
/*!
	\file
	\ingroup
	\author
	\brief
	\date    2001
*/


#include "TinyGL/gl_zgl.h"
#include <stdio.h>


#define X v[0]
#define Y v[1]
#define Z v[2]
#define W v[3]


/* fill triangle profile */
/* #define PROFILE */
#define CLIP_XMIN   (1<<0)
#define CLIP_XMAX   (1<<1)
#define CLIP_YMIN   (1<<2)
#define CLIP_YMAX   (1<<3)
#define CLIP_ZMIN   (1<<4)
#define CLIP_ZMAX   (1<<5)


void gl_transform_to_viewport( GLContext *c, GLVertex *v ){
	float winv;

	/* coordinates */
	winv=1/v->pc.W;
	v->zp.x= (int) ( v->pc.v[0] * winv * c->viewport.scale.X + c->viewport.trans.X );
	v->zp.y= (int) ( v->pc.v[1] * winv * c->viewport.scale.Y + c->viewport.trans.Y );
	v->zp.z= (int) ( v->pc.v[2] * winv * c->viewport.scale.Z + c->viewport.trans.Z );
	/* color */
	if (c->lighting_enabled) {
		v->zp.r=(int)(v->color.v[0] * (ZB_POINT_RED_MAX   - ZB_POINT_RED_MIN  ) + ZB_POINT_RED_MIN);
		v->zp.g=(int)(v->color.v[1] * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN) + ZB_POINT_GREEN_MIN);
		v->zp.b=(int)(v->color.v[2] * (ZB_POINT_BLUE_MAX  - ZB_POINT_BLUE_MIN ) + ZB_POINT_BLUE_MIN);
	} else {
		/* no need to convert to integer if no lighting : take current color */
		v->zp.r = c->longcurrent_color[0];
		v->zp.g = c->longcurrent_color[1];
		v->zp.b = c->longcurrent_color[2];
	}
  
	/* texture */

	if (c->texture_2d_enabled) {
		v->zp.s=(int)(v->tex_coord.X * (ZB_POINT_S_MAX - ZB_POINT_S_MIN) + ZB_POINT_S_MIN);
		v->zp.t=(int)(v->tex_coord.Y * (ZB_POINT_T_MAX - ZB_POINT_T_MIN) + ZB_POINT_T_MIN);
	}
}


static void gl_add_select1( GLContext *c, int z1, int z2, int z3 ){
	int min, max;

	min = max = z1;
	if (z2<min) min=z2;
	if (z3<min) min=z3;
	if (z2>max) max=z2;
	if (z3>max) max=z3;

	gl_add_select( c, 0xffffffff-min, 0xffffffff-max );
}


/* point */
void gl_draw_point( GLContext *c,GLVertex *p0 ){
	if( p0->clip_code == 0 ){
		if( c->render_mode == GL_SELECT ){
			gl_add_select( c, p0->zp.z, p0->zp.z );
		}else{
			ZB_plot( c->zb, &p0->zp );
		}
	}
}


/* line */
static /*inline*/ void interpolate( GLVertex *q, GLVertex *p0, GLVertex *p1, float t ){
	q->pc.X = p0->pc.X + (p1->pc.X - p0->pc.X) * t;
	q->pc.Y = p0->pc.Y + (p1->pc.Y - p0->pc.Y) * t;
	q->pc.Z = p0->pc.Z + (p1->pc.Z - p0->pc.Z) * t;
	q->pc.W = p0->pc.W + (p1->pc.W - p0->pc.W) * t;

	q->color.v[0]=p0->color.v[0] + (p1->color.v[0] - p0->color.v[0]) * t;
	q->color.v[1]=p0->color.v[1] + (p1->color.v[1] - p0->color.v[1]) * t;
	q->color.v[2]=p0->color.v[2] + (p1->color.v[2] - p0->color.v[2]) * t;
}

