/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2011 Torus Knot Software Ltd

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
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The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
OgreTerrainZoneRenderable.h  -  based on OgreTerrainRenderable.h from Ogre3d

-----------------------------------------------------------------------------
begin                : Thu May 3 2007
author               : Eric Cha
email                : ericcATxenopiDOTcom
-----------------------------------------------------------------------------
*/

#ifndef TERRAINZONERENDERABLE_H
#define TERRAINZONERENDERABLE_H

#include "OgreTerrainZonePrerequisites.h"
#include <OgreRenderable.h>
#include <OgreMovableObject.h>
#include <OgreAxisAlignedBox.h>
#include <OgreString.h>
#include <OgreHardwareBufferManager.h>

#include <vector>

#define MORPH_CUSTOM_PARAM_ID 77

namespace Ogre
{

    typedef map<unsigned int, IndexData* >::type IndexMap;
    typedef vector< IndexData* >::type IndexArray;
    typedef vector< IndexMap* >::type LevelArray;

    /**
    * A cache of TerrainIndexBuffers.  Used to keep track of the buffers, and
    * delete them when the program finishes.
    */
    class TerrainZoneBufferCache
    {
    public:
        void shutdown(void)
        {
            for( size_t i=0; i<mCache.size(); i++ )
            {
                OGRE_DELETE mCache[i];
            }
            mCache.clear();
        }
        ~TerrainZoneBufferCache()
        {
            shutdown();
        }

        IndexArray mCache;
    };

    /** A simple class for encapsulating parameters which are commonly needed by 
    both TerrainSceneManager and TerrainZoneRenderable.
    */
    class TerrainZoneOptions
    {
    public:
        TerrainZoneOptions()
        {
            pageSize = 0;
            tileSize = 0;
            tilesPerPage = 0;
            maxGeoMipMapLevel = 0;
            scale = Vector3::UNIT_SCALE;
            maxPixelError = 4;
            detailTile = 1;
            lit = false;
            coloured = false;
            lodMorph = false;
            lodMorphStart = 0.5;
            useTriStrips = false;
            primaryCamera = 0;
            terrainMaterial.setNull();
        };
        /// The size of one edge of a terrain page, in vertices
        size_t pageSize;
        /// The size of one edge of a terrain tile, in vertices
        size_t tileSize; 
        /// Precalculated number of tiles per page
        size_t tilesPerPage;
        /// The primary camera, used for error metric calculation and page choice
        const Camera* primaryCamera;
        /// The maximum terrain geo-mipmap level
        size_t maxGeoMipMapLevel;
        /// The scale factor to apply to the terrain (each vertex is 1 unscaled unit
        /// away from the next, and height is from 0 to 1)
        Vector3 scale;
        /// The maximum pixel error allowed
        size_t maxPixelError;
        /// Whether we should use triangle strips
        bool useTriStrips;
        /// The number of times to repeat a detail texture over a tile
        size_t detailTile;
        /// Whether LOD morphing is enabled
        bool lodMorph;
        /// At what point (parametric) should LOD morphing start
        Real lodMorphStart;
        /// Whether dynamic lighting is enabled
        bool lit;
        /// Whether vertex colours are enabled
        bool coloured;
        /// Pointer to the material to use to render the terrain
        MaterialPtr terrainMaterial;

    };

#define STITCH_NORTH_SHIFT 0
#define STITCH_SOUTH_SHIFT 8
#define STITCH_WEST_SHIFT  16
#define STITCH_EAST_SHIFT  24

#define STITCH_NORTH  128 << STITCH_NORTH_SHIFT
#define STITCH_SOUTH  128 << STITCH_SOUTH_SHIFT
#define STITCH_WEST   128 << STITCH_WEST_SHIFT
#define STITCH_EAST   128 << STITCH_EAST_SHIFT

    /**
    Represents a terrain tile.
    @remarks
    A TerrainZoneRenderable represents a tile used to render a block of terrain using the geomipmap approach
    for LOD.
    *@author Jon Anderson
    */

    class _OgreOctreeZonePluginExport TerrainZoneRenderable : public Renderable, public MovableObject
    {
    public:

