/***********************************************************************************
 *                                                                                 *
 * Voreen - The Volume Rendering Engine                                            *
 *                                                                                 *
 * Copyright (C) 2005-2012 University of Muenster, Germany.                        *
 * Visualization and Computer Graphics Group <http://viscg.uni-muenster.de>        *
 * For a list of authors please refer to the file "CREDITS.txt".                   *
 *                                                                                 *
 * This file is part of the Voreen software package. Voreen is free software:      *
 * you can redistribute it and/or modify it under the terms of the GNU General     *
 * Public License version 2 as published by the Free Software Foundation.          *
 *                                                                                 *
 * Voreen 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 in the file   *
 * "LICENSE.txt" along with this file. If not, see <http://www.gnu.org/licenses/>. *
 *                                                                                 *
 * For non-commercial academic use see the license exception specified in the file *
 * "LICENSE-academic.txt". To get information about commercial licensing please    *
 * contact the authors.                                                            *
 *                                                                                 *
 ***********************************************************************************/

#include "tgt/frustum.h"

#include "tgt/camera.h"
#include "tgt/assert.h"

namespace tgt {

Frustum::Frustum(float fovy, float ratio, float nearDist, float farDist)
  : nearDist_(nearDist),
    farDist_ (farDist)
{
    float halfheight = tanf(0.5f * deg2rad(fovy)) * nearDist_;
    tnear_ =  halfheight;
    bnear_ = -halfheight;
    setRatio(ratio);
}

Frustum::Frustum(float left, float right, float bottom, float top, float nearDist, float farDist)
  : lnear_(left),
    rnear_(right),
    bnear_(bottom),
    tnear_(top),
    nearDist_(nearDist),
    farDist_(farDist)
{}

bool Frustum::operator==(const Frustum& rhs) const {
    return (rhs.lnear_ == lnear_) && (rhs.rnear_ == rnear_) && (rhs.bnear_ == bnear_) && (rhs.tnear_ == tnear_) &&
        (rhs.nearDist_ == nearDist_) && (rhs.farDist_ == farDist_);
}

void Frustum::update(Camera* c) {
    campos_ = c->getPosition();

    normals_[FARN]  = c->getLook();
    normals_[NEARN] = -1.f * normals_[FARN];

    vec3 cam2near = normals_[FARN] * nearDist_;

    nearp_ = campos_ + cam2near;
    farp_  = campos_ + normals_[FARN] * farDist_;

    vec3 strafe = c->getStrafe();
    vec3 tmp;

    tmp = cam2near + tnear_ * cross(strafe, c->getLook());
    normals_[TOPN]    = normalize(cross(strafe, tmp));

    tmp = cam2near + bnear_ * cross(strafe, c->getLook());
    normals_[BOTTOMN] = normalize(cross(tmp, strafe));

    tmp = cam2near + lnear_ * strafe;
    normals_[LEFTN]   = normalize(cross(cross(strafe, c->getLook()), tmp));

    tmp = cam2near + rnear_ * strafe;
    normals_[RIGHTN]  = normalize(cross(tmp, cross(strafe, c->getLook())));
}

// Is this bounding-box culled?
bool Frustum::isCulledXZ(const Bounds& bounds) const {
    vec3 urb = bounds.getURB();
    vec3 llf = bounds.getLLF();

    vec3 points[4];
    points[0] = vec3(llf.x, 0.f, llf.z);
    points[1] = vec3(urb.x, 0.f, llf.z);
    points[2] = vec3(urb.x, 0.f, urb.z);
    points[3] = vec3(llf.x, 0.f, urb.z);

    // All 6 sides of the frustum are tested against all four corners
    // of the bounding box. If all four points of the box are outside of
    // a frustum-plane, then the bounding box is not visible and we return
    // true.  If the box survives all tests then it is visible.
    for (size_t i = 0; i < 6; i++) {
        int outside = 0;
        for (size_t j = 0; j < 4; j++) {
            vec3 pos = (i < 4) ? campos_
                : ((i == 4) ? nearp() : farp());
            if (dot(getNormal(static_cast<int>(i)), points[j] - pos) >= 0.f)
                ++outside;
        }
        if (outside == 4)
            return true;
    }
    return false;
}

