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/*!
  \class SoMaterialBinding SoMaterialBinding.h Inventor/nodes/SoMaterialBinding.h
  \brief The SoMaterialBinding class is a node for setting up how materials are mapped to shapes.
  \ingroup nodes

  The material binding specified in nodes of this type decides how the
  material values of SoMaterial nodes are mapped on the builtin
  geometry shape nodes.

  The exact meaning of a binding depends on what particular shape type
  a material or a set of materials are applied to.

  Here is a very simple usage example:

  \verbatim
  #Inventor V2.1 ascii
  
  Separator {
     Coordinate3 {
        point [ 0 0 0, 1 0 0, 1 1 0 ]
     }
  
     Material {
        diffuseColor [ 1 0 0, 1 1 0, 0 0 1 ]
     }
  
     MaterialBinding {
        value PER_VERTEX_INDEXED
     }
  
     IndexedFaceSet {
        coordIndex [ 0, 1, 2, -1 ]
        materialIndex [ 0, 1, 0 ]
     }
  }
  \endverbatim

  With SoMaterialBinding::value set to \c PER_VERTEX_INDEXED above,
  the material indices will be taken from the
  SoIndexedFaceSet::materialIndex field when rendering.

  If SoMaterialBinding::value was set to \c PER_VERTEX_INDEXED as
  above, and the SoIndexedFaceSet::materialIndex was undefined or
  empty, indices would implicitly be taken from the
  SoIndexedFaceSet::coordIndex field.

  If SoMaterialBinding::value is set to \c PER_VERTEX, colors will be
  fetched in a monotonically increasing manner from the
  SoMaterial::diffuseColor field, starting at index 0.

  <b>FILE FORMAT/DEFAULTS:</b>
  \code
    MaterialBinding {
        value OVERALL
    }
  \endcode

  \sa SoMaterial
*/

// *************************************************************************

#include <Inventor/actions/SoCallbackAction.h>

#include <Inventor/actions/SoGLRenderAction.h>
#include <Inventor/actions/SoGetPrimitiveCountAction.h>
#include <Inventor/actions/SoPickAction.h>
#include <Inventor/elements/SoMaterialBindingElement.h>
#include <Inventor/elements/SoOverrideElement.h>

#include "nodes/SoSubNodeP.h"

// *************************************************************************

/*!
  \enum SoMaterialBinding::Binding
  Enumeration of available types of material binding.
*/
/*!
  \var SoMaterialBinding::Binding SoMaterialBinding::OVERALL
  Apply the same material to the complete shape.
*/
/*!
  \var SoMaterialBinding::Binding SoMaterialBinding::PER_PART

  Get a new material from the pool of material values for each \e part
  of the shape, where the definition of a \e part depends on the shape
  type.

  Materials are fetched from index 0 and onwards, incrementing the
  index into the material pool by 1 for each new part in the order
  defined by the particular shape type.

  Important portability note: it was previously allowed with the SGI
  Inventor library to supply too few colors versus the number of parts
  of the subsequent shapes in the scene graph. Coloring would then
  cycle through the available colors.

  Since SGI Open Inventor v2.1, this was disallowed, though -- enough
  colors for all parts must be supplied, or behavior will be
  unspecified (likely to cause a crash, in fact).  Note that the
  «Inventor Mentor» book contains a description of the \e old, \e
  invalid behavior in Chapter 5, section "Binding Nodes" (middle of
  page 128 in the 10th printing).
*/
/*!
  \var SoMaterialBinding::Binding SoMaterialBinding::PER_PART_INDEXED

  Get a new material from the pool of material values for each \e part
  of the shape, where the definition of a \e part depends on the shape
  type.

  Materials are fetched by the index value settings of the shape.
*/
/*!
  \var SoMaterialBinding::Binding SoMaterialBinding::PER_FACE

  Get a new material from the pool of material values for each polygon
  \e face of the shape.

  Materials are fetched from index 0 and onwards, incrementing the
  index into the material pool by 1 for each new face of the shape
  node.

  Note that individual faces after tessellation of complex shapes
  (like SoCylinder nodes) are \e not considered to be separate
  entities, and so this binding will be treated in the same manner as
  SoMaterialBinding::PER_PART for those.
*/
/*!
  \var SoMaterialBinding::Binding SoMaterialBinding::PER_FACE_INDEXED

  Get a new material from the pool of material values for each polygon
  \e face of the shape.

  Materials are fetched by the index value settings of the shape.

