/*
 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU 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 General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed,
 *                 Nathan Letwory
 *
 * ***** END GPL LICENSE BLOCK *****
 */

/** \file MaterialExporter.h
 *  \ingroup collada
 */

#ifndef __MATERIALEXPORTER_H__
#define __MATERIALEXPORTER_H__

#include <string>
#include <vector>

#include "COLLADASWLibraryMaterials.h"
#include "COLLADASWStreamWriter.h"

extern "C" {
	#include "BKE_material.h"
	#include "DNA_material_types.h"
	#include "DNA_object_types.h"
	#include "DNA_scene_types.h"
}

#include "GeometryExporter.h"
#include "collada_internal.h"
#include "ExportSettings.h"

class MaterialsExporter: COLLADASW::LibraryMaterials
{
public:
	MaterialsExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings);
	void exportMaterials(Scene *sce);
	void operator()(Material *ma, Object *ob);

private:
	bool hasMaterials(Scene *sce);
	const ExportSettings *export_settings;
};

// used in forEachMaterialInScene
template <class Functor>
class ForEachMaterialFunctor
{
	std::vector<std::string> mMat; // contains list of material names, to avoid duplicate calling of f
	Functor *f;
public:
	ForEachMaterialFunctor(Functor*f) : f(f) {}
	
	void operator ()(Object *ob)
	{
		int a;
		for (a = 0; a < ob->totcol; a++) {

			Material *ma = give_current_material(ob, a+1);

			if (!ma) continue;

			std::string translated_id = translate_id(id_name(ma));
			if (find(mMat.begin(), mMat.end(), translated_id) == mMat.end()) {
				(*this->f)(ma, ob);

				mMat.push_back(translated_id);
			}
		}
	}
};

struct MaterialFunctor {
	// calls f for each unique material linked to each object in sce
	// f should have
	// void operator()(Material *ma)
	template<class Functor>
	void forEachMaterialInExportSet(Scene *sce, Functor &f, LinkNode *export_set)
	{
		ForEachMaterialFunctor<Functor> matfunc(&f);
		GeometryFunctor gf;
		gf.forEachMeshObjectInExportSet<ForEachMaterialFunctor<Functor> >(sce, matfunc, export_set);
	}
};


#endif