// Note: Seems to work, but not really tested.
bool Frustum::isCulled(const Bounds& bounds) const {
    vec3 urb = bounds.getURB();
    vec3 llf = bounds.getLLF();

    vec3 points[8];
    points[0] = vec3(llf.x, llf.y, llf.z);
    points[1] = vec3(urb.x, llf.y, llf.z);
    points[2] = vec3(urb.x, llf.y, urb.z);
    points[3] = vec3(llf.x, llf.y, urb.z);
    points[4] = vec3(llf.x, urb.y, llf.z);
    points[5] = vec3(urb.x, urb.y, llf.z);
    points[6] = vec3(urb.x, urb.y, urb.z);
    points[7] = vec3(llf.x, urb.y, urb.z);

    for (size_t i = 0; i < 6; i++) {
        int outside = 0;
        for (size_t j = 0; j < 8; j++) {
            vec3 pos = (i < 4) ? campos_
                : ((i == 4) ? nearp() : farp());

            if (dot(getNormal(static_cast<int>(i)), points[j] - pos) >= 0.f)
                ++outside;
        }
        if (outside == 8)
            return true;
    }

    return false;

}

// Is this point culled?
bool Frustum::isCulled(const vec3& v) const {
    // the position of the camera is lying on the top, bottom, left, and right
    // plane, so we might as well use it as the reference point for those planes
    vec3 dist = v - campos_;

    // test the point against all 6 planes of the frustum (there are more
    // efficient algorithms for this, if you deem this too slow knock yourself out and
    // code something fancy)
    if ((dot(leftn(),   dist) >= 0.f) ||
        (dot(rightn(),  dist) >= 0.f) ||
        (dot(bottomn(), dist) >= 0.f) ||
        (dot(topn(),    dist) >= 0.f) ||
        (dot(farn(),    v - farp()) >= 0.f) ||
        (dot(nearn(),   v - nearp() ) >= 0.f))
    {
        return true;
    } else {
        // all tests survived? then the point is visible
        return false;
    }
}

void Frustum::setFovy(float fovy) {
    float halfheight = tanf(0.5f * deg2rad(fovy)) * nearDist_;
    //float oldRatio = getRatio();
    tnear_ =  halfheight;
    bnear_ = -halfheight;

    // update left and right to reflect previous ratio
    //setRatio(oldRatio);
}

void Frustum::setRatio(float ratio) {
    float halfwidth = 0.5f * (tnear_-bnear_) * ratio;
    lnear_ = -halfwidth;
    rnear_ =  halfwidth;
    bnear_ = -halfwidth / ratio;
    tnear_ =  halfwidth / ratio;
}

void Frustum::setNearDist(float nearDist) {
    nearDist_ = nearDist;
}

const vec3& Frustum::campos() const {
    return campos_;
}

const vec3& Frustum::farp() const {
    return farp_;
}

const vec3& Frustum::nearp() const {
    return nearp_;
}

const vec3& Frustum::farn() const {
    return normals_[FARN];
}

const vec3& Frustum::nearn() const {
    return normals_[NEARN];
}

const vec3& Frustum::topn() const {
    return normals_[TOPN];
}

const vec3& Frustum::bottomn() const {
    return normals_[BOTTOMN];
}

const vec3& Frustum::rightn() const {
    return normals_[RIGHTN];
}

const vec3& Frustum::leftn() const {
    return normals_[LEFTN];
}

void Frustum::setBottom(float v) {
    bnear_ = v;
}

void Frustum::setTop(float v) {
    tnear_ = v;
}

void Frustum::setRight(float v) {
    rnear_ = v;
}

void Frustum::setLeft(float v) {
    lnear_ = v;
}

void Frustum::setFarDist(float farDist) {
    farDist_ = farDist;
}

float Frustum::getBottom() const {
    return bnear_;
}

float Frustum::getFovy() const {
    return rad2deg(atanf(tnear_/nearDist_) - atanf(bnear_/nearDist_) );
}

float Frustum::getRatio() const {
    return (rnear_ - lnear_)/(tnear_ - bnear_);
}

float Frustum::getNearDist() const {
    return nearDist_;
}

float Frustum::getFarDist() const {
    return farDist_;
}

float Frustum::getLeft() const {
    return lnear_;
}

float Frustum::getRight() const {
    return rnear_;
}

float Frustum::getTop() const {
    return tnear_;
}

const vec3& Frustum::getNormal(int num) const {
    return normals_[num];
}

}; // namespace tgt
