text: //-----------------------------------------------------------------------------
  // Copyright (c) 2012 GarageGames, LLC
  //
  // 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 _TERRCELLMATERIAL_H_
  #define _TERRCELLMATERIAL_H_
  
  #ifndef _TVECTOR_H_
  #include "core/util/tVector.h"
  #endif
  #ifndef _MATTEXTURETARGET_H_
  #include "materials/matTextureTarget.h"
  #endif
  #ifndef _GFXTEXTUREHANDLE_H_
  #include "gfx/gfxTextureHandle.h"
  #endif
  #ifndef _GFXSHADER_H_
  #include "gfx/gfxShader.h"
  #endif
  #ifndef _GFXSTATEBLOCK_H_
  #include "gfx/gfxStateBlock.h"
  #endif
  
  
  class SceneRenderState;
  struct SceneData;
  class TerrainMaterial;
  class TerrainBlock;
  class BaseMatInstance;
  
  
  /// This is a complex material which holds one or more
  /// optimized shaders for rendering a single cell.
  class TerrainCellMaterial
  {
  protected:
  
     class MaterialInfo
     {
     public:
  
        MaterialInfo()
        {
        }
  
        ~MaterialInfo() 
        {
        }
  
        TerrainMaterial *mat;
        U32 layerId;
  
        GFXShaderConstHandle *detailTexConst;
        GFXTexHandle detailTex;
  
        GFXShaderConstHandle *macroTexConst;
        GFXTexHandle macroTex;
  
        GFXShaderConstHandle *normalTexConst;
        GFXTexHandle normalTex;
  
        GFXShaderConstHandle *detailInfoVConst;
        GFXShaderConstHandle *detailInfoPConst;
  
  	  GFXShaderConstHandle *macroInfoVConst;
        GFXShaderConstHandle *macroInfoPConst;
     };
  
     class Pass
     {
     public:
  
        Pass() 
           :  shader( NULL )                     
        {
        }
  
        ~Pass() 
        {
           for ( U32 i=0; i < materials.size(); i++ )
              delete materials[i];
        }
  
        Vector<MaterialInfo*> materials;
  
        ///
        GFXShader *shader;
  
        GFXShaderConstBufferRef consts;
  
        GFXStateBlockRef stateBlock;
        GFXStateBlockRef wireframeStateBlock;
  
        GFXShaderConstHandle *modelViewProjConst;
        GFXShaderConstHandle *worldViewOnly;
        GFXShaderConstHandle *viewToObj;
  
        GFXShaderConstHandle *eyePosWorldConst;
        GFXShaderConstHandle *eyePosConst;
  
        GFXShaderConstHandle *objTransConst;
        GFXShaderConstHandle *worldToObjConst;
        GFXShaderConstHandle *vEyeConst;
  
        GFXShaderConstHandle *layerSizeConst;
        GFXShaderConstHandle *lightParamsConst;
        GFXShaderConstHandle *lightInfoBufferConst;
  
        GFXShaderConstHandle *baseTexMapConst;
        GFXShaderConstHandle *layerTexConst;
  
        GFXShaderConstHandle *lightMapTexConst;
  
        GFXShaderConstHandle *squareSize;
        GFXShaderConstHandle *oneOverTerrainSize;
  
        GFXShaderConstHandle *fogDataConst;
        GFXShaderConstHandle *fogColorConst;
     };
  
     TerrainBlock *mTerrain;
  
     U64 mMaterials;
  
     Vector<Pass> mPasses;
  
     U32 mCurrPass;
  
     GFXTexHandle mBaseMapTexture;
  
     GFXTexHandle mLayerMapTexture;
  
     NamedTexTargetRef mLightInfoTarget;
  
     /// The prepass material for this material.
     TerrainCellMaterial *mPrePassMat;
  
     /// The reflection material for this material.
     TerrainCellMaterial *mReflectMat;
  
     /// A vector of all terrain cell materials loaded in the system.
     static Vector<TerrainCellMaterial*> smAllMaterials;
  
     bool _createPass( Vector<MaterialInfo*> *materials, 
                       Pass *pass, 
                       bool firstPass,
                       bool prePassMat,
                       bool reflectMat,
                       bool baseOnly );
  
     void _updateMaterialConsts( Pass *pass );
  
  public:
     
     TerrainCellMaterial();
     ~TerrainCellMaterial();
  
     void init(  TerrainBlock *block, 
                 U64 activeMaterials,
                 bool prePassMat = false,
                 bool reflectMat = false,
                 bool baseOnly = false );
  
     /// Returns a prepass material from this material.
     TerrainCellMaterial* getPrePassMat();
  
     /// Returns the reflection material from this material.
     TerrainCellMaterial* getReflectMat();
  
     void setTransformAndEye(   const MatrixF &modelXfm, 
                                const MatrixF &viewXfm,
                                const MatrixF &projectXfm,
                                F32 farPlane );
  
     ///
     bool setupPass(   const SceneRenderState *state,
                       const SceneData &sceneData );
  
     ///
     static BaseMatInstance* getShadowMat();
  
     /// 
     static void _updateDefaultAnisotropy();
  };
  
  #endif // _TERRCELLMATERIAL_H_
  
  