/*
 * Line Clipping 
 */

/* Line Clipping algorithm from 'Computer Graphics', Principles and
   Practice */
static /*inline*/ int ClipLine1( float denom, float num, float *tmin, float *tmax ){
	float t;
	 
	if( denom>0 ){
		t = num/denom;
		if( t > *tmax ){
			return 0;
		}
		if( t > *tmin ){
			*tmin = t;
		}
	}else if( denom<0 ){
		t = num/denom;
		if( t < *tmin ){
			return 0;
		}
		if( t < *tmax ){
			*tmax = t;
		}
	}else if( num>0 ){
		return 0;
	}
	return 1;
}

void gl_draw_line( GLContext *c, GLVertex *p1, GLVertex *p2 ){
	float    dx,dy,dz,dw,x1,y1,z1,w1;
	float    tmin,tmax;
	GLVertex q1,q2;
	int      cc1,cc2;
  
	cc1 = p1->clip_code;
	cc2 = p2->clip_code;

  if ( (cc1 | cc2) == 0) {
    if (c->render_mode == GL_SELECT) {
      gl_add_select1(c,p1->zp.z,p2->zp.z,p2->zp.z);
    } else {
        if (c->depth_test)
            ZB_line_z(c->zb,&p1->zp,&p2->zp);
        else
            ZB_line(c->zb,&p1->zp,&p2->zp);
    }
  } else if ( (cc1&cc2) != 0 ) {
    return;
  } else {
    dx=p2->pc.X-p1->pc.X;
    dy=p2->pc.Y-p1->pc.Y;
    dz=p2->pc.Z-p1->pc.Z;
    dw=p2->pc.W-p1->pc.W;
    x1=p1->pc.X;
    y1=p1->pc.Y;
    z1=p1->pc.Z;
    w1=p1->pc.W;
    
    tmin=0;
    tmax=1;
    if (ClipLine1(dx+dw,-x1-w1,&tmin,&tmax) &&
        ClipLine1(-dx+dw,x1-w1,&tmin,&tmax) &&
        ClipLine1(dy+dw,-y1-w1,&tmin,&tmax) &&
        ClipLine1(-dy+dw,y1-w1,&tmin,&tmax) &&
        ClipLine1(dz+dw,-z1-w1,&tmin,&tmax) && 
        ClipLine1(-dz+dw,z1-w1,&tmin,&tmax)) {

      interpolate(&q1,p1,p2,tmin);
      interpolate(&q2,p1,p2,tmax);
      gl_transform_to_viewport(c,&q1);
      gl_transform_to_viewport(c,&q2);

      if( c->depth_test ){
          ZB_line_z(c->zb,&q1.zp,&q2.zp);
      }else{
          ZB_line(c->zb,&q1.zp,&q2.zp);
	  }
    }
  }
}

	 
/* triangle */

/*
 * Clipping
 */

/* We clip the segment [a,b] against the 6 planes of the normal volume.
 * We compute the point 'c' of intersection and the value of the parameter 't'
 * of the intersection if x=a+t(b-a). 
 */
	 
#define clip_func(name,sign,dira,dirb,dirc,dir0,dir1,dir2) \
static float name( V4 *c, V4 *a, V4 *b ){   \
  float t;                                  \
  float dX  =  (b->v[0]-a->v[0]);           \
  float dY  =  (b->v[1]-a->v[1]);           \
  float dZ  =  (b->v[2]-a->v[2]);           \
  float dW  =  (b->v[3]-a->v[3]);           \
  float den = -(sign dira) + dW;            \
  if( den == 0 ){                           \
    t = 0;                                  \
  }else{                                    \
	t = ( sign a->v[dir0] - a->v[3]) / den; \
  }                                         \
  c->v[dir1] = a->v[dir1] + t * dirb;       \
  c->v[dir2] = a->v[dir2] + t * dirc;       \
  c->v[   3] = a->v[   3] + t * dW;         \
  c->v[dir0] = sign c->v[3];                \
  return t;                                 \
}


clip_func( clip_xmin, -, dX, dY, dZ,  0, 1, 2 )
clip_func( clip_xmax, +, dX, dY, dZ,  0, 1, 2 )
clip_func( clip_ymin, -, dY, dX, dZ,  1, 0, 2 )
clip_func( clip_ymax, +, dY, dX, dZ,  1, 0, 2 )
clip_func( clip_zmin, -, dZ, dX, dY,  2, 0, 1 )
clip_func( clip_zmax, +, dZ, dX, dY,  2, 0, 1 )

float (*clip_proc[6])(V4 *,V4 *,V4 *)=  {
    clip_xmin,clip_xmax,
    clip_ymin,clip_ymax,
    clip_zmin,clip_zmax
};

static /*inline*/ void updateTmp( GLContext *c, GLVertex *q, GLVertex *p0, GLVertex *p1, float t ){
  if (c->current_shade_model == GL_SMOOTH) {
    q->color.v[0]=p0->color.v[0] + (p1->color.v[0]-p0->color.v[0])*t;
    q->color.v[1]=p0->color.v[1] + (p1->color.v[1]-p0->color.v[1])*t;
    q->color.v[2]=p0->color.v[2] + (p1->color.v[2]-p0->color.v[2])*t;
  } else {
    q->color.v[0]=p0->color.v[0];
    q->color.v[1]=p0->color.v[1];
    q->color.v[2]=p0->color.v[2];
  }

