/*
 * Copyright 2011-2013 Blender Foundation
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#include "device/device.h"

#include "render/mesh.h"
#include "render/object.h"
#include "render/scene.h"
#include "render/shader.h"

#include "util/util_foreach.h"
#include "util/util_progress.h"

CCL_NAMESPACE_BEGIN

static float3 compute_face_normal(const Mesh::Triangle &t, float3 *verts)
{
  float3 v0 = verts[t.v[0]];
  float3 v1 = verts[t.v[1]];
  float3 v2 = verts[t.v[2]];

  float3 norm = cross(v1 - v0, v2 - v0);
  float normlen = len(norm);

  if (normlen == 0.0f)
    return make_float3(1.0f, 0.0f, 0.0f);

  return norm / normlen;
}

bool MeshManager::displace(
    Device *device, DeviceScene *dscene, Scene *scene, Mesh *mesh, Progress &progress)
{
  /* verify if we have a displacement shader */
  if (!mesh->has_true_displacement()) {
    return false;
  }

  string msg = string_printf("Computing Displacement %s", mesh->name.c_str());
  progress.set_status("Updating Mesh", msg);

  /* find object index. todo: is arbitrary */
  size_t object_index = OBJECT_NONE;

  for (size_t i = 0; i < scene->objects.size(); i++) {
    if (scene->objects[i]->mesh == mesh) {
      object_index = i;
      break;
    }
  }

  /* setup input for device task */
  const size_t num_verts = mesh->verts.size();
  vector<bool> done(num_verts, false);
  device_vector<uint4> d_input(device, "displace_input", MEM_READ_ONLY);
  uint4 *d_input_data = d_input.alloc(num_verts);
  size_t d_input_size = 0;

  size_t num_triangles = mesh->num_triangles();
  for (size_t i = 0; i < num_triangles; i++) {
    Mesh::Triangle t = mesh->get_triangle(i);
    int shader_index = mesh->shader[i];
    Shader *shader = (shader_index < mesh->used_shaders.size()) ?
                         mesh->used_shaders[shader_index] :
                         scene->default_surface;

    if (!shader->has_displacement || shader->displacement_method == DISPLACE_BUMP) {
      continue;
    }

    for (int j = 0; j < 3; j++) {
      if (done[t.v[j]])
        continue;

      done[t.v[j]] = true;

      /* set up object, primitive and barycentric coordinates */
      int object = object_index;
      int prim = mesh->tri_offset + i;
      float u, v;

      switch (j) {
        case 0:
          u = 1.0f;
          v = 0.0f;
          break;
        case 1:
          u = 0.0f;
          v = 1.0f;
          break;
        default:
          u = 0.0f;
          v = 0.0f;
          break;
      }

      /* back */
      uint4 in = make_uint4(object, prim, __float_as_int(u), __float_as_int(v));
      d_input_data[d_input_size++] = in;
    }
  }

  if (d_input_size == 0)
    return false;

  /* run device task */
  device_vector<float4> d_output(device, "displace_output", MEM_READ_WRITE);
  d_output.alloc(d_input_size);
  d_output.zero_to_device();
  d_input.copy_to_device();

  /* needs to be up to data for attribute access */
  device->const_copy_to("__data", &dscene->data, sizeof(dscene->data));

  DeviceTask task(DeviceTask::SHADER);
  task.shader_input = d_input.device_pointer;
  task.shader_output = d_output.device_pointer;
  task.shader_eval_type = SHADER_EVAL_DISPLACE;
  task.shader_x = 0;
  task.shader_w = d_output.size();
  task.num_samples = 1;
  task.get_cancel = function_bind(&Progress::get_cancel, &progress);

  device->task_add(task);
  device->task_wait();

  if (progress.get_cancel()) {
    d_input.free();
    d_output.free();
    return false;
  }

  d_output.copy_from_device(0, 1, d_output.size());
  d_input.free();

  /* read result */
  done.clear();
  done.resize(num_verts, false);
  int k = 0;

  float4 *offset = d_output.data();

  Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
  for (size_t i = 0; i < num_triangles; i++) {
    Mesh::Triangle t = mesh->get_triangle(i);
    int shader_index = mesh->shader[i];
    Shader *shader = (shader_index < mesh->used_shaders.size()) ?
                         mesh->used_shaders[shader_index] :
                         scene->default_surface;

    if (!shader->has_displacement || shader->displacement_method == DISPLACE_BUMP) {
      continue;
    }

    for (int j = 0; j < 3; j++) {
      if (!done[t.v[j]]) {
        done[t.v[j]] = true;
        float3 off = float4_to_float3(offset[k++]);
        /* Avoid illegal vertex coordinates. */
        off = ensure_finite3(off);
        mesh->verts[t.v[j]] += off;
        if (attr_mP != NULL) {
          for (int step = 0; step < mesh->motion_steps - 1; step++) {
            float3 *mP = attr_mP->data_float3() + step * num_verts;
            mP[t.v[j]] += off;
          }
        }
      }
    }
  }

  d_output.free();

