/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011  Cyan Worlds, Inc.

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

This program 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
along with this program.  If not, see <http://www.gnu.org/licenses/>.

Additional permissions under GNU GPL version 3 section 7

If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
 or by snail mail at:
      Cyan Worlds, Inc.
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*==LICENSE==*/

#ifndef plLightMapGen_inc
#define plLightMapGen_inc

#include "hsTemplates.h"

#include <vector>

class plMaxLightContext;
class plRenderGlobalContext;
class plLayerInterface;
class plMaxNode;
class hsGMaterial;
class plGeometrySpan;
class plMipmap;
class plBitmap;
struct hsColorRGBA;
struct hsPoint3;
struct hsVector3;
struct hsMatrix44;
class plErrorMsg;
class plConvertSettings;
class hsBounds3Ext;
class plLightMapComponent;

class plLightMapInfo
{
public:
    ObjLightDesc*       fObjLiDesc;
    INode*              fLiNode;
    int                 fResetShadowType;
    float               fResetMapRange;
    float               fMapRange;
    hsBool              fNewRender;
};

class plLightMapGen
{
protected:
    Interface*                  fInterface;
    TimeValue                   fTime;

    int                         fUVWSrc;
    float                       fScale;

    float                       fMapRange;
    
    int                         fWidth;
    int                         fHeight;

    bool                        fRecalcLightMaps;

    Renderer*                   fRenderer;
#ifdef MF_NEW_RGC
    RenderGlobalContext*        fRGC;
#else // MF_NEW_RGC
    plRenderGlobalContext*      fRGC;
#endif // MF_NEW_RGC
    RendParams*                 fRP;
    
    hsTArray<plLightMapInfo>    fAllLights;
    hsTArray<plLightMapInfo*>   fActiveLights;

    mutable hsTArray<plLayerInterface*> fCreatedLayers;
    mutable hsTArray<plMipmap*>         fPreppedMipmaps;

    mutable hsTArray<plBitmap*> fNewMaps;   // Mipmaps created this session (not loaded from disk)

    std::vector<plLightMapComponent*> fSharedComponents; // HACK so we can get rid of key refs before deleting bitmaps

    hsBounds3Ext    IGetBoundsLightSpace(INode* node, INode* liNode);
    hsBool          IDirAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node);
    hsBool          ISpotAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node);
    hsBool          IOmniAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node);
    hsBool          ILightAffectsNode(plLightMapInfo* liInfo, LightObject* liObj, INode* node);

    hsBool      IPrepLight(plLightMapInfo* liInfo, INode* node);
    hsBool      IGetLight(INode* node);
    hsBool      IFindLightsRecur(INode* node);
    hsBool      IFindActiveLights(plMaxNode* node);
    hsBool      IReleaseActiveLights();
    hsBool      IReleaseAllLights();

    int         IPowerOfTwo(int sz) const;
    hsBool      ISelectBitmapDimension(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, hsTArray<plGeometrySpan *> &spans);
    hsBool      ICompressLightMaps();
    
    hsBool      IsFresh(plBitmap* map) const;

    hsBool              IAddToLightMap(plLayerInterface* lay, plMipmap* src) const;
    plMipmap*           IMakeAccumBitmap(plLayerInterface* lay) const;
    void                IInitBitmapColor(plMipmap* bitmap, const hsColorRGBA& col) const;
    plLayerInterface*   IGetLightMapLayer(plMaxNode* node, plGeometrySpan& span);
    plLayerInterface*   IMakeLightMapLayer(plMaxNode* node, plGeometrySpan& span);
    int                 IGetUVWSrc() const { return fUVWSrc; }

    uint32_t      IShadePoint(plMaxLightContext& ctx, const Color& amb, const hsPoint3& p, const hsVector3& n);
    hsBool      IShadeVerts(plMaxLightContext& ctx, const Color& amb, const hsPoint3 pt[3], const hsVector3 norm[3], const hsPoint3 uv[3], plMipmap* bitmap);
    hsBool      IShadeFace(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, plGeometrySpan& span, int iFace, plMipmap* bitmap);
    hsBool      IShadeSpan(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, plGeometrySpan& spans);
    hsBool      IShadeGeometrySpans(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, hsTArray<plGeometrySpan *> &spans);

    hsBool      IWantsMaps(plMaxNode* node);
    hsBool      IValidateUVWSrc(hsTArray<plGeometrySpan *> &spans) const;

public:
    plLightMapGen();
    virtual ~plLightMapGen();

#ifdef MF_NEW_RGC
    void SetRGC(RenderGlobalContext* rgc); // Don't call this ever ever ever
#endif // MF_NEW_RGC

    hsBool      Open(Interface* ip, TimeValue t, bool forceRegen=true);
    hsBool      InitNode(INode* node, hsBool softShadow=true); // unnecessary when using MakeMaps()
    hsBool      Update(TimeValue t);

    void SetUVWSrc(int i) { fUVWSrc = i; }
    int GetUVWSrc() const { return fUVWSrc; }

    void SetScale(float f) { fScale = f; }
    float GetScale() const { return fScale; }

    // Calls to either the global or single must be wrapped in
    // a call to Open and a call to close. That is, you must first
    // call Open(), then you can make maps all day, but at the end
    // of the day, you need to call Close(). Also, if the scene
    // lighting changes, you need to call Close() and then Open() again.
    // With the possibility of lights getting deleted from the scene,
    // you're best off calling Open(), making as many maps as you want
    // for now, call Close(), and if you decide later you want more,
    // re-open. There's no protection in here from a user deleting
    // a light (or any other node) while the shader is Open. For your
    // own safety and the safety of your fellow passengers, don't
    // return control to the user until the system is Closed.
    hsBool      MakeMaps(plMaxNode* node, const hsMatrix44& l2w, const hsMatrix44& w2l, hsTArray<plGeometrySpan *>& spans, plErrorMsg *pErrMsg, plConvertSettings *settings);

    Color       ShadowPoint(plMaxLightContext& ctx);
    Color       ShadePoint(plMaxLightContext& ctx); // ctx already contains pos & norm
    Color       ShadePoint(plMaxLightContext& ctx, const Point3& p, const Point3& n);
    Color       ShadePoint(plMaxLightContext& ctx, const hsPoint3& p, const hsVector3& n);

    hsBool      DeInitNode();
    hsBool      Close();

    static plLightMapGen& Instance();
};

#endif // plLightMapGen_inc
