/*
 * Copyright (c) 1991, 1992, 1993 Silicon Graphics, Inc.
 *
 * Permission to use, copy, modify, distribute, and sell this software and
 * its documentation for any purpose is hereby granted without fee, provided
 * that (i) the above copyright notices and this permission notice appear in
 * all copies of the software and related documentation, and (ii) the name of
 * Silicon Graphics may not be used in any advertising or
 * publicity relating to the software without the specific, prior written
 * permission of Silicon Graphics.
 *
 * THE SOFTWARE IS PROVIDED "AS-IS" AND WITHOUT WARRANTY OF
 * ANY KIND,
 * EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY
 * WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
 *
 * IN NO EVENT SHALL SILICON GRAPHICS BE LIABLE FOR
 * ANY SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND,
 * OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
 * WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY THEORY OF
 * LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
 * OF THIS SOFTWARE.
 */

#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include "gltk.h"

#define VORDER 10
#define CORDER 10
#define TORDER 3

#define VMAJOR_ORDER 2
#define VMINOR_ORDER 3

#define CMAJOR_ORDER 2
#define CMINOR_ORDER 2

#define TMAJOR_ORDER 2
#define TMINOR_ORDER 2

#define VDIM 4
#define CDIM 4
#define TDIM 2

#define ONE_D 1
#define TWO_D 2

#define EVAL 3
#define MESH 4

GLenum doubleBuffer, directRender;

float rotX = 0.0, rotY = 0.0, translateZ = -1.0;

GLenum arrayType = ONE_D;
GLenum colorType = GL_FALSE;
GLenum textureType = GL_FALSE;
GLenum polygonFilled = GL_FALSE;
GLenum lighting = GL_FALSE;
GLenum mapPoint = GL_FALSE;
GLenum mapType = EVAL;

double point1[10 * 4] =
{
  -0.5, 0.0, 0.0, 1.0,
  -0.4, 0.5, 0.0, 1.0,
  -0.3, -0.5, 0.0, 1.0,
  -0.2, 0.5, 0.0, 1.0,
  -0.1, -0.5, 0.0, 1.0,
  0.0, 0.5, 0.0, 1.0,
  0.1, -0.5, 0.0, 1.0,
  0.2, 0.5, 0.0, 1.0,
  0.3, -0.5, 0.0, 1.0,
  0.4, 0.0, 0.0, 1.0,
};
double cpoint1[10 * 4] =
{
  0.0, 0.0, 1.0, 1.0,
  0.3, 0.0, 0.7, 1.0,
  0.6, 0.0, 0.3, 1.0,
  1.0, 0.0, 0.0, 1.0,
  1.0, 0.3, 0.0, 1.0,
  1.0, 0.6, 0.0, 1.0,
  1.0, 1.0, 0.0, 1.0,
  1.0, 1.0, 0.5, 1.0,
  1.0, 1.0, 1.0, 1.0,
};
double tpoint1[11 * 4] =
{
  0.0, 0.0, 0.0, 1.0,
  0.0, 0.1, 0.0, 1.0,
  0.0, 0.2, 0.0, 1.0,
  0.0, 0.3, 0.0, 1.0,
  0.0, 0.4, 0.0, 1.0,
  0.0, 0.5, 0.0, 1.0,
  0.0, 0.6, 0.0, 1.0,
  0.0, 0.7, 0.0, 1.0,
  0.0, 0.8, 0.0, 1.0,
  0.0, 0.9, 0.0, 1.0,
};
double point2[2 * 3 * 4] =
{
  -0.5, -0.5, 0.5, 1.0,
  0.0, 1.0, 0.5, 1.0,
  0.5, -0.5, 0.5, 1.0,
  -0.5, 0.5, -0.5, 1.0,
  0.0, -1.0, -0.5, 1.0,
  0.5, 0.5, -0.5, 1.0,
};
double cpoint2[2 * 2 * 4] =
{
  0.0, 0.0, 0.0, 1.0,
  0.0, 0.0, 1.0, 1.0,
  0.0, 1.0, 0.0, 1.0,
  1.0, 1.0, 1.0, 1.0,
};
double tpoint2[2 * 2 * 2] =
{
  0.0, 0.0, 0.0, 1.0,
  1.0, 0.0, 1.0, 1.0,
};
float textureImage[4 * 2 * 4] =
{
  1.0, 1.0, 1.0, 1.0,
  1.0, 0.0, 0.0, 1.0,
  1.0, 0.0, 0.0, 1.0,
  1.0, 1.0, 1.0, 1.0,
  1.0, 1.0, 1.0, 1.0,
  1.0, 0.0, 0.0, 1.0,
  1.0, 0.0, 0.0, 1.0,
  1.0, 1.0, 1.0, 1.0,
};