        TerrainZoneRenderable(const String& name, TerrainZone* tz);
        ~TerrainZoneRenderable();

        void deleteGeometry();

        enum Neighbor
        {
            NORTH = 0,
            SOUTH = 1,
            EAST = 2,
            WEST = 3,
            HERE = 4
        };

        /** Initializes the TerrainZoneRenderable.
        @param startx, startz 
        The starting points of the top-left of this tile, in terms of the
        number of vertices.
        @param pageHeightData The source height data for the entire parent page
        */
        void initialise(int startx, int startz, Real* pageHeightData);

        //movable object methods

        /** Returns the type of the movable. */
        virtual const String& getMovableType( void ) const
        {
            return mType;
        };

        /** Returns the bounding box of this TerrainZoneRenderable */
        const AxisAlignedBox& getBoundingBox( void ) const
        {
            return mBounds;
        };

        /** Updates the level of detail to be used for rendering this TerrainZoneRenderable based on the passed in Camera */
        virtual void _notifyCurrentCamera( Camera* cam );

        virtual void _updateRenderQueue( RenderQueue* queue );

		/// @copydoc MovableObject::visitRenderables
		void visitRenderables(Renderable::Visitor* visitor, 
			bool debugRenderables = false);
        /**
        Constructs a RenderOperation to render the TerrainZoneRenderable.
        @remarks
        Each TerrainZoneRenderable has a block of vertices that represent the terrain.  Index arrays are dynamically
        created for mipmap level, and then cached.
        */
        virtual void getRenderOperation( RenderOperation& rend );

        virtual const MaterialPtr& getMaterial( void ) const
        {
            return mMaterial;
        };

        virtual void getWorldTransforms( Matrix4* xform ) const;

        virtual const Quaternion& getWorldOrientation(void) const;
        virtual const Vector3& getWorldPosition(void) const;

        /** Returns the mipmap level that will be rendered for this frame */
        inline int getRenderLevel() const
        {
            return mRenderLevel;
        };

        /** Forces the LOD to the given level from this point on */
        inline void setForcedRenderLevel( int i )
        {
            mForcedRenderLevel = i;
        }

        /** Calculates the normal at the given location */
        void _getNormalAt( float x, float y, Vector3 * result );

        /** Returns the terrain height at the given coordinates */
        float getHeightAt( float x, float y );

        /** Intersects the segment witht he terrain tile
        */
        bool intersectSegment( const Vector3 & start, const Vector3 & end, Vector3 * result );

        /** Sets the appropriate neighbor for this TerrainZoneRenderable.  Neighbors are necessary
        to know when to bridge between LODs.
        */
        void _setNeighbor( Neighbor n, TerrainZoneRenderable *t )
        {
            mNeighbors[ n ] = t;
        };

        /** Returns the neighbor TerrainZoneRenderable
        */
        TerrainZoneRenderable * _getNeighbor( Neighbor n )
        {
            return mNeighbors[ n ];
        }


        void setMaterial(const MaterialPtr& m )
        {
            mMaterial = m;
        };

        /** Calculates static normals for lighting the terrain */
        void _calculateNormals();




        /** Generates terrain shadows and lighting using vertex colors
        */
        void _generateVertexLighting( const Vector3 &sunlight, ColourValue ambient );


        /** Overridden, see Renderable */
        Real getSquaredViewDepth(const Camera* cam) const;

        /** Overridden from MovableObject */
        Real getBoundingRadius(void) const { return mBoundingRadius; }

        /** @copydoc Renderable::getLights */
        const LightList& getLights(void) const;

        /// Overridden from Renderable to allow the morph LOD entry to be set
        void _updateCustomGpuParameter(
            const GpuProgramParameters::AutoConstantEntry& constantEntry,
            GpuProgramParameters* params) const;
		/// @see MovableObject
		uint32 getTypeFlags(void) const;
    protected:
		/// Parent Zone
		TerrainZone* mTerrainZone;
        /// Link to shared options
        const TerrainZoneOptions* mOptions;

