#ifndef __ShaderSystemTexturedFog_H__
#define __ShaderSystemTexturedFog_H__

#include "SdkSample.h"
#include "RTShaderSRSTexturedFog.h"
#include "OgreControllerManager.h"

using namespace Ogre;
using namespace OgreBites;

class _OgreSampleClassExport Sample_ShaderSystemTexturedFog : public SdkSample
{
    static const uint8 cPriorityMain = 50;
    static const String FOG_DISTANCE_SLIDER;
    static const String ACTIVATE_FOG_BUTTON;
    static const String FOG_BACKGROUND_SLIDER;
    static const String ACTIVATE_SKY_BUTTON;
public:

    Sample_ShaderSystemTexturedFog() :
        mSRSTextureFogFactory(NULL),
            mEntityNameGen("Head")
    {
        mInfo["Title"] = "Shader System - Textured Fog";
        mInfo["Description"] = "Shows a simple implementation of a RTSS sub-render state implementing a fog based on texture effect.";
        mInfo["Thumbnail"] = "thumb_texturedfog.png";
        mInfo["Category"] = "Lighting";
    }

    ~Sample_ShaderSystemTexturedFog()
    {
        
    }

    virtual void _shutdown()
    {
        RTShader::RenderState* pMainRenderState = 
            RTShader::ShaderGenerator::getSingleton().createOrRetrieveRenderState(RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME).first;
        pMainRenderState->reset();
        
        if (mSRSTextureFogFactory)
        {
            RTShader::ShaderGenerator::getSingleton().removeAllShaderBasedTechniques();
            RTShader::ShaderGenerator::getSingleton().removeSubRenderStateFactory(mSRSTextureFogFactory);
            delete mSRSTextureFogFactory;
            mSRSTextureFogFactory = NULL;
        }

        SdkSample::_shutdown();
    }

    bool frameRenderingQueued(const FrameEvent& evt)
    {
        return SdkSample::frameRenderingQueued(evt);   // don't forget the parent class updates!
    }

protected:

   void setupContent()
    {
        mTrayMgr->createCheckBox(TL_BOTTOM, ACTIVATE_FOG_BUTTON, "Fog Active")->setChecked(true,false);
        mTrayMgr->createCheckBox(TL_BOTTOM, ACTIVATE_SKY_BUTTON, "Sky Box Active")->setChecked(true,false);
        mTrayMgr->createThickSlider(TL_BOTTOM, FOG_DISTANCE_SLIDER, "Fog Distance", 240, 80, 20, 2000, 100)->setValue(1000, false);
        mTrayMgr->createThickSlider(TL_BOTTOM, FOG_BACKGROUND_SLIDER, "Background", 240, 80, 0, 3, 4)->setValue(0, false);

        setupShaderGenerator();

        mSceneMgr->setFog(FOG_LINEAR, ColourValue::White, 0, 500, 1000);
        
        mCamera->setPosition(0, -20, 470);

        mTrayMgr->showCursor();

        // create a floor mesh resource
        MeshManager::getSingleton().createPlane("floor", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
            Plane(Vector3::UNIT_Y, -30), 1000, 1000, 10, 10, true, 1, 8, 8, Vector3::UNIT_Z);

        // create a floor entity, give it a material, and place it at the origin
        Entity* floor = mSceneMgr->createEntity("Floor", "floor");
        floor->setMaterialName("Examples/BumpyMetal");
        mSceneMgr->getRootSceneNode()->attachObject(floor);
        
        addHead(Vector3(100,0,-400));
        addHead(Vector3(100,0,-200));
        addHead(Vector3(100,0,0));
        addHead(Vector3(100,0,200));
        
        addHead(Vector3(-100,0,-400));
        addHead(Vector3(-100,0,-200));
        addHead(Vector3(-100,0,0));
        addHead(Vector3(-100,0,200));