static void Init(void)
{
  static float ambient[] =
  {0.1, 0.1, 0.1, 1.0};
  static float diffuse[] =
  {1.0, 1.0, 1.0, 1.0};
  static float position[] =
  {0.0, 0.0, -150.0, 0.0};
  static float front_mat_diffuse[] =
  {1.0, 0.2, 1.0, 1.0};
  static float back_mat_diffuse[] =
  {1.0, 1.0, 0.2, 1.0};
  static float lmodel_ambient[] =
  {1.0, 1.0, 1.0, 1.0};
  static float lmodel_twoside[] =
  {GL_TRUE};
  static float decal[] =
  {GL_DECAL};
  static float repeat[] =
  {GL_REPEAT};
  static float nr[] =
  {GL_NEAREST};

  glFrontFace(GL_CCW);

  glEnable(GL_DEPTH_TEST);

  glMap1d(GL_MAP1_VERTEX_4, 0.0, 1.0, VDIM, VORDER, point1);
  glMap1d(GL_MAP1_COLOR_4, 0.0, 1.0, CDIM, CORDER, cpoint1);

  glMap2d(GL_MAP2_VERTEX_4, 0.0, 1.0, VMINOR_ORDER * VDIM, VMAJOR_ORDER, 0.0,
	  1.0, VDIM, VMINOR_ORDER, point2);
  glMap2d(GL_MAP2_COLOR_4, 0.0, 1.0, CMINOR_ORDER * CDIM, CMAJOR_ORDER, 0.0,
	  1.0, CDIM, CMINOR_ORDER, cpoint2);
  glMap2d(GL_MAP2_TEXTURE_COORD_2, 0.0, 1.0, TMINOR_ORDER * TDIM,
	  TMAJOR_ORDER, 0.0, 1.0, TDIM, TMINOR_ORDER, tpoint2);

  glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
  glLightfv(GL_LIGHT0, GL_POSITION, position);

  glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse);
  glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse);

  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
  glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);

  glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, decal);
  glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, repeat);
  glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, repeat);
  glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nr);
  glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nr);
  glTexImage2D(GL_TEXTURE_2D, 0, 4, 2, 4, 0, GL_RGBA, GL_FLOAT,
	       (GLvoid *) textureImage);
}

static void DrawPoints1(void)
{
  GLint i;

  glColor3f(0.0, 1.0, 0.0);
  glPointSize(2);
  glBegin(GL_POINTS);
  for (i = 0; i < VORDER; i++) {
    glVertex4dv(&point1[i * 4]);
  }
  glEnd();
}

static void DrawPoints2(void)
{
  GLint i, j;

  glColor3f(1.0, 0.0, 1.0);
  glPointSize(2);
  glBegin(GL_POINTS);
  for (i = 0; i < VMAJOR_ORDER; i++) {
    for (j = 0; j < VMINOR_ORDER; j++) {
      glVertex4dv(&point2[i * 4 * VMINOR_ORDER + j * 4]);
    }
  }
  glEnd();
}

static void DrawMapEval1(float du)
{
  float u;

  glColor3f(1.0, 0.0, 0.0);
  glBegin(GL_LINE_STRIP);
  for (u = 0.0; u < 1.0; u += du) {
    glEvalCoord1d(u);
  }
  glEvalCoord1d(1.0);
  glEnd();
}

static void DrawMapEval2(float du, float dv)
{
  float u, v, tmp;

  glColor3f(1.0, 0.0, 0.0);
  for (v = 0.0; v < 1.0; v += dv) {
    glBegin(GL_QUAD_STRIP);
    for (u = 0.0; u <= 1.0; u += du) {
      glEvalCoord2d(u, v);
      tmp = (v + dv < 1.0) ? (v + dv) : 1.0;
      glEvalCoord2d(u, tmp);
    }
    glEvalCoord2d(1.0, v);
    glEvalCoord2d(1.0, v + dv);
    glEnd();
  }
}

static void RenderEval(void)
{

  if (colorType) {
    glEnable(GL_MAP1_COLOR_4);
    glEnable(GL_MAP2_COLOR_4);
  }
  else {
    glDisable(GL_MAP1_COLOR_4);
    glDisable(GL_MAP2_COLOR_4);
  }

  if (textureType) {
    glEnable(GL_TEXTURE_2D);
    glEnable(GL_MAP2_TEXTURE_COORD_2);
  }
  else {
    glDisable(GL_TEXTURE_2D);
    glDisable(GL_MAP2_TEXTURE_COORD_2);
  }

  if (polygonFilled) {
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  }
  else {
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  }

  glShadeModel(GL_SMOOTH);

