bool);

  // Description:
  // Set the shading interpolation method for an object.
  vtkSetClampMacro(Interpolation, int, VTK_FLAT, VTK_PHONG);
  vtkGetMacro(Interpolation,int);
  void SetInterpolationToFlat()
    { this->SetInterpolation(VTK_FLAT); }
  void SetInterpolationToGouraud()
    { this->SetInterpolation(VTK_GOURAUD); }
  void SetInterpolationToPhong()
    { this->SetInterpolation(VTK_PHONG); }
  const char *GetInterpolationAsString();

  // Description:
  // Control the surface geometry representation for the object.
  vtkSetClampMacro(Representation,int, VTK_POINTS, VTK_SURFACE);
  vtkGetMacro(Representation,int);
  void SetRepresentationToPoints()
    { this->SetRepresentation(VTK_POINTS); }
  void SetRepresentationToWireframe()
    { this->SetRepresentation(VTK_WIREFRAME); }
  void SetRepresentationToSurface()
    { this->SetRepresentation(VTK_SURFACE); }
  const char *GetRepresentationAsString();

  // Description:
  // Set the color of the object. Has the side effect of setting the
  // ambient diffuse and specular colors as well. This is basically
  // a quick overall color setting method.
  virtual void SetColor(double r, double g, double b);
  virtual void SetColor(double a[3]);
  double *GetColor();
  void GetColor(double rgb[3]);
  void GetColor(double &r, double &g, double &b);

  // Description:
  // Set/Get the ambient lighting coefficient.
  vtkSetClampMacro(Ambient, double, 0.0, 1.0);
  vtkGetMacro(Ambient, double);

  // Description:
  // Set/Get the diffuse lighting coefficient.
  vtkSetClampMacro(Diffuse, double, 0.0, 1.0);
  vtkGetMacro(Diffuse, double);

  // Description:
  // Set/Get the specular lighting coefficient.
  vtkSetClampMacro(Specular, double, 0.0, 1.0);
  vtkGetMacro(Specular, double);

  // Description:
  // Set/Get the specular power.
  vtkSetClampMacro(SpecularPower, double, 0.0, 128.0);
  vtkGetMacro(SpecularPower, double);

  // Description:
  // Set/Get the object's opacity. 1.0 is totally opaque and 0.0 is completely
  // transparent.
  vtkSetClampMacro(Opacity, double, 0.0, 1.0);
  vtkGetMacro(Opacity, double);

  // Description:
  // Set/Get the ambient surface color. Not all renderers support separate
  // ambient and diffuse colors. From a physical standpoint it really
  // doesn't make too much sense to have both. For the rendering
  // libraries that don't support both, the diffuse color is used.
  vtkSetVector3Macro(AmbientColor, double);
  vtkGetVector3Macro(AmbientColor, double);

  // Description:
  // Set/Get the diffuse surface color.
  vtkSetVector3Macro(DiffuseColor, double);
  vtkGetVector3Macro(DiffuseColor, double);

  // Description:
  // Set/Get the specular surface color.
  vtkSetVector3Macro(SpecularColor, double);
  vtkGetVector3Macro(SpecularColor, double);

  // Description:
  // Turn on/off the visibility of edges. On some renderers it is
  // possible to render the edges of geometric primitives separately
  // from the interior.
  vtkGetMacro(EdgeVisibility, int);
  vtkSetMacro(EdgeVisibility, int);
  vtkBooleanMacro(EdgeVisibility, int);

  // Description:
  // Set/Get the color of primitive edges (if edge visibility is enabled).
  vtkSetVector3Macro(EdgeColor, double);
  vtkGetVector3Macro(EdgeColor, double);

  // Description:
  // Set/Get the width of a Line. The width is expressed in screen units.
  // This is only implemented for OpenGL. The default is 1.0.
  vtkSetClampMacro(LineWidth, float, 0, VTK_FLOAT_MAX);
  vtkGetMacro(LineWidth, float);

