// Copyright (C) 2009-2011 Christian Stehno
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#ifndef __S_VERTEX_MANIPULATOR_H_INCLUDED__
#define __S_VERTEX_MANIPULATOR_H_INCLUDED__

#include "S3DVertex.h"
#include "SColor.h"

namespace irr
{
namespace scene
{

	class IMesh;
	class IMeshBuffer;
	struct SMesh;

	//! Interface for vertex manipulators.
	/** You should derive your manipulator from this class if it shall be called for every vertex, getting as parameter just the vertex.
	*/
	struct IVertexManipulator
	{
	};
	//! Vertex manipulator to set color to a fixed color for all vertices
	class SVertexColorSetManipulator : public IVertexManipulator
	{
	public:
		SVertexColorSetManipulator(video::SColor color) : Color(color) {}
		void operator()(video::S3DVertex& vertex) const
		{
			vertex.Color=Color;
		}
	private:
		video::SColor Color;
	};
	//! Vertex manipulator to set the alpha value of the vertex color to a fixed value
	class SVertexColorSetAlphaManipulator : public IVertexManipulator
	{
	public:
		SVertexColorSetAlphaManipulator(u32 alpha) : Alpha(alpha) {}
		void operator()(video::S3DVertex& vertex) const
		{
			vertex.Color.setAlpha(Alpha);
		}
	private:
		u32 Alpha;
	};
	//! Vertex manipulator which invertes the RGB values
	class SVertexColorInvertManipulator : public IVertexManipulator
	{
	public:
		void operator()(video::S3DVertex& vertex) const
		{
			vertex.Color.setRed(255-vertex.Color.getRed());
			vertex.Color.setGreen(255-vertex.Color.getGreen());
			vertex.Color.setBlue(255-vertex.Color.getBlue());
		}
	};
	//! Vertex manipulator to set vertex color to one of two values depending on a given threshold
	/** If average of the color value is >Threshold the High color is chosen, else Low. */
	class SVertexColorThresholdManipulator : public IVertexManipulator
	{
	public:
		SVertexColorThresholdManipulator(u8 threshold, video::SColor low,
			video::SColor high) : Threshold(threshold), Low(low), High(high) {}
		void operator()(video::S3DVertex& vertex) const
		{
			vertex.Color = ((u8)vertex.Color.getAverage()>Threshold)?High:Low;
		}
	private:
		u8 Threshold;
		video::SColor Low;
		video::SColor High;
	};
	//! Vertex manipulator which adjusts the brightness by the given amount
	/** A positive value increases brightness, a negative value darkens the colors. */
	class SVertexColorBrightnessManipulator : public IVertexManipulator
	{
	public:
		SVertexColorBrightnessManipulator(s32 amount) : Amount(amount) {}
		void operator()(video::S3DVertex& vertex) const
		{
			vertex.Color.setRed(core::clamp(vertex.Color.getRed()+Amount, 0u, 255u));
			vertex.Color.setGreen(core::clamp(vertex.Color.getGreen()+Amount, 0u, 255u));
			vertex.Color.setBlue(core::clamp(vertex.Color.getBlue()+Amount, 0u, 255u));
		}
	private:
		s32 Amount;
	};
	//! Vertex manipulator which adjusts the contrast by the given factor
	/** Factors over 1 increase contrast, below 1 reduce it. */
	class SVertexColorContrastManipulator : public IVertexManipulator
	{
	public:
		SVertexColorContrastManipulator(f32 factor) : Factor(factor) {}
		void operator()(video::S3DVertex& vertex) const
		{
			vertex.Color.setRed(core::clamp(core::round32((vertex.Color.getRed()-128)*Factor)+128, 0, 255));
			vertex.Color.setGreen(core::clamp(core::round32((vertex.Color.getGreen()-128)*Factor)+128, 0, 255));
			vertex.Color.setBlue(core::clamp(core::round32((vertex.Color.getBlue()-128)*Factor)+128, 0, 255));
		}
	private:
		f32 Factor;
	};
	//! Vertex manipulator which adjusts the contrast by the given factor and brightness by a signed amount.
	/** Factors over 1 increase contrast, below 1 reduce it.
	A positive amount increases brightness, a negative one darkens the colors. */
	class SVertexColorContrastBrightnessManipulator : public IVertexManipulator
	{
	public:
		SVertexColorContrastBrightnessManipulator(f32 factor, s32 amount) : Factor(factor), Amount(amount+128) {}
		void operator()(video::S3DVertex& vertex) const
		{
			vertex.Color.setRed(core::clamp(core::round32((vertex.Color.getRed()-128)*Factor)+Amount, 0, 255));
			vertex.Color.setGreen(core::clamp(core::round32((vertex.Color.getGreen()-128)*Factor)+Amount, 0, 255));
			vertex.Color.setBlue(core::clamp(core::round32((vertex.Color.getBlue()-128)*Factor)+Amount, 0, 255));
		}
	private:
		f32 Factor;
		s32 Amount;
	};
	//! Vertex manipulator which adjusts the brightness by a gamma operation
	/** A value over one increases brightness, one below darkens the colors. */
	class SVertexColorGammaManipulator : public IVertexManipulator
	{
	public:
		SVertexColorGammaManipulator(f32 gamma) : Gamma(1.f)
		{
			if (gamma != 0.f)
				Gamma = 1.f/gamma;
		}
		void operator()(video::S3DVertex& vertex) const
		{
			vertex.Color.setRed(core::clamp(core::round32(powf((f32)(vertex.Color.getRed()),Gamma)), 0, 255));
			vertex.Color.setGreen(core::clamp(core::round32(powf((f32)(vertex.Color.getGreen()),Gamma)), 0, 255));
			vertex.Color.setBlue(core::clamp(core::round32(powf((f32)(vertex.Color.getBlue()),Gamma)), 0, 255));
		}
	private:
		f32 Gamma;
	};
	//! Vertex manipulator which scales the color values
	/** Can e.g be used for white balance, factor would be 255.f/brightest color. */
	class SVertexColorScaleManipulator : public IVertexManipulator
	{
	public:
		SVertexColorScaleManipulator(f32 factor) : Factor(factor) {}
		void operator()(video::S3DVertex& vertex) const
		{
			vertex.Color.setRed(core::clamp(core::round32(vertex.Color.getRed()*Factor), 0, 255));
			vertex.Color.setGreen(core::clamp(core::round32(vertex.Color.getGreen()*Factor), 0, 255));
			vertex.Color.setBlue(core::clamp(core::round32(vertex.Color.getBlue()*Factor), 0, 255));
		}
	private:
		f32 Factor;
	};
	//! Vertex manipulator which desaturates the color values
	/** Uses the lightness value of the color. */
	class SVertexColorDesaturateToLightnessManipulator : public IVertexManipulator
	{
	public:
		void operator()(video::S3DVertex& vertex) const
		{
			vertex.Color=core::round32(vertex.Color.getLightness());
		}
	};
	//! Vertex manipulator which desaturates the color values
	/** Uses the average value of the color. */
	class SVertexColorDesaturateToAverageManipulator : public IVertexManipulator
	{
	public:
		void operator()(video::S3DVertex& vertex) const
		{
			vertex.Color=vertex.Color.getAverage();
		}
	};
	//! Vertex manipulator which desaturates the color values
	/** Uses the luminance value of the color. */
	class SVertexColorDesaturateToLuminanceManipulator : public IVertexManipulator
	{
	public:
		void operator()(video::S3DVertex& vertex) const
		{
			vertex.Color=core::round32(vertex.Color.getLuminance());
		}
	};
	//! Vertex manipulator which interpolates the color values
	/** Uses linear interpolation. */
	class SVertexColorInterpolateLinearManipulator : public IVertexManipulator
	{
	public:
		SVertexColorInterpolateLinearManipulator(video::SColor color, f32 factor) :
		  Color(color), Factor(factor) {}
		void operator()(video::S3DVertex& vertex) const
		{
			vertex.Color=vertex.Color.getInterpolated(Color, Factor);
		}
	private:
		video::SColor Color;
		f32 Factor;
	};
	//! Vertex manipulator which interpolates the color values
	/** Uses linear interpolation. */
	class SVertexColorInterpolateQuadraticManipulator : public IVertexManipulator
	{
	public:
		SVertexColorInterpolateQuadraticManipulator(video::SColor color1, video::SColor color2, f32 factor) :
		  Color1(color1), Color2(color2), Factor(factor) {}
		void operator()(video::S3DVertex& vertex) const
		{
			vertex.Color=vertex.Color.getInterpolated_quadratic(Color1, Color2, Factor);
		}
	private:
		video::SColor Color1;
		video::SColor Color2;
		f32 Factor;
	};