        //We will set the sky box far away so it will render with the color of the background
        mSceneMgr->setSkyBox(true,"BaseWhite",2000);
    }

   void addHead(const Vector3& pos)
   {

        // Create an ogre head and place it at the origin
        Entity* head = mSceneMgr->createEntity(mEntityNameGen.generate(), "ogrehead.mesh");
        head->setRenderQueueGroup(cPriorityMain);
        mSceneMgr->getRootSceneNode()->createChildSceneNode(pos)
            ->attachObject(head);
   }

        
    void setupShaderGenerator()
    {
        RTShader::ShaderGenerator* mGen = RTShader::ShaderGenerator::getSingletonPtr();

        RTShader::RenderState* pMainRenderState = 
            mGen->createOrRetrieveRenderState(RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME).first;
        pMainRenderState->reset();

        mSRSTextureFogFactory = new RTShaderSRSTexturedFogFactory;
        mGen->addSubRenderStateFactory(mSRSTextureFogFactory);
        pMainRenderState->addTemplateSubRenderState(
            mGen->createSubRenderState(RTShaderSRSTexturedFog::Type));  
        
        mSRSTextureFogFactory->setBackgroundTextureName("early_morning.jpg");

        
        
        mGen->invalidateScheme(Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME);

        // Make this viewport work with shader generator scheme.
        mViewport->setMaterialScheme(RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME);
    }


    

    //--------------------------------------------------------------------------
    void sliderMoved(Slider* slider)
    {
        if (slider->getName() == FOG_DISTANCE_SLIDER)
        {
            Real fogDist = slider->getValue();
            mSceneMgr->setFog(mSceneMgr->getFogMode(), ColourValue::White, 0, fogDist * 0.5f, fogDist);
        }   
        if (slider->getName() == FOG_BACKGROUND_SLIDER)
        {
            String textureName;
            size_t back = (size_t)(slider->getValue() + 0.5);
            switch (back)
            {
            case 0: textureName = "early_morning.jpg"; break;
            case 1: textureName = "cloudy_noon.jpg"; break;
            case 2: textureName = "stormy.jpg"; break;
            default: textureName = "evening.jpg"; break;
            }
            mSRSTextureFogFactory->setBackgroundTextureName(textureName);
            RTShader::ShaderGenerator* gen = RTShader::ShaderGenerator::getSingletonPtr();
            gen->invalidateScheme(Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME);
        }
    }
        
    void checkBoxToggled(CheckBox* box)
    {
        const String& cbName = box->getName();
        if (cbName == ACTIVATE_FOG_BUTTON)
        {
            //With our shader the 3 middle parameters don't really make a difference. Only the first and last do.
            FogMode mode = mSceneMgr->getFogMode() == FOG_NONE ? FOG_LINEAR : FOG_NONE;
            mSceneMgr->setFog(mode, ColourValue::White, 0, mSceneMgr->getFogStart(), mSceneMgr->getFogEnd());
        }
        if (cbName == ACTIVATE_SKY_BUTTON)
        {
            mSceneMgr->setSkyBox(!mSceneMgr->isSkyBoxEnabled(),"BaseWhite",2000);

        }
    }

    bool mousePressed(const MouseButtonEvent& evt)
    {
        if (mTrayMgr->mousePressed(evt))
            return true;
        
        if (evt.button == BUTTON_LEFT)
            // Hide the cursor if user left-clicks in the scene.
            mTrayMgr->hideCursor();

        return true;
    }

    
    bool mouseReleased(const MouseButtonEvent& evt)
    {
        if (mTrayMgr->mouseReleased(evt))
            return true;
        
        if (evt.button == BUTTON_LEFT)
            // Unhide the cursor if user lets go of LMB.
            mTrayMgr->showCursor();

        return true;
    }


    bool mouseMoved(const MouseMotionEvent& evt)
    {
        // Only rotate the camera if cursor is hidden.
        if (mTrayMgr->isCursorVisible()) 
            mTrayMgr->mouseMoved(evt);
        else 
            mCameraMan->mouseMoved(evt);

        return true;
    }

    void cleanupContent()
    {
        MeshManager::getSingleton().remove("floor", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
    }

private:
    RTShaderSRSTexturedFogFactory* mSRSTextureFogFactory;

    NameGenerator mEntityNameGen;

};

#endif
