//-------------------------------------------------------------------------------
///
/// \file       materials.h 
/// \author     Cem Yuksel (www.cemyuksel.com)
/// \version    10.0
/// \date       August 21, 2019
///
/// \brief Example source for CS 6620 - University of Utah.
///
//-------------------------------------------------------------------------------

#ifndef _MATERIALS_H_INCLUDED_
#define _MATERIALS_H_INCLUDED_

#include "scene.h"

//-------------------------------------------------------------------------------

class MtlBlinn : public Material
{
public:
	MtlBlinn() : diffuse(0.5f,0.5f,0.5f), specular(0.7f,0.7f,0.7f), glossiness(20.0f), 
				 reflection(0,0,0), refraction(0,0,0), absorption(0,0,0), ior(1),
				 reflectionGlossiness(0), refractionGlossiness(0) {}
	virtual Color Shade(Ray const &ray, const HitInfo &hInfo, const LightList &lights, int bounceCount) const;

	void SetDiffuse		(Color dif)		{ diffuse.SetColor(dif); }
	void SetSpecular	(Color spec)	{ specular.SetColor(spec); }
	void SetGlossiness  (float gloss)	{ glossiness = gloss; }

	void SetReflection	(Color reflect)	{ reflection.SetColor(reflect); }
	void SetRefraction	(Color refract)	{ refraction.SetColor(refract); }
	void SetAbsorption	(Color absorp )	{ absorption = absorp; }
	void SetRefractionIndex(float _ior) { ior = _ior; }

	void SetDiffuseTexture	 (TextureMap *map)	{ diffuse.SetTexture(map); }
	void SetSpecularTexture	 (TextureMap *map)	{ specular.SetTexture(map); }
	void SetReflectionTexture(TextureMap *map)	{ reflection.SetTexture(map); }
	void SetRefractionTexture(TextureMap *map)	{ refraction.SetTexture(map); }
	void SetReflectionGlossiness(float gloss)	{ reflectionGlossiness=gloss; }
	void SetRefractionGlossiness(float gloss)	{ refractionGlossiness=gloss; }

	virtual void SetViewportMaterial(int subMtlID=0) const;	// used for OpenGL display

private:
	TexturedColor diffuse, specular, reflection, refraction;
	float glossiness;
	Color absorption;
	float ior;	// index of refraction
	float reflectionGlossiness, refractionGlossiness;
};

//-------------------------------------------------------------------------------

class MultiMtl : public Material
{
public:
	virtual ~MultiMtl() { for ( unsigned int i=0; i<mtls.size(); i++ ) delete mtls[i]; }

	virtual Color Shade(Ray const &ray, const HitInfo &hInfo, const LightList &lights, int bounceCount) const { return hInfo.mtlID<(int)mtls.size() ? mtls[hInfo.mtlID]->Shade(ray,hInfo,lights,bounceCount) : Color(1,1,1); }

	virtual void SetViewportMaterial(int subMtlID=0) const { if ( subMtlID<(int)mtls.size() ) mtls[subMtlID]->SetViewportMaterial(); }

	void AppendMaterial(Material *m) { mtls.push_back(m); }

private:
	std::vector<Material*> mtls;
};

//-------------------------------------------------------------------------------

#endif