  /* for displacement method both, we only need to recompute the face
   * normals, as bump mapping in the shader will already alter the
   * vertex normal, so we start from the non-displaced vertex normals
   * to avoid applying the perturbation twice. */
  mesh->attributes.remove(ATTR_STD_FACE_NORMAL);
  mesh->add_face_normals();

  bool need_recompute_vertex_normals = false;

  foreach (Shader *shader, mesh->used_shaders) {
    if (shader->has_displacement && shader->displacement_method == DISPLACE_TRUE) {
      need_recompute_vertex_normals = true;
      break;
    }
  }

  if (need_recompute_vertex_normals) {
    bool flip = mesh->transform_negative_scaled;
    vector<bool> tri_has_true_disp(num_triangles, false);

    for (size_t i = 0; i < num_triangles; i++) {
      int shader_index = mesh->shader[i];
      Shader *shader = (shader_index < mesh->used_shaders.size()) ?
                           mesh->used_shaders[shader_index] :
                           scene->default_surface;

      tri_has_true_disp[i] = shader->has_displacement &&
                             shader->displacement_method == DISPLACE_TRUE;
    }

    /* static vertex normals */

    /* get attributes */
    Attribute *attr_fN = mesh->attributes.find(ATTR_STD_FACE_NORMAL);
    Attribute *attr_vN = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL);

    float3 *fN = attr_fN->data_float3();
    float3 *vN = attr_vN->data_float3();

    /* compute vertex normals */

    /* zero vertex normals on triangles with true displacement */
    for (size_t i = 0; i < num_triangles; i++) {
      if (tri_has_true_disp[i]) {
        for (size_t j = 0; j < 3; j++) {
          vN[mesh->get_triangle(i).v[j]] = make_float3(0.0f, 0.0f, 0.0f);
        }
      }
    }

    /* add face normals to vertex normals */
    for (size_t i = 0; i < num_triangles; i++) {
      if (tri_has_true_disp[i]) {
        for (size_t j = 0; j < 3; j++) {
          vN[mesh->get_triangle(i).v[j]] += fN[i];
        }
      }
    }

    /* normalize vertex normals */
    done.clear();
    done.resize(num_verts, false);

    for (size_t i = 0; i < num_triangles; i++) {
      if (tri_has_true_disp[i]) {
        for (size_t j = 0; j < 3; j++) {
          int vert = mesh->get_triangle(i).v[j];

          if (done[vert]) {
            continue;
          }

          vN[vert] = normalize(vN[vert]);
          if (flip)
            vN[vert] = -vN[vert];

          done[vert] = true;
        }
      }
    }

    /* motion vertex normals */
    Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
    Attribute *attr_mN = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);

    if (mesh->has_motion_blur() && attr_mP && attr_mN) {
      for (int step = 0; step < mesh->motion_steps - 1; step++) {
        float3 *mP = attr_mP->data_float3() + step * mesh->verts.size();
        float3 *mN = attr_mN->data_float3() + step * mesh->verts.size();

        /* compute */

        /* zero vertex normals on triangles with true displacement */
        for (size_t i = 0; i < num_triangles; i++) {
          if (tri_has_true_disp[i]) {
            for (size_t j = 0; j < 3; j++) {
              mN[mesh->get_triangle(i).v[j]] = make_float3(0.0f, 0.0f, 0.0f);
            }
          }
        }

        /* add face normals to vertex normals */
        for (size_t i = 0; i < num_triangles; i++) {
          if (tri_has_true_disp[i]) {
            for (size_t j = 0; j < 3; j++) {
              float3 fN = compute_face_normal(mesh->get_triangle(i), mP);
              mN[mesh->get_triangle(i).v[j]] += fN;
            }
          }
        }

        /* normalize vertex normals */
        done.clear();
        done.resize(num_verts, false);

        for (size_t i = 0; i < num_triangles; i++) {
          if (tri_has_true_disp[i]) {
            for (size_t j = 0; j < 3; j++) {
              int vert = mesh->get_triangle(i).v[j];

              if (done[vert]) {
                continue;
              }

              mN[vert] = normalize(mN[vert]);
              if (flip)
                mN[vert] = -mN[vert];

              done[vert] = true;
            }
          }
        }
      }
    }
  }

  return true;
}

CCL_NAMESPACE_END
