/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkEncodedGradientShader.cxx

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

=========================================================================*/
#include "vtkEncodedGradientShader.h"

#include "vtkCamera.h"
#include "vtkDirectionEncoder.h"
#include "vtkEncodedGradientEstimator.h"
#include "vtkLight.h"
#include "vtkLightCollection.h"
#include "vtkMatrix4x4.h"
#include "vtkObjectFactory.h"
#include "vtkRenderer.h"
#include "vtkTransform.h"
#include "vtkVolume.h"
#include "vtkVolumeProperty.h"

#include <cmath>

vtkStandardNewMacro(vtkEncodedGradientShader);

vtkEncodedGradientShader::vtkEncodedGradientShader()
{
  int i, j;

  for (j = 0; j < VTK_MAX_SHADING_TABLES; j++)
  {
    this->ShadingTableVolume[j] = nullptr;
    this->ShadingTableSize[j] = 0;
    for (i = 0; i < 6; i++)
    {
      this->ShadingTable[j][i] = nullptr;
    }
  }

  this->ZeroNormalDiffuseIntensity = 0.0;
  this->ZeroNormalSpecularIntensity = 0.0;
  this->ActiveComponent = 0;
}

vtkEncodedGradientShader::~vtkEncodedGradientShader()
{
  int i, j;

  for (j = 0; j < VTK_MAX_SHADING_TABLES; j++)
  {
    for (i = 0; i < 6; i++)
    {
      delete[] this->ShadingTable[j][i];
    }
  }
}

float* vtkEncodedGradientShader::GetRedDiffuseShadingTable(vtkVolume* vol)
{
  int index;

  for (index = 0; index < VTK_MAX_SHADING_TABLES; index++)
  {
    if (this->ShadingTableVolume[index] == vol)
    {
      break;
    }
  }

  if (index == VTK_MAX_SHADING_TABLES)
  {
    vtkErrorMacro(<< "No shading table found for that volume!");
    return nullptr;
  }

  return this->ShadingTable[index][0];
}

float* vtkEncodedGradientShader::GetGreenDiffuseShadingTable(vtkVolume* vol)
{
  int index;

  for (index = 0; index < VTK_MAX_SHADING_TABLES; index++)
  {
    if (this->ShadingTableVolume[index] == vol)
    {
      break;
    }
  }

  if (index == VTK_MAX_SHADING_TABLES)
  {
    vtkErrorMacro(<< "No shading table found for that volume!");
    return nullptr;
  }

  return this->ShadingTable[index][1];
}

float* vtkEncodedGradientShader::GetBlueDiffuseShadingTable(vtkVolume* vol)
{
  int index;

  for (index = 0; index < VTK_MAX_SHADING_TABLES; index++)
  {
    if (this->ShadingTableVolume[index] == vol)
    {
      break;
    }
  }

  if (index == VTK_MAX_SHADING_TABLES)
  {
    vtkErrorMacro(<< "No shading table found for that volume!");
    return nullptr;
  }

  return this->ShadingTable[index][2];
}

float* vtkEncodedGradientShader::GetRedSpecularShadingTable(vtkVolume* vol)
{
  int index;

  for (index = 0; index < VTK_MAX_SHADING_TABLES; index++)
  {
    if (this->ShadingTableVolume[index] == vol)
    {
      break;
    }
  }

  if (index == VTK_MAX_SHADING_TABLES)
  {
    vtkErrorMacro(<< "No shading table found for that volume!");
    return nullptr;
  }

  return this->ShadingTable[index][3];
}

float* vtkEncodedGradientShader::GetGreenSpecularShadingTable(vtkVolume* vol)
{
  int index;

  for (index = 0; index < VTK_MAX_SHADING_TABLES; index++)
  {
    if (this->ShadingTableVolume[index] == vol)
    {
      break;
    }
  }

  if (index == VTK_MAX_SHADING_TABLES)
  {
    vtkErrorMacro(<< "No shading table found for that volume!");
    return nullptr;
  }

  return this->ShadingTable[index][4];
}

float* vtkEncodedGradientShader::GetBlueSpecularShadingTable(vtkVolume* vol)
{
  int index;

  for (index = 0; index < VTK_MAX_SHADING_TABLES; index++)
  {
    if (this->ShadingTableVolume[index] == vol)
    {
      break;
    }
  }

  if (index == VTK_MAX_SHADING_TABLES)
  {
    vtkErrorMacro(<< "No shading table found for that volume!");
    return nullptr;
  }

  return this->ShadingTable[index][5];
}

void vtkEncodedGradientShader::UpdateShadingTable(
  vtkRenderer* ren, vtkVolume* vol, vtkEncodedGradientEstimator* gradest)
{
  double lightDirection[3], material[4];
  double lightAmbientColor[3];
  double lightDiffuseColor[3];
  double lightSpecularColor[3];
  double lightPosition[3], lightFocalPoint[3];
  double lightIntensity, viewDirection[3];
  double cameraPosition[3], cameraFocalPoint[3], mag;
  vtkLightCollection* lightCollection;
  vtkLight* light;
  double norm;
  int update_flag;
  vtkVolumeProperty* property;
  vtkTransform* transform;
  vtkMatrix4x4* m;
  double in[4], out[4], zero[4];
  int index;

