/***********************************************************************************
 *                                                                                 *
 * Voreen - The Volume Rendering Engine                                            *
 *                                                                                 *
 * Copyright (C) 2005-2013 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 "mod_sampler3d.cl"
#include "mod_gradients.cl"

__constant sampler_t smpNorm = CLK_NORMALIZED_COORDS_TRUE | CLK_ADDRESS_CLAMP | CLK_FILTER_LINEAR;
__constant float SAMPLING_BASE_INTERVAL_RCP = 200.0;


/**
 * Makes a simple raycast through the volume for entry to exit point with minimal diffuse shading.
 */
float4 simpleRaycast(read_only image3d_t volumeTex, read_only image2d_t tfData, const float4 entryPoint, const float4 exitPoint, float* depth, const float stepSize) {

    // result color
    float4 result = (float4)(0.0, 0.0, 0.0, 0.0);

    float t = 0.0; //the current position on the ray with entryPoint as the origin
    float4 direction = exitPoint - entryPoint; //the direction of the ray
    direction.w = 0.0;
    float tend = fast_length(direction); //the length of the ray

    direction = fast_normalize(direction);

    while(t <= tend) {

        //calculate sample position and get corresponding voxel
        float4 sample = entryPoint + t * direction;
        float4 color = read_imagef(tfData, smpNorm, (float2)(read_imagef(volumeTex, smpNorm, sample).x, 0.5));

        if(color.w > 0.0) {

            // apply opacity correction to accomodate for variable sampling intervals
            color.w = 1.f - pow(1.f - color.w, stepSize * SAMPLING_BASE_INTERVAL_RCP);

            // Add a little shading.  calcGradient is declared in mod_gradients.cl
            // TODO
            VolumeParameters volumeParams;
            volumeParams.datasetDimensionsRCP_ = (float4)(1.0) / convert_float4(get_image_dim(volumeTex));
            volumeParams.datasetSpacingRCP_ = (float4)(1.0);
            volumeParams.rwmScale_ = 2.0;
            float4 norm = normalize(calcGradient(volumeTex, volumeParams, sample));
            float angle = dot(norm, -direction);
            color.xyz *= max(0.0, angle);

            //calculate ray integral
            result.xyz = result.xyz + (1.0 - result.w) * color.w * color.xyz;
            result.w = result.w + (1.0 - result.w) * color.w;

            // early ray termination
            if(result.w > 0.95)
                break;
        }

        //raise position on ray
        t += stepSize;
    }

    // TODO: calculate correct depth value
    if(t >= 0.0)
        *depth = t / tend;
    else
        *depth = 1.0;

    return result;
}

//main for raycasting. This function is called for every pixel in view.
// TODO: Depth values are currently not read or written as OpenCL does not support OpenGL GL_DEPTH_COMPONENT image formats.
__kernel void raycast( read_only image3d_t volumeTex,
                       read_only image2d_t tfData,
                       read_only image2d_t entryTexCol,
                       read_only image2d_t exitTexCol,
                       write_only image2d_t outCol,
                      //__global read_only image2d_t entryTexDepth,
                      //__global read_only image2d_t exitTexDepth,
                      //__global write_only image2d_t outDepth,
                      float stepSize,
                      int2 screenDims
                      )
{
    //output image pixel coordinates
    int2 target = (int2)(get_global_id(0), get_global_id(1));

    if(target.x >= screenDims.x || target.y >= screenDims.y)
    return;

    // Need to add 0.5 in order to get the correct coordinate. We could also use the integer coordinate directly...
    float2 targetNorm = (convert_float2(target) + (float2)(0.5)) / convert_float2(screenDims);

    float4 color;
    float depth = 1.0;

    float4 entry = read_imagef(entryTexCol, smpNorm, targetNorm);
    float4 exit  = read_imagef(exitTexCol,  smpNorm, targetNorm);

    if( entry.x != exit.x || entry.y != exit.y || entry.z != exit.z )
        color = simpleRaycast(volumeTex, tfData, entry, exit, &depth, stepSize);
    else
        color = (float4)(0.0);

    write_imagef(outCol, target, color);
    //write_imagef(outDepth, target, (float4)(depth));
}


