// Filename: mayaShader.h
// Created by:  drose (01Feb00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University.  All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license.  You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////

#ifndef MAYASHADER_H
#define MAYASHADER_H

#include "pandatoolbase.h"
#include "mayaShaderColorDef.h"

#include "luse.h"
#include "lmatrix.h"
#include "namable.h"

class MObject;

////////////////////////////////////////////////////////////////////
//       Class : MayaShader
// Description : Corresponds to a single "shader" in Maya.  This
//               extracts out all the parameters of a Maya shader that
//               we might care about.  There are many more parameters
//               that we don't care about or don't know enough to
//               extract.
////////////////////////////////////////////////////////////////////
class MayaShader : public Namable {
public:
  MayaShader(MObject engine);
  ~MayaShader();

  void output(ostream &out) const;
  void write(ostream &out) const;
  
private:
  bool find_textures_modern(MObject shader);
  bool find_textures_legacy(MObject shader);

public:
  void collect_maps();
  bool _legacy_mode;
  
  MayaShaderColorList _all_maps;

public: // relevant only to modern mode.

  Colord _flat_color;
  
  MayaShaderColorList _color_maps;
  MayaShaderColorList _trans_maps;
  MayaShaderColorList _normal_maps;
  MayaShaderColorList _glow_maps;
  MayaShaderColorList _gloss_maps;
  MayaShaderColorList _height_maps;
  
  void bind_uvsets(MayaFileToUVSetMap &map);
  
private:
  void calculate_pairings();
  bool try_pair(MayaShaderColorDef *map1,
                MayaShaderColorDef *map2,
                bool perfect);
  string get_file_prefix(const string &fn);

public: // relevant only to legacy mode.

  MayaShaderColorList _color;
  MayaShaderColorDef  _transparency;
  Colorf get_rgba(size_t idx=0) const;
  MayaShaderColorDef *get_color_def(size_t idx=0) const;
};

INLINE ostream &operator << (ostream &out, const MayaShader &shader) {
  shader.output(out);
  return out;
}

#endif