  // Description:
  // Set/Get the stippling pattern of a Line, as a 16-bit binary pattern
  // (1 = pixel on, 0 = pixel off).
  // This is only implemented for OpenGL. The default is 0xFFFF.
  vtkSetMacro(LineStipplePattern, int);
  vtkGetMacro(LineStipplePattern, int);

  // Description:
  // Set/Get the stippling repeat factor of a Line, which specifies how
  // many times each bit in the pattern is to be repeated.
  // This is only implemented for OpenGL. The default is 1.
  vtkSetClampMacro(LineStippleRepeatFactor, int, 1, VTK_INT_MAX);
  vtkGetMacro(LineStippleRepeatFactor, int);

  // Description:
  // Set/Get the diameter of a point. The size is expressed in screen units.
  // This is only implemented for OpenGL. The default is 1.0.
  vtkSetClampMacro(PointSize, float, 0, VTK_FLOAT_MAX);
  vtkGetMacro(PointSize, float);

  // Description:
  // Turn on/off fast culling of polygons based on orientation of normal
  // with respect to camera. If backface culling is on, polygons facing
  // away from camera are not drawn.
  vtkGetMacro(BackfaceCulling, int);
  vtkSetMacro(BackfaceCulling, int);
  vtkBooleanMacro(BackfaceCulling, int);

  // Description:
  // Turn on/off fast culling of polygons based on orientation of normal
  // with respect to camera. If frontface culling is on, polygons facing
  // towards camera are not drawn.
  vtkGetMacro(FrontfaceCulling, int);
  vtkSetMacro(FrontfaceCulling, int);
  vtkBooleanMacro(FrontfaceCulling, int);

  // Description:
  // Returns the name of the material currently loaded, if any.
  vtkGetStringMacro(MaterialName);

  // Description:
  // Enable/Disable shading. When shading is enabled, the
  // Material must be set.
  vtkSetMacro(Shading, int);
  vtkGetMacro(Shading, int);
  vtkBooleanMacro(Shading, int);

  // Description:
  // Get the vtkShaderDeviceAdapter2 if set, returns null otherwise.
  virtual vtkShaderDeviceAdapter2* GetShaderDeviceAdapter2()
    { return NULL; }

  // Description:
  // Provide values to initialize shader variables.
  // Useful to initialize shader variables that change over time
  // (animation, GUI widgets inputs, etc. )
  // - \p name - hardware name of the uniform variable
  // - \p numVars - number of variables being set
  // - \p x - values
  virtual void AddShaderVariable(const char *name, int numVars, int *x);
  virtual void AddShaderVariable(const char *name, int numVars, float *x);
  virtual void AddShaderVariable(const char *name, int numVars, double *x);

  // Description:
  // Methods to provide to add shader variables from tcl.
  void AddShaderVariable(const char* name, int v)
    { this->AddShaderVariable(name, 1, &v); }
  void AddShaderVariable(const char* name, float v)
    { this->AddShaderVariable(name, 1, &v); }
  void AddShaderVariable(const char* name, double v)
    { this->AddShaderVariable(name, 1, &v); }
  void AddShaderVariable(const char* name, int v1, int v2)
    {
    int v[2] = {v1, v2};
    this->AddShaderVariable(name, 2, v);
    }
  void AddShaderVariable(const char* name, float v1, float v2)
    {
    float v[2] = {v1, v2};
    this->AddShaderVariable(name, 2, v);
    }
  void AddShaderVariable(const char* name, double v1, double v2)
    {
    double v[2] = {v1, v2};
    this->AddShaderVariable(name, 2, v);
    }
  void AddShaderVariable(const char* name, int v1, int v2, int v3)
    {
    int v[3] = {v1, v2, v3};
    this->AddShaderVariable(name, 3, v);
    }
  void AddShaderVariable(const char* name, float v1, float v2, float v3)
    {
    float v[3] = {v1, v2, v3};
    this->AddShaderVariable(name, 3, v);
    }
  void AddShaderVariable(const char* name, double v1, double v2, double v3)
    {
    double v[3] = {v1, v2, v3};
    this->AddShaderVariable(name, 3, v);
    }