	//! Vertex manipulator which scales the position of the vertex
	class SVertexPositionScaleManipulator : public IVertexManipulator
	{
	public:
		SVertexPositionScaleManipulator(const core::vector3df& factor) : Factor(factor) {}
		template <typename VType>
		void operator()(VType& vertex) const
		{
			vertex.Pos *= Factor;
		}
	private:
		core::vector3df Factor;
	};

	//! Vertex manipulator which scales the position of the vertex along the normals
	/** This can look more pleasing than the usual Scale operator, but
	depends on the mesh geometry.
	*/
	class SVertexPositionScaleAlongNormalsManipulator : public IVertexManipulator
	{
	public:
		SVertexPositionScaleAlongNormalsManipulator(const core::vector3df& factor) : Factor(factor) {}
		template <typename VType>
		void operator()(VType& vertex) const
		{
			vertex.Pos += vertex.Normal*Factor;
		}
	private:
		core::vector3df Factor;
	};

	//! Vertex manipulator which transforms the position of the vertex
	class SVertexPositionTransformManipulator : public IVertexManipulator
	{
	public:
		SVertexPositionTransformManipulator(const core::matrix4& m) : Transformation(m) {}
		template <typename VType>
		void operator()(VType& vertex) const
		{
			Transformation.transformVect(vertex.Pos);
		}
	private:
		core::matrix4 Transformation;
	};

	//! Vertex manipulator which scales the TCoords of the vertex
	class SVertexTCoordsScaleManipulator : public IVertexManipulator
	{
	public:
		SVertexTCoordsScaleManipulator(const core::vector2df& factor, u32 uvSet=1) : Factor(factor), UVSet(uvSet) {}
		void operator()(video::S3DVertex2TCoords& vertex) const
		{
			if (1==UVSet)
				vertex.TCoords *= Factor;
			else if (2==UVSet)
				vertex.TCoords2 *= Factor;
		}
		template <typename VType>
		void operator()(VType& vertex) const
		{
			if (1==UVSet)
				vertex.TCoords *= Factor;
		}
	private:
		core::vector2df Factor;
		u32 UVSet;
	};

} // end namespace scene
} // end namespace irr


#endif
