#ifndef MATERIAL_H
#define MATERIAL_H

#ifdef HAVE_LIBGLM

#include <iostream>
#include <fstream>

#include "common.h"
#include "triple.h"

#include <glm/glm.hpp>

namespace glm {

inline ostream& operator << (ostream& out, const glm::vec4& v)
{
 out << "[" << v[0] << "," << v[1] << "," << v[2] << "," << v[3]
     << "]";
 return out;
}

}

namespace camp {

inline bool operator < (const glm::vec4& m1, const glm::vec4& m2) {
 return m1[0] < m2[0] ||
                (m1[0] == m2[0] &&
                 (m1[1] < m2[1] ||
                  (m1[1] == m2[1] &&
                   (m1[2] < m2[2] ||
                    (m1[2] == m2[2] &&
                     (m1[3] < m2[3]))))));
}

inline glm::vec4 GLparameters(float shininess, float metallic,
                             float fresnel0) {
 return glm::vec4(shininess,metallic,fresnel0,0.0);
}

struct Material {
public:
 glm::vec4 diffuse,emissive,specular;
 glm::vec4 parameters;
 Material() {}

 Material(const glm::vec4& diffuse, const glm::vec4& emissive,
          const glm::vec4& specular, double shininess, double metallic, double fresnel0) :
   diffuse(diffuse), emissive(emissive), specular(specular),
   parameters(GLparameters(shininess,metallic,fresnel0)) {}

 Material(Material const& m):
   diffuse(m.diffuse), emissive(m.emissive),
   specular(m.specular), parameters(m.parameters) {}
 ~Material() {}

 Material& operator=(Material const& m)
 {
   diffuse=m.diffuse;
   emissive=m.emissive;
   specular=m.specular;
   parameters=m.parameters;
   return *this;
 }

 friend bool operator < (const Material& m1, const Material& m2) {
   return m1.diffuse < m2.diffuse ||
                       (m1.diffuse == m2.diffuse &&
                        (m1.emissive < m2.emissive ||
                         (m1.emissive == m2.emissive &&
                          (m1.specular < m2.specular ||
                           (m1.specular == m2.specular &&
                            (m1.parameters < m2.parameters))))));
 }

 friend ostream& operator << (ostream& out, const Material& m) {
   out << "diffuse=" << m.diffuse << "," << newl
       << "emissive=" << m.emissive << "," << newl
       << "specular=" << m.specular << "," << newl
       << "shininess=" << m.parameters[0] << "," << newl
       << "metallic=" << m.parameters[1] << "," << newl
       << "fresnel0=" << m.parameters[2] << newl;
   return out;
 }

 friend jsofstream& operator << (jsofstream& out, const Material& m) {
   out << m.diffuse << "," << newl
       << m.emissive << "," << newl
       << m.specular << "," << newl
       << m.parameters[0] << "," << newl
       << m.parameters[1] << "," << newl
       << m.parameters[2];
   return out;
 }
};

extern size_t Nmaterials; // Number of materials compiled in shader
extern size_t nmaterials; // Current size of materials buffer
extern size_t Maxmaterials; // Maxinum size of materials buffer
}

#endif
#endif