  if (c->texture_2d_enabled) {
    q->tex_coord.X=p0->tex_coord.X + (p1->tex_coord.X-p0->tex_coord.X)*t;
    q->tex_coord.Y=p0->tex_coord.Y + (p1->tex_coord.Y-p0->tex_coord.Y)*t;
  }

  q->clip_code=gl_clipcode(q->pc.X,q->pc.Y,q->pc.Z,q->pc.W);
  if (q->clip_code==0)
    gl_transform_to_viewport(c,q);
}

static void gl_draw_triangle_clip( GLContext *c,GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit) ;

void gl_draw_triangle( GLContext *c, GLVertex *p0,GLVertex *p1,GLVertex *p2 ){
  int co,c_and,cc[3],front;
  float norm;
  
  cc[0]=p0->clip_code;
  cc[1]=p1->clip_code;
  cc[2]=p2->clip_code;
  
  co=cc[0] | cc[1] | cc[2];

  /* we handle the non clipped case here to go faster */
  if (co==0) {
    
      norm=(float)(p1->zp.x-p0->zp.x)*(float)(p2->zp.y-p0->zp.y)-
        (float)(p2->zp.x-p0->zp.x)*(float)(p1->zp.y-p0->zp.y);
      
      if (norm == 0) return;

      front = norm < 0.0;
      front = front ^ c->current_front_face;
  
      /* back face culling */
      if (c->cull_face_enabled) {
        /* most used case first */
        if (c->current_cull_face == GL_BACK) {
          if (front == 0) return;
          c->draw_triangle_front(c,p0,p1,p2);
        } else if (c->current_cull_face == GL_FRONT) {
          if (front != 0) return;
          c->draw_triangle_back(c,p0,p1,p2);
        } else {
          return;
        }
      } else {
        /* no culling */
        if (front) {
          c->draw_triangle_front(c,p0,p1,p2);
        } else {
          c->draw_triangle_back(c,p0,p1,p2);
        }
      }
  } else {
    c_and=cc[0] & cc[1] & cc[2];
    if (c_and==0) {
      gl_draw_triangle_clip(c,p0,p1,p2,0);
    }
  }
}


static void gl_draw_triangle_clip( GLContext *c, GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit ){
  int co,c_and,co1,cc[3],edge_flag_tmp,clip_mask;
  GLVertex tmp1,tmp2,*q[3];
  float tt;
  
  cc[0]=p0->clip_code;
  cc[1]=p1->clip_code;
  cc[2]=p2->clip_code;
  
  co=cc[0] | cc[1] | cc[2];
  if (co == 0) {
    gl_draw_triangle(c,p0,p1,p2);
  } else {
    c_and=cc[0] & cc[1] & cc[2];
    /* the triangle is completely outside */
    if (c_and!=0) return;

    /* find the next direction to clip */
    while (clip_bit < 6 && (co & (1 << clip_bit)) == 0)  {
      clip_bit++;
    }

    /* this test can be true only in case of rounding errors */
    if( clip_bit == 6 ){
#if defined( _DEBUG )
      printf("Error:\n");
      printf("%f %f %f %f\n",p0->pc.X,p0->pc.Y,p0->pc.Z,p0->pc.W);
      printf("%f %f %f %f\n",p1->pc.X,p1->pc.Y,p1->pc.Z,p1->pc.W);
      printf("%f %f %f %f\n",p2->pc.X,p2->pc.Y,p2->pc.Z,p2->pc.W);
#endif
      return;
    }
  
    clip_mask = 1 << clip_bit;
    co1=(cc[0] ^ cc[1] ^ cc[2]) & clip_mask;
    
    if (co1)  { 
      /* one point outside */

      if (cc[0] & clip_mask) { q[0]=p0; q[1]=p1; q[2]=p2; }
      else if (cc[1] & clip_mask) { q[0]=p1; q[1]=p2; q[2]=p0; }
      else { q[0]=p2; q[1]=p0; q[2]=p1; }
      
      tt=clip_proc[clip_bit](&tmp1.pc,&q[0]->pc,&q[1]->pc);
      updateTmp(c,&tmp1,q[0],q[1],tt);

