/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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_TEXMAT
#define OSG_TEXMAT 1

#include <osg/StateAttribute>
#include <osg/Matrix>

namespace osg {

/** A texture matrix state class that encapsulates OpenGL texture matrix
  * functionality. */
class OSG_EXPORT TexMat : public StateAttribute
{
    public :

        TexMat();

        /** Copy constructor using CopyOp to manage deep vs shallow copy. */
        TexMat(const TexMat& texmat,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
            StateAttribute(texmat,copyop),
            _matrix(texmat._matrix) {}

        META_StateAttribute(osg, TexMat, TEXMAT);
        
        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 for equal types, then create the rhs variable
            // used by the COMPARE_StateAttribute_Paramter macros below.
            COMPARE_StateAttribute_Types(TexMat,sa)

            // Compare each parameter in turn against the rhs.
            COMPARE_StateAttribute_Parameter(_matrix)

            return 0; // Passed all the above comparison macros, so must be equal.
        }

        /** Set the texture matrix  */
        inline void setMatrix(const Matrix& matrix) { _matrix = matrix; }

        /** Get the texture matrix  */
        inline Matrix& getMatrix() { return _matrix; }

        /** Get the const texture matrix  */
        inline const Matrix& getMatrix() const { return _matrix; }

        /** Apply texture matrix to OpenGL state. */
        virtual void apply(State& state) const;

    protected:

        virtual ~TexMat( void );

        Matrix _matrix;

};

}


#endif