        /** Returns the index into the height array for the given coords. */
        inline size_t _index( int x, int z ) const
        {
            return ( x + z * mOptions->tileSize );
        };

        /** Returns the  vertex coord for the given coordinates */
        inline float _vertex( int x, int z, int n )
        {
            return mPositionBuffer[x * 3 + z * mOptions->tileSize * 3 + n];
        };


        inline int _numNeighbors() const
        {
            int n = 0;

            for ( int i = 0; i < 4; i++ )
            {
                if ( mNeighbors[ i ] != 0 )
                    n++;
            }

            return n;
        }

        inline bool _hasNeighborRenderLevel( int i ) const
        {
            for ( int j = 0; j < 4; j++ )
            {
                if ( mNeighbors[ j ] != 0 && mNeighbors[ j ] ->mRenderLevel == i )
                    return true;
            }

            return false;

        }

        void _adjustRenderLevel( int i );

        bool _checkSize( int n );

        void _calculateMinLevelDist2( Real C );

        Real _calculateCFactor();

        VertexData* mTerrain;

        /// The current LOD level
        int mRenderLevel;
        /// The previous 'next' LOD level down, for frame coherency
        int mLastNextLevel; 
        /// The morph factor between this and the next LOD level down
        Real mLODMorphFactor;
        /// List of squared distances at which LODs change
        Real *mMinLevelDistSqr;
        /// Connection to tiles four neighbours
        TerrainZoneRenderable *mNeighbors [ 4 ];
        /// Whether light list need to re-calculate
        mutable bool mLightListDirty;
        /// Cached light list
        mutable LightList mLightList;
        /// The bounding radius of this tile
        Real mBoundingRadius;
        /// Bounding box of this tile
        AxisAlignedBox mBounds;
        /// The center point of this tile
        Vector3 mCenter;
        /// The MovableObject type
        static String mType;
        /// Current material used by this tile
        MaterialPtr mMaterial;    
        /// Whether this tile has been initialised    
        bool mInit;
        /// The buffer with all the renderable geometry in it
        HardwareVertexBufferSharedPtr mMainBuffer;
		/// Optional set of delta buffers, used to morph from one LOD to the next
		typedef vector<HardwareVertexBufferSharedPtr>::type VertexBufferList;
		VertexBufferList mDeltaBuffers;
        /// System-memory buffer with just positions in it, for CPU operations
        float* mPositionBuffer;
        /// Forced rendering LOD level, optional
        int mForcedRenderLevel;
        /// Array of LOD indexes specifying which LOD is the next one down
        /// (deals with clustered error metrics which cause LODs to be skipped)
        int mNextLevelDown[10];
        /// Gets the index data for this tile based on current settings
        IndexData* getIndexData(void);
        /// Internal method for generating stripified terrain indexes
        IndexData* generateTriStripIndexes(unsigned int stitchFlags);
        /// Internal method for generating triangle list terrain indexes
        IndexData* generateTriListIndexes(unsigned int stitchFlags);
        /** Utility method to generate stitching indexes on the edge of a tile
        @param neighbor The neighbor direction to stitch
        @param hiLOD The LOD of this tile
        @param loLOD The LOD of the neighbor
        @param omitFirstTri Whether the first tri of the stitch (always clockwise
        relative to the centre of this tile) is to be omitted because an 
        adjoining edge is also being stitched
        @param omitLastTri Whether the last tri of the stitch (always clockwise
        relative to the centre of this tile) is to be omitted because an 
        adjoining edge is also being stitched
        @param pIdx Pointer to a pointer to the index buffer to push the results 
        into (this pointer will be updated)
        @returns The number of indexes added
        */
        int stitchEdge(Neighbor neighbor, int hiLOD, int loLOD, 
            bool omitFirstTri, bool omitLastTri, unsigned short** ppIdx);

        /// Create a blank delta buffer for usein morphing
        HardwareVertexBufferSharedPtr createDeltaBuffer(void);

    };

}

#endif
