text: /*
   * Copyright (C) 2012-2015 Open Source Robotics Foundation
   *
   * Licensed under the Apache License, Version 2.0 (the "License");
   * you may not use this file except in compliance with the License.
   * You may obtain a copy of the License at
   *
   *     http://www.apache.org/licenses/LICENSE-2.0
   *
   * Unless required by applicable law or agreed to in writing, software
   * distributed under the License is distributed on an "AS IS" BASIS,
   * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   * See the License for the specific language governing permissions and
   * limitations under the License.
   *
  */
  #ifndef _GBUFFERSCHEMEHANDLER_HH_
  #define _GBUFFERSCHEMEHANDLER_HH_
  #include <OgreMaterialManager.h>
  
  #include <vector>
  #include <string>
  
  #include "gazebo/rendering/deferred_shading/GBufferMaterialGenerator.hh"
  #include "gazebo/util/system.hh"
  
  namespace gazebo
  {
    namespace rendering
    {
      /// \brief Class for handling materials who did not specify techniques
      /// for rendering themselves into the GBuffer. This class allows deferred
      /// shading to be used, without having to specify new techniques for all
      /// the objects in the scene.
      /// @note This does not support all the possible rendering techniques
      /// out there. in order to support more, either expand this class or
      /// specify the techniques in the materials.
      class GZ_RENDERING_DEFERRED_VISIBLE GBufferSchemeHandler :
        public Ogre::MaterialManager::Listener
      {
        public: GBufferSchemeHandler(GBufferMaterialGenerator::GBufferType _type)
                : type(_type), materialGenerator(_type) {}
  
        public: virtual Ogre::Technique* handleSchemeNotFound(
                    uint16_t _schemeIndex,
                    const Ogre::String &_schemeName,
                    Ogre::Material *_originalMaterial,
                    uint16_t _lodIndex,
                    const Ogre::Renderable *_rend);
  
        /// \brief A structure for containing the properties of a material,
        ///        relevant to GBuffer rendering.
        ///        You might need to expand this class to support more options
        protected: struct PassProperties
                   {
                     PassProperties() : isDeferred(true), normalMap(0),
                                        isSkinned(false), hasDiffuseColor(true)
                     {}
  
                     bool isDeferred;
                     std::vector<Ogre::TextureUnitState*> regularTextures;
                     Ogre::TextureUnitState *normalMap;
                     bool isSkinned;
                     bool hasDiffuseColor;
  
                     // Example of possible extension : vertex colours
                     // Ogre::TrackVertexColourType vertexColorType;
                   };
  
        /// \brief Inspect a technique and return its relevant properties
        protected: PassProperties InspectPass(Ogre::Pass *_pass,
                    uint16_t _lodIndex, const Ogre::Renderable *_rend);
  
        /// \brief Get the permutation of material flags that fit a certain
        ///        property sheet
        protected: MaterialGenerator::Perm GetPermutation(
                       const PassProperties &_props);
  
        /// \brief Fill a pass with the specific data from the pass it is based on
        protected: void FillPass(Ogre::Pass *_gBufferPass,
                                 Ogre::Pass *_originalPass,
                                 const PassProperties &_props);
  
        /// \brief Check if a texture is a normal map, and fill property sheet
        ///        accordingly
        protected: bool CheckNormalMap(Ogre::TextureUnitState *_tus,
                                       PassProperties &_props);
  
        protected: GBufferMaterialGenerator::GBufferType type;
  
        /// \brief The material generator
        protected: GBufferMaterialGenerator materialGenerator;
  
        // The string that will be checked in textures to determine whether
        // they are normal maps
        protected: static const std::string normal_map_pattern;
      };
    }
  }
  #endif
  