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/** \file blender/freestyle/intern/view_map/CulledOccluderSource.cpp
 *  \ingroup freestyle
 *  \brief Class to define a cell grid surrounding the projected image of a scene
 *  \author Alexander Beels
 *  \date 2010-12-21
 */

#include "CulledOccluderSource.h"

#include "FRS_freestyle.h"

#include "../geometry/GridHelpers.h"

#include "BKE_global.h"

namespace Freestyle {

CulledOccluderSource::CulledOccluderSource(const GridHelpers::Transform& t, WingedEdge& we, ViewMap& viewMap,
                                           bool extensiveFEdgeSearch)
: OccluderSource(t, we), rejected(0), gridSpaceOccluderProsceniumInitialized(false)
{
	cullViewEdges(viewMap, extensiveFEdgeSearch);

	// If we have not found any visible FEdges during our cull, then there is nothing to iterate over.
	// Short-circuit everything.
	valid = gridSpaceOccluderProsceniumInitialized;

	if (valid && ! testCurrent()) {
		next();
	}
}

CulledOccluderSource::~CulledOccluderSource() {}

bool CulledOccluderSource::testCurrent()
{
	if (valid) {
		// The test for gridSpaceOccluderProsceniumInitialized should not be necessary
		return gridSpaceOccluderProsceniumInitialized &&
		       GridHelpers::insideProscenium(gridSpaceOccluderProscenium, cachedPolygon);
	}
	return false;
}

bool CulledOccluderSource::next()
{
	while (OccluderSource::next()) {
		if (testCurrent()) {
			++rejected;
			return true;
		}
	}
	if (G.debug & G_DEBUG_FREESTYLE) {
		std::cout << "Finished generating occluders.  Rejected " << rejected << " faces." << std::endl;
	}
	return false;
}

void CulledOccluderSource::getOccluderProscenium(real proscenium[4])
{
	for (unsigned int i = 0; i < 4; ++i) {
		proscenium[i] = gridSpaceOccluderProscenium[i];
	}
}

static inline real distance2D(const Vec3r & point, const real origin[2])
{
	return ::hypot((point[0] - origin[0]), (point[1] - origin[1]));
}

static inline bool crossesProscenium(real proscenium[4], FEdge *fe)
{
	Vec2r min(proscenium[0], proscenium[2]);
	Vec2r max(proscenium[1], proscenium[3]);
	Vec2r A(fe->vertexA()->getProjectedX(), fe->vertexA()->getProjectedY());
	Vec2r B(fe->vertexB()->getProjectedX(), fe->vertexB()->getProjectedY());

	return GeomUtils::intersect2dSeg2dArea (min, max, A, B);
}

static inline bool insideProscenium(real proscenium[4], const Vec3r& point)
{
	return !(point[0] < proscenium[0] || point[0] > proscenium[1] ||
	         point[1] < proscenium[2] || point[1] > proscenium[3]);
}

void CulledOccluderSource::cullViewEdges(ViewMap& viewMap, bool extensiveFEdgeSearch)
{
	// Cull view edges by marking them as non-displayable.
	// This avoids the complications of trying to delete edges from the ViewMap.

	// Non-displayable view edges will be skipped over during visibility calculation.

	// View edges will be culled according to their position w.r.t. the viewport proscenium (viewport + 5% border,
	// or some such).

	// Get proscenium boundary for culling
	real viewProscenium[4];
	GridHelpers::getDefaultViewProscenium(viewProscenium);
	real prosceniumOrigin[2];
	prosceniumOrigin[0] = (viewProscenium[1] - viewProscenium[0]) / 2.0;
	prosceniumOrigin[1] = (viewProscenium[3] - viewProscenium[2]) / 2.0;
	if (G.debug & G_DEBUG_FREESTYLE) {
		cout << "Proscenium culling:" << endl;
		cout << "Proscenium: [" << viewProscenium[0] << ", " << viewProscenium[1] << ", " << viewProscenium[2] <<
		        ", " << viewProscenium[3] << "]"<< endl;
		cout << "Origin: [" << prosceniumOrigin[0] << ", " << prosceniumOrigin[1] << "]"<< endl;
	}

	// A separate occluder proscenium will also be maintained, starting out the same as the viewport proscenium, and
	// expanding as necessary so that it encompasses the center point of at least one feature edge in each
	// retained view edge.
	// The occluder proscenium will be used later to cull occluding triangles before they are inserted into the Grid.
	// The occluder proscenium starts out the same size as the view proscenium
	GridHelpers::getDefaultViewProscenium(occluderProscenium);

	// XXX Freestyle is inconsistent in its use of ViewMap::viewedges_container and vector<ViewEdge*>::iterator.
	// Probably all occurences of vector<ViewEdge*>::iterator should be replaced ViewMap::viewedges_container
	// throughout the code.
	// For each view edge
	ViewMap::viewedges_container::iterator ve, veend;

	for (ve = viewMap.ViewEdges().begin(), veend = viewMap.ViewEdges().end(); ve != veend; ve++) {
		// Overview:
		//    Search for a visible feature edge
		//    If none: mark view edge as non-displayable
		//    Otherwise:
		//        Find a feature edge with center point inside occluder proscenium.
		//        If none exists, find the feature edge with center point closest to viewport origin.
		//            Expand occluder proscenium to enclose center point.