  switch (mapType) {
    case EVAL:
      switch (arrayType) {
	case ONE_D:
	  glDisable(GL_MAP2_VERTEX_4);
	  glEnable(GL_MAP1_VERTEX_4);
	  DrawPoints1();
	  DrawMapEval1(0.1 / VORDER);
	  break;
	case TWO_D:
	  glDisable(GL_MAP1_VERTEX_4);
	  glEnable(GL_MAP2_VERTEX_4);
	  DrawPoints2();
	  DrawMapEval2(0.1 / VMAJOR_ORDER, 0.1 / VMINOR_ORDER);
	  break;
	default:
	  break;
      }
      break;
    case MESH:
      switch (arrayType) {
	case ONE_D:
	  DrawPoints1();
	  glDisable(GL_MAP2_VERTEX_4);
	  glEnable(GL_MAP1_VERTEX_4);
	  glColor3f(0.0, 0.0, 1.0);
	  glMapGrid1d(40, 0.0, 1.0);
	  if (mapPoint) {
	    glPointSize(2);
	    glEvalMesh1(GL_POINT, 0, 40);
	  }
	  else {
	    glEvalMesh1(GL_LINE, 0, 40);
	  }
	  break;
	case TWO_D:
	  DrawPoints2();
	  glDisable(GL_MAP1_VERTEX_4);
	  glEnable(GL_MAP2_VERTEX_4);
	  glColor3f(0.0, 0.0, 1.0);
	  glMapGrid2d(20, 0.0, 1.0, 20, 0.0, 1.0);
	  if (mapPoint) {
	    glPointSize(2);
	    glEvalMesh2(GL_POINT, 0, 20, 0, 20);
	  }
	  else if (polygonFilled) {
	    glEvalMesh2(GL_FILL, 0, 20, 0, 20);
	  }
	  else {
	    glEvalMesh2(GL_LINE, 0, 20, 0, 20);
	  }
	  break;
	default:
	  break;
      }
      break;
    default:
      break;
  }
}

static void Reshape(int width, int height)
{

  glViewport(0, 0, (GLint) width, (GLint) height);

  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 10.0);
  glMatrixMode(GL_MODELVIEW);
}

static GLenum Key(int key, GLenum mask)
{

  switch (key) {
    case TK_ESCAPE:
      tkQuit();
    case TK_LEFT:
      rotY -= 30;
      break;
    case TK_RIGHT:
      rotY += 30;
      break;
    case TK_UP:
      rotX -= 30;
      break;
    case TK_DOWN:
      rotX += 30;
      break;
    case TK_1:
      arrayType = ONE_D;
      break;
    case TK_2:
      arrayType = TWO_D;
      break;
    case TK_e:
      mapType = EVAL;
      break;
    case TK_m:
      mapType = MESH;
      break;
    case TK_f:
      polygonFilled = !polygonFilled;
      break;
    case TK_p:
      mapPoint = !mapPoint;
      break;
    case TK_c:
      colorType = !colorType;
      break;
    case TK_t:
      textureType = !textureType;
      break;
    case TK_l:
      lighting = !lighting;
      if (lighting) {
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glEnable(GL_AUTO_NORMAL);
      }
      else {
	glDisable(GL_LIGHTING);
	glDisable(GL_LIGHT0);
	glDisable(GL_AUTO_NORMAL);
      }
      break;
    default:
      return GL_FALSE;
  }
  return GL_TRUE;
}

static void Draw(void)
{

  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  glPushMatrix();

  glTranslatef(0.0, 0.0, translateZ);
  glRotatef(rotX, 1, 0, 0);
  glRotatef(rotY, 0, 1, 0);
  RenderEval();

  glPopMatrix();

  glFlush();

  if (doubleBuffer) {
    tkSwapBuffers();
  }
}

static GLenum Args(int argc, char **argv)
{
  GLint i;

  doubleBuffer = GL_FALSE;
  directRender = GL_TRUE;

  for (i = 1; i < argc; i++) {
    if (strcmp(argv[i], "-sb") == 0) {
      doubleBuffer = GL_FALSE;
    }
    else if (strcmp(argv[i], "-db") == 0) {
      doubleBuffer = GL_TRUE;
    }
    else if (strcmp(argv[i], "-dr") == 0) {
      directRender = GL_TRUE;
    }
    else if (strcmp(argv[i], "-ir") == 0) {
      directRender = GL_FALSE;
    }
    else {
      printf("%s (Bad option).\n", argv[i]);
      return GL_FALSE;
    }
  }
  return GL_TRUE;
}

void main(int argc, char **argv)
{
  GLenum type;

  if (Args(argc, argv) == GL_FALSE) {
    tkQuit();
  }

  tkInitPosition(0, 0, 300, 300);

  type = TK_RGB | TK_DEPTH;
  type |= (doubleBuffer) ? TK_DOUBLE : TK_SINGLE;
  type |= (directRender) ? TK_DIRECT : TK_INDIRECT;
  tkInitDisplayMode(type);

  if (tkInitWindow("Evaluator Test") == GL_FALSE) {
    tkQuit();
  }

  Init();

  tkExposeFunc(Reshape);
  tkReshapeFunc(Reshape);
  tkKeyDownFunc(Key);
  tkDisplayFunc(Draw);
  tkExec();
}