  // Figure out which shading table we are working with
  // First search through all existing ones, then if one
  // is not found, use the first available index
  for (index = 0; index < VTK_MAX_SHADING_TABLES; index++)
  {
    if (this->ShadingTableVolume[index] == vol)
    {
      break;
    }
  }

  if (index == VTK_MAX_SHADING_TABLES)
  {
    for (index = 0; index < VTK_MAX_SHADING_TABLES; index++)
    {
      if (this->ShadingTableVolume[index] == nullptr)
      {
        this->ShadingTableVolume[index] = vol;
        break;
      }
    }
  }
  if (index == VTK_MAX_SHADING_TABLES)
  {
    vtkErrorMacro(<< "Too many shading tables!\n"
                  << "Increase limit VTK_MAX_SHADING_TABLES and recompile!");
    return;
  }

  transform = vtkTransform::New();
  m = vtkMatrix4x4::New();

  vol->GetMatrix(m);
  transform->SetMatrix(m);
  transform->Inverse();

  property = vol->GetProperty();

  material[0] = property->GetAmbient(this->ActiveComponent);
  material[1] = property->GetDiffuse(this->ActiveComponent);
  material[2] = property->GetSpecular(this->ActiveComponent);
  material[3] = property->GetSpecularPower(this->ActiveComponent);

  update_flag = 0;

  ren->GetActiveCamera()->GetPosition(cameraPosition);
  ren->GetActiveCamera()->GetFocalPoint(cameraFocalPoint);

  viewDirection[0] = cameraFocalPoint[0] - cameraPosition[0];
  viewDirection[1] = cameraFocalPoint[1] - cameraPosition[1];
  viewDirection[2] = cameraFocalPoint[2] - cameraPosition[2];

  mag = sqrt(static_cast<double>(viewDirection[0] * viewDirection[0] +
    viewDirection[1] * viewDirection[1] + viewDirection[2] * viewDirection[2]));

  if (mag)
  {
    viewDirection[0] /= mag;
    viewDirection[1] /= mag;
    viewDirection[2] /= mag;
  }

  memcpy(in, viewDirection, 3 * sizeof(double));
  in[3] = 1.0;
  transform->MultiplyPoint(in, out);
  viewDirection[0] = out[0] / out[3];
  viewDirection[1] = out[1] / out[3];
  viewDirection[2] = out[2] / out[3];

  in[0] = 0.0;
  in[1] = 0.0;
  in[2] = 0.0;
  transform->MultiplyPoint(in, zero);
  zero[0] /= zero[3];
  zero[1] /= zero[3];
  zero[2] /= zero[3];
  viewDirection[0] -= zero[0];
  viewDirection[1] -= zero[1];
  viewDirection[2] -= zero[2];

  // Loop through all lights and compute a shading table. For
  // the first light, pass in an update_flag of 0, which means
  // overwrite the shading table.  For each light after that, pass
  // in an update flag of 1, which means add to the shading table.
  // All lights are forced to be directional light sources
  // regardless of what they really are

  // Set up the lights for traversal
  lightCollection = ren->GetLights();

  // In rare cases there are no lights
  vtkLight* artificialLight = nullptr;
  if (lightCollection->GetNumberOfItems() == 0)
  {
    artificialLight = vtkLight::New();
    artificialLight->SetIntensity(0.0);
    lightCollection->AddItem(artificialLight);
  }

  vtkCollectionSimpleIterator sit;
  lightCollection->InitTraversal(sit);
  while ((light = lightCollection->GetNextLight(sit)) != nullptr)
  {
    if (!light->GetSwitch())
    {
      continue;
    }

    // Get the light color, position, focal point, and intensity
    light->GetAmbientColor(lightAmbientColor);
    light->GetDiffuseColor(lightDiffuseColor);
    light->GetSpecularColor(lightSpecularColor);
    light->GetTransformedPosition(lightPosition);
    light->GetTransformedFocalPoint(lightFocalPoint);
    lightIntensity = light->GetIntensity();

