/*
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program 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
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 */

#ifndef __FREESTYLE_STROKE_TESSELATOR_H__
#define __FREESTYLE_STROKE_TESSELATOR_H__

/** \file
 * \ingroup freestyle
 * \brief Class to build a Node Tree designed to be displayed from a set of strokes structure.
 */

#include "Stroke.h"

#include "../scene_graph/LineRep.h"

#ifdef WITH_CXX_GUARDEDALLOC
#  include "MEM_guardedalloc.h"
#endif

namespace Freestyle {

class StrokeTesselator {
 public:
  inline StrokeTesselator()
  {
    _FrsMaterial.setDiffuse(0, 0, 0, 1);
    _overloadFrsMaterial = false;
  }

  virtual ~StrokeTesselator()
  {
  }

  /*! Builds a line rep contained from a Stroke */
  LineRep *Tesselate(Stroke *iStroke);

  /*! Builds a set of lines rep contained under a a NodeShape, itself contained under a NodeGroup
   *  from a set of strokes.
   */
  template<class StrokeIterator> NodeGroup *Tesselate(StrokeIterator begin, StrokeIterator end);

  inline void setFrsMaterial(const FrsMaterial &iMaterial)
  {
    _FrsMaterial = iMaterial;
    _overloadFrsMaterial = true;
  }

  inline const FrsMaterial &frs_material() const
  {
    return _FrsMaterial;
  }

 private:
  FrsMaterial _FrsMaterial;
  bool _overloadFrsMaterial;

#ifdef WITH_CXX_GUARDEDALLOC
  MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:StrokeTesselator")
#endif
};

} /* namespace Freestyle */

#endif  // __FREESTYLE_STROKE_TESSELATOR_H__