  Note that individual faces after tessellation of complex shapes
  (like SoCylinder nodes) are \e not considered to be separate
  entities, and so this binding will be treated in the same manner as
  SoMaterialBinding::PER_PART_INDEXED for those.
*/
/*!
  \var SoMaterialBinding::Binding SoMaterialBinding::PER_VERTEX

  Get a new material from the pool of material values for each
  polygon, line or point \e vertex of the shape.

  Materials are fetched from index 0 and onwards, incrementing the
  index into the material pool by 1 for each new vertex of the shape
  node.
*/
/*!
  \var SoMaterialBinding::Binding SoMaterialBinding::PER_VERTEX_INDEXED

  Get a new material from the pool of material values for each
  polygon, line or point \e vertex of the shape.

  Materials are fetched by the index value settings of the shape.
*/



// Note: Inventor format files with SoMaterialBinding nodes with one
// of the two obsoleted values below will be updated upon import to
// contain the value for SoMaterialBinding::OVERALL. Ditto for calls
// to SoMaterialBinding::value.setValue([DEFAULT | NONE]).
//
// This happens automatically due to the way So[SM]FEnum fields are
// implemented.
//                 --mortene

/*!
  \var SoMaterialBinding::Binding SoMaterialBinding::DEFAULT
  Obsolete. Don't use this value.
*/
/*!
  \var SoMaterialBinding::Binding SoMaterialBinding::NONE
  Obsolete. Don't use this value.
*/


/*!
  \var SoSFEnum SoMaterialBinding::value

  The material binding to use for subsequent shape nodes in the scene
  graph. The default binding is SoMaterialBinding::OVERALL.
*/


// *************************************************************************

SO_NODE_SOURCE(SoMaterialBinding);

/*!
  Constructor.
*/
SoMaterialBinding::SoMaterialBinding(void)
{
  SO_NODE_INTERNAL_CONSTRUCTOR(SoMaterialBinding);

  SO_NODE_ADD_FIELD(value, (OVERALL));

  SO_NODE_DEFINE_ENUM_VALUE(Binding, OVERALL);
  SO_NODE_DEFINE_ENUM_VALUE(Binding, PER_PART);
  SO_NODE_DEFINE_ENUM_VALUE(Binding, PER_PART_INDEXED);
  SO_NODE_DEFINE_ENUM_VALUE(Binding, PER_FACE);
  SO_NODE_DEFINE_ENUM_VALUE(Binding, PER_FACE_INDEXED);
  SO_NODE_DEFINE_ENUM_VALUE(Binding, PER_VERTEX);
  SO_NODE_DEFINE_ENUM_VALUE(Binding, PER_VERTEX_INDEXED);
  SO_NODE_DEFINE_ENUM_VALUE(Binding, DEFAULT);
  SO_NODE_DEFINE_ENUM_VALUE(Binding, NONE);

  SO_NODE_SET_SF_ENUM_TYPE(value, Binding);
}


/*!
  Destructor.
*/
SoMaterialBinding::~SoMaterialBinding()
{
}

// Doc from superclass.
void
SoMaterialBinding::initClass(void)
{
  SO_NODE_INTERNAL_INIT_CLASS(SoMaterialBinding, SO_FROM_INVENTOR_1|SoNode::VRML1);

  SO_ENABLE(SoGLRenderAction, SoMaterialBindingElement);
  SO_ENABLE(SoPickAction, SoMaterialBindingElement);
  SO_ENABLE(SoCallbackAction, SoMaterialBindingElement);
  SO_ENABLE(SoGetPrimitiveCountAction, SoMaterialBindingElement);
}

// Doc from superclass.
void
SoMaterialBinding::GLRender(SoGLRenderAction * action)
{
  SoMaterialBinding::doAction(action);
}

// Doc from superclass.
void
SoMaterialBinding::doAction(SoAction * action)
{
  if (!this->value.isIgnored()
      && !SoOverrideElement::getMaterialBindingOverride(action->getState())) {
    SoMaterialBindingElement::set(action->getState(),
                                  (SoMaterialBindingElement::Binding)
                                  this->value.getValue());
    if (this->isOverride()) {
      SoOverrideElement::setMaterialBindingOverride(action->getState(), this, TRUE);
    }
  }
}

// Doc from superclass.
void
SoMaterialBinding::callback(SoCallbackAction * action)
{
  SoMaterialBinding::doAction((SoAction *)action);
}

// Doc from superclass.
void
SoMaterialBinding::pick(SoPickAction * action)
{
  SoMaterialBinding::doAction(action);
}

// Doc from superclass.
void
SoMaterialBinding::getPrimitiveCount(SoGetPrimitiveCountAction * action)
{
  SoMaterialBinding::doAction(action);
}