    // Compute the light direction and normalize it
    lightDirection[0] = lightFocalPoint[0] - lightPosition[0];
    lightDirection[1] = lightFocalPoint[1] - lightPosition[1];
    lightDirection[2] = lightFocalPoint[2] - lightPosition[2];

    norm = sqrt(static_cast<double>(lightDirection[0] * lightDirection[0] +
      lightDirection[1] * lightDirection[1] + lightDirection[2] * lightDirection[2]));

    lightDirection[0] /= -norm;
    lightDirection[1] /= -norm;
    lightDirection[2] /= -norm;

    memcpy(in, lightDirection, 3 * sizeof(double));
    transform->MultiplyPoint(in, out);
    lightDirection[0] = out[0] / out[3] - zero[0];
    lightDirection[1] = out[1] / out[3] - zero[1];
    lightDirection[2] = out[2] / out[3] - zero[2];

    // Build / Add to the shading table
    this->BuildShadingTable(index, lightDirection, lightAmbientColor, lightDiffuseColor,
      lightSpecularColor, lightIntensity, viewDirection, material, ren->GetTwoSidedLighting(),
      gradest, update_flag);

    update_flag = 1;
  } // while there is a light in the list of lights

  if (artificialLight)
  {
    lightCollection->RemoveItem(artificialLight);
    artificialLight->Delete();
  }

  transform->Delete();
  m->Delete();
}

// Build a shading table for a light with the given direction and
// color, for a material of the given type. material[0] = ambient,
// material[1] = diffuse, material[2] = specular, material[3] =
// specular exponent.  If the ambient flag is 1, then ambient
// illumination is added. If not, then this means we are calculating
// the "other side" of two sided lighting, so no ambient intensity
// is added in. If update_flag is 0, the table is overwritten
// with the new values.  If update_flag is 1, the new intensity values
// are added into the table.  This way multiple light sources can
// be handled. There is one shading table per volume, and the index
// value indicates which index table is to be updated
void vtkEncodedGradientShader::BuildShadingTable(int index, double lightDirection[3],
  double lightAmbientColor[3], double lightDiffuseColor[3], double lightSpecularColor[3],
  double lightIntensity, double viewDirection[3], double material[4], int twoSided,
  vtkEncodedGradientEstimator* gradest, int updateFlag)
{
  double lx, ly, lz;
  double n_dot_l;
  double n_dot_v;
  int i;
  float* nptr;
  float* sdr_ptr;
  float* sdg_ptr;
  float* sdb_ptr;
  float* ssr_ptr;
  float* ssg_ptr;
  float* ssb_ptr;
  double Ka, Es, Kd_intensity, Ks_intensity;
  double half_x, half_y, half_z;
  double mag, n_dot_h, specular_value;
  int norm_size;

  // Move to local variables
  lx = lightDirection[0];
  ly = lightDirection[1];
  lz = lightDirection[2];

  half_x = lx - viewDirection[0];
  half_y = ly - viewDirection[1];
  half_z = lz - viewDirection[2];

  mag = sqrt(static_cast<double>(half_x * half_x + half_y * half_y + half_z * half_z));

  if (mag != 0.0)
  {
    half_x /= mag;
    half_y /= mag;
    half_z /= mag;
  }

  Ka = material[0] * lightIntensity;
  Es = material[3];
  Kd_intensity = material[1] * lightIntensity;
  Ks_intensity = material[2] * lightIntensity;

  nptr = gradest->GetDirectionEncoder()->GetDecodedGradientTable();

  norm_size = gradest->GetDirectionEncoder()->GetNumberOfEncodedDirections();

  if (this->ShadingTableSize[index] != norm_size)
  {
    for (i = 0; i < 6; i++)
    {
      delete[] this->ShadingTable[index][i];
      this->ShadingTable[index][i] = new float[norm_size];
    }
    this->ShadingTableSize[index] = norm_size;
  }

  sdr_ptr = this->ShadingTable[index][0];
  sdg_ptr = this->ShadingTable[index][1];
  sdb_ptr = this->ShadingTable[index][2];

  ssr_ptr = this->ShadingTable[index][3];
  ssg_ptr = this->ShadingTable[index][4];
  ssb_ptr = this->ShadingTable[index][5];

  // For each possible normal, compute the intensity of light at
  // a location with that normal, and the given lighting and
  // material properties
  for (i = 0; i < norm_size; i++)
  {
    // If we have a zero normal, treat it specially
    if ((*(nptr + 0) == 0.0) && (*(nptr + 1) == 0.0) && (*(nptr + 2) == 0.0))
    {
      // If we are not updating, initial everything to 0.0
      if (!updateFlag)
      {
        *(sdr_ptr) = 0.0;
        *(sdg_ptr) = 0.0;
        *(sdb_ptr) = 0.0;