		// For each feature edge, while bestOccluderTarget not found and view edge not visibile
		bool bestOccluderTargetFound = false;
		FEdge *bestOccluderTarget = NULL;
		real bestOccluderDistance = 0.0;
		FEdge *festart = (*ve)->fedgeA();
		FEdge *fe = festart;
		// All ViewEdges start culled
		(*ve)->setIsInImage(false);

		// For simple visibility calculation: mark a feature edge that is known to have a center point inside
		// the occluder proscenium. Cull all other feature edges.
		do {
			// All FEdges start culled
			fe->setIsInImage(false);

			// Look for the visible edge that can most easily be included in the occluder proscenium.
			if (!bestOccluderTargetFound) {
				// If center point is inside occluder proscenium,
				if (insideProscenium(occluderProscenium, fe->center2d())) {
					// Use this feature edge for visibility deterimination
					fe->setIsInImage(true);
					expandGridSpaceOccluderProscenium(fe);
					// Mark bestOccluderTarget as found
					bestOccluderTargetFound = true;
					bestOccluderTarget = fe;
				}
				else {
					real d = distance2D(fe->center2d(), prosceniumOrigin);
					// If center point is closer to viewport origin than current target
					if (bestOccluderTarget == NULL || d < bestOccluderDistance) {
						// Then store as bestOccluderTarget
						bestOccluderDistance = d;
						bestOccluderTarget = fe;
					}
				}
			}

			// If feature edge crosses the view proscenium
			if (!(*ve)->isInImage() && crossesProscenium(viewProscenium, fe)) {
				// Then the view edge will be included in the image
				(*ve)->setIsInImage(true);
			}
			fe = fe->nextEdge();
		} while (fe != NULL && fe != festart && !(bestOccluderTargetFound && (*ve)->isInImage()));

		// Either we have run out of FEdges, or we already have the one edge we need to determine visibility
		// Cull all remaining edges.
		while (fe != NULL && fe != festart) {
			fe->setIsInImage(false);
			fe = fe->nextEdge();
		}

		// If bestOccluderTarget was not found inside the occluder proscenium, 
		// we need to expand the occluder proscenium to include it.
		if ((*ve)->isInImage() && bestOccluderTarget != NULL && ! bestOccluderTargetFound) {
			// Expand occluder proscenium to enclose bestOccluderTarget
			Vec3r point = bestOccluderTarget->center2d();
			if (point[0] < occluderProscenium[0]) {
				occluderProscenium[0] = point[0];
			}
			else if (point[0] > occluderProscenium[1]) {
				occluderProscenium[1] = point[0];
			}
			if (point[1] < occluderProscenium[2]) {
				occluderProscenium[2] = point[1];
			}
			else if (point[1] > occluderProscenium[3]) {
				occluderProscenium[3] = point[1];
			}
			// Use bestOccluderTarget for visibility determination
			bestOccluderTarget->setIsInImage(true);
		}
	}

	// We are done calculating the occluder proscenium.
	// Expand the occluder proscenium by an epsilon to avoid rounding errors.
	const real epsilon = 1.0e-6;
	occluderProscenium[0] -= epsilon;
	occluderProscenium[1] += epsilon;
	occluderProscenium[2] -= epsilon;
	occluderProscenium[3] += epsilon;

	// For "Normal" or "Fast" style visibility computation only:

	// For more detailed visibility calculation, make a second pass through the view map, marking all feature edges
	// with center points inside the final occluder proscenium. All of these feature edges can be considered during
	// visibility calculation.

	// So far we have only found one FEdge per ViewEdge. The "Normal" and "Fast" styles of visibility computation
	// want to consider many FEdges for each ViewEdge.
	// Here we re-scan the view map to find any usable FEdges that we skipped on the first pass, or that have become
	// usable because the occluder proscenium has been expanded since the edge was visited on the first pass.
	if (extensiveFEdgeSearch) {
		// For each view edge,
		for (ve = viewMap.ViewEdges().begin(), veend = viewMap.ViewEdges().end(); ve != veend; ve++) {
			if (!(*ve)->isInImage()) {
				continue;
			}
			// For each feature edge,
			FEdge *festart = (*ve)->fedgeA();
			FEdge *fe = festart;
			do {
				// If not (already) visible and center point inside occluder proscenium, 
				if (!fe->isInImage() && insideProscenium(occluderProscenium, fe->center2d())) {
					// Use the feature edge for visibility determination
					fe->setIsInImage(true);
					expandGridSpaceOccluderProscenium(fe);
				}
				fe = fe->nextEdge();
			} while (fe != NULL && fe != festart);
		}
	}

	// Up until now, all calculations have been done in camera space.
	// However, the occluder source's iteration and the grid that consumes the occluders both work in gridspace,
	// so we need a version of the occluder proscenium in gridspace.
	// Set the gridspace occlude proscenium
}

void CulledOccluderSource::expandGridSpaceOccluderProscenium(FEdge *fe)
{
	if (gridSpaceOccluderProsceniumInitialized) {
		GridHelpers::expandProscenium(gridSpaceOccluderProscenium, transform(fe->center3d()));
	}
	else {
		const Vec3r& point = transform(fe->center3d());
		gridSpaceOccluderProscenium[0] = gridSpaceOccluderProscenium[1] = point[0];
		gridSpaceOccluderProscenium[2] = gridSpaceOccluderProscenium[3] = point[1];
		gridSpaceOccluderProsceniumInitialized = true;
	}
}

} /* namespace Freestyle */