  // Description:
  // Set/Get the texture object to control rendering texture maps. This will
  // be a vtkTexture object. A property does not need to have an associated
  // texture map and multiple properties can share one texture. Textures
  // must be assigned unique names.
  void SetTexture(const char* name, vtkTexture* texture);
  vtkTexture* GetTexture(const char* name);

  // Description:
  // Set/Get the texture object to control rendering texture maps. This will
  // be a vtkTexture object. A property does not need to have an associated
  // texture map and multiple properties can share one texture. Textures
  // must be assigned unique names.
  void SetTexture(int unit, vtkTexture* texture);
  vtkTexture* GetTexture(int unit);
  void RemoveTexture(int unit);

  // Description:
  // Remove a texture from the collection. Note that the
  // indices of all the subsequent textures, if any, will change.
  void RemoveTexture(const char* name);

  // Description:
  // Remove all the textures.
  void RemoveAllTextures();

  // Description:
  // Returns the number of textures in this property.
  int GetNumberOfTextures();

  // Description:
  // Release any graphics resources that are being consumed by this
  // property. The parameter window could be used to determine which graphic
  // resources to release.
  virtual void ReleaseGraphicsResources(vtkWindow *win);

//BTX
  // Description:
  // Used to specify which texture unit a texture will use.
  // Only relevant when multitexturing.
  enum VTKTextureUnit
  {
    VTK_TEXTURE_UNIT_0 = 0,
    VTK_TEXTURE_UNIT_1,
    VTK_TEXTURE_UNIT_2,
    VTK_TEXTURE_UNIT_3,
    VTK_TEXTURE_UNIT_4,
    VTK_TEXTURE_UNIT_5,
    VTK_TEXTURE_UNIT_6,
    VTK_TEXTURE_UNIT_7
  };
//ETX

protected:
  vtkProperty();
  ~vtkProperty();

  // Description:
  // Computes composite color. Used by GetColor().
  static void ComputeCompositeColor(double result[3],
    double ambient, const double ambient_color[3],
    double diffuse, const double diffuse_color[3],
    double specular, const double specular_color[3]);

  double Color[3];
  double AmbientColor[3];
  double DiffuseColor[3];
  double SpecularColor[3];
  double EdgeColor[3];
  double Ambient;
  double Diffuse;
  double Specular;
  double SpecularPower;
  double Opacity;
  float PointSize;
  float LineWidth;
  int LineStipplePattern;
  int LineStippleRepeatFactor;
  int Interpolation;
  int Representation;
  int EdgeVisibility;
  int BackfaceCulling;
  int FrontfaceCulling;
  bool Lighting;

  int Shading;

  char* MaterialName;
  vtkSetStringMacro(MaterialName);

//BTX
  // FIXME:
  // Don't use these methods. They will be removed. They are provided only
  // for the time-being.
  vtkTexture* GetTextureAtIndex(int index);
  int GetTextureUnitAtIndex(int index);
  int GetTextureUnit(const char* name);
//ETX

private:
  vtkProperty(const vtkProperty&);  // Not implemented.
  void operator=(const vtkProperty&);  // Not implemented.

  vtkPropertyInternals* Internals;
};

// Description:
// Return the method of shading as a descriptive character string.
inline const char *vtkProperty::GetInterpolationAsString(void)
{
  if (this->Interpolation == VTK_FLAT)
    {
    return "Flat";
    }
  else if (this->Interpolation == VTK_GOURAUD)
    {
    return "Gouraud";
    }
  else
    {
    return "Phong";
    }
}

// Description:
// Return the method of shading as a descriptive character string.
inline const char *vtkProperty::GetRepresentationAsString(void)
{
  if (this->Representation == VTK_POINTS)
    {
    return "Points";
    }
  else if (this->Representation == VTK_WIREFRAME)
    {
    return "Wireframe";
    }
  else
    {
    return "Surface";
    }
}

#endif