/*
-----------------------------------------------------------------------------
This source file is part of OGRE
    (Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright © 2000-2002 The OGRE Team
Also see acknowledgements in Readme.html

This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.

This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.
-----------------------------------------------------------------------------
*/
#ifndef __RenderQueue_H__
#define __RenderQueue_H__

#include "OgrePrerequisites.h"
#include "OgreIteratorWrappers.h"

namespace Ogre {

    /** Enumeration of queue groups, by which the application may group queued renderables
        so that they are rendered together with events in between
    */
    enum RenderQueueGroupID
    {
        /// Use this queue for objects which must be rendered first e.g. backgrounds
        RENDER_QUEUE_BACKGROUND = 0,
        /// First queue (after backgrounds), used for skyboxes if rendered first
        RENDER_QUEUE_SKIES_EARLY = 5,
        RENDER_QUEUE_1 = 10,
        RENDER_QUEUE_2 = 20,
        RENDER_QUEUE_3 = 30,
        RENDER_QUEUE_4 = 40,
        /// The default render queue
        RENDER_QUEUE_MAIN = 50,
        RENDER_QUEUE_6 = 60,
        RENDER_QUEUE_7 = 70,
        RENDER_QUEUE_8 = 80,
        RENDER_QUEUE_9 = 90,
        /// Penultimate queue(before overlays), used for skyboxes if rendered last
        RENDER_QUEUE_SKIES_LATE = 95,
        /// Use this queue for objects which must be rendered last e.g. overlays
        RENDER_QUEUE_OVERLAY = 100
    };

    #define RENDERABLE_DEFAULT_PRIORITY  100

    /** Class to manage the scene object rendering queue.
        @remarks
            Objects are grouped by material to minimise rendering state changes. The map from
            material to renderable object is wrapped in a class for ease of use.
        @par
            This class now includes the concept of 'queue groups' which allows the application
            adding the renderable to specifically schedule it so that it is included in 
            a discrete group. Good for separating renderables into the main scene,
            backgrounds and overlays, and also could be used in the future for more
            complex multipass routines like stenciling.
    */
    class _OgreExport RenderQueue
    {
    public:
        typedef std::map< RenderQueueGroupID, RenderQueueGroup* > RenderQueueGroupMap;
        /// Iterator over queue groups
        typedef MapIterator<RenderQueueGroupMap> QueueGroupIterator;
    protected:
        RenderQueueGroupMap mGroups;
        /// The current default queue group
        RenderQueueGroupID mDefaultQueueGroup;
        /// The default priority
        ushort mDefaultRenderablePriority;

        bool mSplitPassesByLightingType;
        bool mSplitNoShadowPasses;
    public:
        RenderQueue();
        virtual ~RenderQueue();

        /** Empty the queue - should only be called by SceneManagers.
        */
        void clear(void);

		/** Get a render queue group.
		@remarks
			OGRE registers new queue groups as they are requested, 
			therefore this method will always return a valid group.
		*/
		RenderQueueGroup* getQueueGroup(RenderQueueGroupID qid);

        /** Add a renderable object to the queue.
        @remarks
            This methods adds a Renderable to the queue, which will be rendered later by 
            the SceneManager. This is the advanced version of the call which allows the renderable
            to be added to any queue.
        @note
            Called by implementation of MovableObject::_updateRenderQueue.
        @param
            pRend Pointer to the Renderable to be added to the queue
        @param
            groupID The group the renderable is to be added to. This
            can be used to schedule renderable objects in separate groups such that the SceneManager
            respects the divisions between the groupings and does not reorder them outside these
            boundaries. This can be handy for overlays where no matter what you want the overlay to 
            be rendered last.
        @param
            priority Controls the priority of the renderable within the queue group. If this number
            is raised, the renderable will be rendered later in the group compared to it's peers.
            Don't use this unless you really need to, manually ordering renderables prevents OGRE
            from sorting them for best efficiency. However this could be useful for ordering 2D
            elements manually for example.
        */
        void addRenderable(Renderable* pRend, RenderQueueGroupID groupID, ushort priority);

        /** Add a renderable object to the queue.
        @remarks
            This methods adds a Renderable to the queue, which will be rendered later by 
            the SceneManager. This is the simplified version of the call which does not 
            require a priority to be specified. The queue priority is take from the
            current default (see setDefaultRenderablePriority).
        @note
            Called by implementation of MovableObject::_updateRenderQueue.
        @param
            pRend Pointer to the Renderable to be added to the queue
		@param
            groupID The group the renderable is to be added to. This
            can be used to schedule renderable objects in separate groups such that the SceneManager
            respects the divisions between the groupings and does not reorder them outside these
            boundaries. This can be handy for overlays where no matter what you want the overlay to 
            be rendered last.
        */
        void addRenderable(Renderable* pRend, RenderQueueGroupID groupId);

        /** Add a renderable object to the queue.
        @remarks
            This methods adds a Renderable to the queue, which will be rendered later by 
            the SceneManager. This is the simplified version of the call which does not 
            require a queue or priority to be specified. The queue group is taken from the
            current default (see setDefaultQueueGroup).  The queue priority is take from the
            current default (see setDefaultRenderablePriority).
        @note
            Called by implementation of MovableObject::_updateRenderQueue.
        @param
            pRend Pointer to the Renderable to be added to the queue
        */
        void addRenderable(Renderable* pRend);
        
        /** Gets the current default queue group, which will be used for all renderable which do not
            specify which group they wish to be on.
        */
        RenderQueueGroupID getDefaultQueueGroup(void) const;

        /** Sets the current default renderable priority, 
            which will be used for all renderables which do not
            specify which priority they wish to use.
        */
        void setDefaultRenderablePriority(ushort priority);

        /** Gets the current default renderable priority, which will be used for all renderables which do not
            specify which priority they wish to use.
        */
        ushort getDefaultRenderablePriority(void) const;

        /** Sets the current default queue group, which will be used for all renderable which do not
            specify which group they wish to be on.
        */
        void setDefaultQueueGroup(RenderQueueGroupID grp);
        
        /** Internal method, returns an iterator for the queue groups. */
        QueueGroupIterator _getQueueGroupIterator(void);
        /** Sets whether or not the queue will split passes by their lighting type,
            ie ambient, per-light and decal. 
        */
        void setSplitPassesByLightingType(bool split);
        /** Sets whether or not the queue will split passes which have shadow receive
        turned off (in their parent material), which is needed when certain shadow
        techniques are used.
        */
        void setSplitNoShadowPasses(bool split);
    };


}


#endif