      tt=clip_proc[clip_bit](&tmp2.pc,&q[0]->pc,&q[2]->pc);
      updateTmp(c,&tmp2,q[0],q[2],tt);

      tmp1.edge_flag=q[0]->edge_flag;
      edge_flag_tmp=q[2]->edge_flag;
      q[2]->edge_flag=0;
      gl_draw_triangle_clip(c,&tmp1,q[1],q[2],clip_bit+1);

      tmp2.edge_flag=1;
      tmp1.edge_flag=0;
      q[2]->edge_flag=edge_flag_tmp;
      gl_draw_triangle_clip(c,&tmp2,&tmp1,q[2],clip_bit+1);
    }else{
      /* two points outside */

      if ((cc[0] & clip_mask)==0) { q[0]=p0; q[1]=p1; q[2]=p2; }
      else if ((cc[1] & clip_mask)==0) { q[0]=p1; q[1]=p2; q[2]=p0; } 
      else { q[0]=p2; q[1]=p0; q[2]=p1; }
      
      tt=clip_proc[clip_bit](&tmp1.pc,&q[0]->pc,&q[1]->pc);
      updateTmp(c,&tmp1,q[0],q[1],tt);

      tt=clip_proc[clip_bit](&tmp2.pc,&q[0]->pc,&q[2]->pc);
      updateTmp(c,&tmp2,q[0],q[2],tt);
      
      tmp1.edge_flag=1;
      tmp2.edge_flag=q[2]->edge_flag;
      gl_draw_triangle_clip(c,q[0],&tmp1,&tmp2,clip_bit+1);
    }
  }
}


void gl_draw_triangle_select( GLContext *c, GLVertex *p0,GLVertex *p1, GLVertex *p2 ){
	gl_add_select1( c,p0->zp.z,p1->zp.z,p2->zp.z );
}


#ifdef PROFILE
int count_triangles;
int count_triangles_textured;
int count_pixels;
#endif

void gl_draw_triangle_fill( GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2 ){
#ifdef PROFILE
  {
    int norm;
    assert(p0->zp.x >= 0 && p0->zp.x < c->zb->xsize);
    assert(p0->zp.y >= 0 && p0->zp.y < c->zb->ysize);
    assert(p1->zp.x >= 0 && p1->zp.x < c->zb->xsize);
    assert(p1->zp.y >= 0 && p1->zp.y < c->zb->ysize);
    assert(p2->zp.x >= 0 && p2->zp.x < c->zb->xsize);
    assert(p2->zp.y >= 0 && p2->zp.y < c->zb->ysize);
    
    norm=(p1->zp.x-p0->zp.x)*(p2->zp.y-p0->zp.y)-
      (p2->zp.x-p0->zp.x)*(p1->zp.y-p0->zp.y);
    count_pixels+=abs(norm)/2;
    count_triangles++;
  }
#endif
    
  if (c->texture_2d_enabled) {
#ifdef PROFILE
    count_triangles_textured++;
#endif
    ZB_setTexture(c->zb,(short unsigned int *)(c->current_texture->images[0].pixmap));
    ZB_fillTriangleMappingPerspective(c->zb,&p0->zp,&p1->zp,&p2->zp);
  } else if (c->current_shade_model == GL_SMOOTH) {
    ZB_fillTriangleSmooth(c->zb,&p0->zp,&p1->zp,&p2->zp);
  } else {
    ZB_fillTriangleFlat(c->zb,&p0->zp,&p1->zp,&p2->zp);
  }
}


/* Render a clipped triangle in line mode */  
void gl_draw_triangle_line( GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2 ){
    if (c->depth_test) {
        if (p0->edge_flag) ZB_line_z(c->zb,&p0->zp,&p1->zp);
        if (p1->edge_flag) ZB_line_z(c->zb,&p1->zp,&p2->zp);
        if (p2->edge_flag) ZB_line_z(c->zb,&p2->zp,&p0->zp);
    } else {
        if (p0->edge_flag) ZB_line(c->zb,&p0->zp,&p1->zp);
        if (p1->edge_flag) ZB_line(c->zb,&p1->zp,&p2->zp);
        if (p2->edge_flag) ZB_line(c->zb,&p2->zp,&p0->zp);
    }
}


/* Render a clipped triangle in point mode */
void gl_draw_triangle_point( GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2 ){
	if( p0->edge_flag ) ZB_plot( c->zb, &p0->zp );
	if( p1->edge_flag ) ZB_plot( c->zb, &p1->zp );
	if( p2->edge_flag ) ZB_plot( c->zb, &p2->zp );
}

