/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield 
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library 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 
 * OpenSceneGraph Public License for more details.
*/

#ifndef OSG_TEXENV
#define OSG_TEXENV 1

#include <osg/GL>
#include <osg/StateAttribute>
#include <osg/Vec4>

namespace osg {

/** TexEnv - encapsulates the OpenGL glTexEnv (texture environment) state.*/
class SG_EXPORT TexEnv : public StateAttribute
{
    public :

        TexEnv();
        
        /** Copy constructor using CopyOp to manage deep vs shallow copy.*/
        TexEnv(const TexEnv& texenv,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
            StateAttribute(texenv,copyop),
            _mode(texenv._mode),
            _color(texenv._color) {}


        META_StateAttribute(osg, TexEnv, TEXENV);

        virtual bool isTextureAttribute() const { return true; }

        /** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
        virtual int compare(const StateAttribute& sa) const
        {
            // check the types are equal and then create the rhs variable
            // used by the COMPARE_StateAttribute_Paramter macro's below.
            COMPARE_StateAttribute_Types(TexEnv,sa)

            // compare each paramter in turn against the rhs.
            COMPARE_StateAttribute_Parameter(_mode)
            COMPARE_StateAttribute_Parameter(_color)

            return 0; // passed all the above comparison macro's, must be equal.
        }

        enum Mode {
            DECAL     = GL_DECAL,
            MODULATE  = GL_MODULATE,
            BLEND     = GL_BLEND,
            REPLACE   = GL_REPLACE,
            ADD       = GL_ADD
        };

        void setMode( Mode mode ) { _mode = mode; }
        
        Mode getMode() const { return _mode; }
        
        void setColor( const Vec4& color ) { _color = color; }
        
        Vec4& getColor() { return _color; }

        const Vec4& getColor() const { return _color; }


        virtual void apply(State& state) const;

    protected :

        virtual ~TexEnv( void );

        Mode        _mode;
        osg::Vec4   _color;
};

}

#endif