        *(ssr_ptr) = 0.0;
        *(ssg_ptr) = 0.0;
        *(ssb_ptr) = 0.0;
      }

      // Now add in ambient
      *(sdr_ptr) += static_cast<float>(Ka * lightAmbientColor[0]);
      *(sdg_ptr) += static_cast<float>(Ka * lightAmbientColor[1]);
      *(sdb_ptr) += static_cast<float>(Ka * lightAmbientColor[2]);

      // Add in diffuse
      *(sdr_ptr) +=
        static_cast<float>(Kd_intensity * this->ZeroNormalDiffuseIntensity * lightDiffuseColor[0]);
      *(sdg_ptr) +=
        static_cast<float>(Kd_intensity * this->ZeroNormalDiffuseIntensity * lightDiffuseColor[1]);
      *(sdb_ptr) +=
        static_cast<float>(Kd_intensity * this->ZeroNormalDiffuseIntensity * lightDiffuseColor[2]);

      // Add in specular
      *(ssr_ptr) += static_cast<float>(this->ZeroNormalSpecularIntensity * lightSpecularColor[0]);
      *(ssg_ptr) += static_cast<float>(this->ZeroNormalSpecularIntensity * lightSpecularColor[1]);
      *(ssb_ptr) += static_cast<float>(this->ZeroNormalSpecularIntensity * lightSpecularColor[2]);
    }
    else
    {
      // The dot product between the normal and the light vector
      // used for diffuse illumination
      n_dot_l = (*(nptr + 0) * lx + *(nptr + 1) * ly + *(nptr + 2) * lz);

      // The dot product between the normal and the halfway vector
      // used for specular illumination
      n_dot_h = (*(nptr + 0) * half_x + *(nptr + 1) * half_y + *(nptr + 2) * half_z);

      // Flip the normal if two sided lighting is on and the normal
      // is pointing away from the viewer
      if (twoSided)
      {
        // The dot product between the normal and the view vector
        // used for two sided lighting
        n_dot_v = (*(nptr + 0) * viewDirection[0] + *(nptr + 1) * viewDirection[1] +
          *(nptr + 2) * viewDirection[2]);

        if (n_dot_v > 0.0)
        {
          n_dot_l = -n_dot_l;
          n_dot_h = -n_dot_h;
        }
      }

      // If we are updating, then begin by adding in ambient
      if (updateFlag)
      {
        *(sdr_ptr) += static_cast<float>(Ka * lightAmbientColor[0]);
        *(sdg_ptr) += static_cast<float>(Ka * lightAmbientColor[1]);
        *(sdb_ptr) += static_cast<float>(Ka * lightAmbientColor[2]);
      }
      // Otherwise begin by setting the value to the ambient contribution
      else
      {
        *(sdr_ptr) = static_cast<float>(Ka * lightAmbientColor[0]);
        *(sdg_ptr) = static_cast<float>(Ka * lightAmbientColor[1]);
        *(sdb_ptr) = static_cast<float>(Ka * lightAmbientColor[2]);
        *(ssr_ptr) = 0.0f;
        *(ssg_ptr) = 0.0f;
        *(ssb_ptr) = 0.0f;
      }

      // If there is some diffuse contribution, add it in
      if (n_dot_l > 0)
      {
        *(sdr_ptr) += static_cast<float>(Kd_intensity * n_dot_l * lightDiffuseColor[0]);
        *(sdg_ptr) += static_cast<float>(Kd_intensity * n_dot_l * lightDiffuseColor[1]);
        *(sdb_ptr) += static_cast<float>(Kd_intensity * n_dot_l * lightDiffuseColor[2]);

        if (n_dot_h > 0.001)
        {
          specular_value =
            Ks_intensity * pow(static_cast<double>(n_dot_h), static_cast<double>(Es));
          *(ssr_ptr) += static_cast<float>(specular_value * lightSpecularColor[0]);
          *(ssg_ptr) += static_cast<float>(specular_value * lightSpecularColor[1]);
          *(ssb_ptr) += static_cast<float>(specular_value * lightSpecularColor[2]);
        }
      }
    }

    // Increment all the pointers
    nptr += 3;
    sdr_ptr++;
    sdg_ptr++;
    sdb_ptr++;
    ssr_ptr++;
    ssg_ptr++;
    ssb_ptr++;
  }
}

// Print the vtkEncodedGradientShader
void vtkEncodedGradientShader::PrintSelf(ostream& os, vtkIndent indent)
{
  this->Superclass::PrintSelf(os, indent);

  os << indent << "Zero Normal Diffuse Intensity: " << this->ZeroNormalDiffuseIntensity << endl;

  os << indent << "Zero Normal Specular Intensity: " << this->ZeroNormalSpecularIntensity << endl;
  os << indent << "ActiveComponent: " << this->ActiveComponent << endl;
}
