/*==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,
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licensors of this Program grant you additional
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non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.

You can contact Cyan Worlds, Inc. by email legal@cyan.com
 or by snail mail at:
      Cyan Worlds, Inc.
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*==LICENSE==*/

#include "HeadSpin.h"

#include "plParticleFiller.h"

// Core background
#include "hsTemplates.h"
#include "hsFastMath.h"
#include "plPipeline.h"
#include "plViewTransform.h"

// Getting at the destination data
#include "pnSceneObject/plDrawInterface.h"
#include "plDrawable/plDrawableSpans.h"
#include "plPipeline/plGBufferGroup.h"

// For shading
#include "plGLight/plLightInfo.h"

// Getting at the source data
#include "plParticleSystem/plParticleEmitter.h"
#include "plParticleSystem/plParticle.h"

static float sInvDelSecs;

//// Local Static Stuff ///////////////////////////////////////////////////////

/// Macros for getting/setting data in a D3D vertex buffer
#define STUFF_POINT( ptr, point ) { float *fPtr = (float *)ptr; \
                                    fPtr[ 0 ] = point.fX; fPtr[ 1 ] = point.fY; fPtr[ 2 ] = point.fZ; \
                                    ptr += sizeof( float ) * 3; }

#define STUFF_UINT32( ptr, uint ) { uint32_t *dPtr = (uint32_t *)ptr; \
                                    dPtr[ 0 ] = uint; ptr += sizeof( uint32_t ); }

#define EXTRACT_POINT( ptr, pt ) { float *fPtr = (float *)ptr; \
                                      pt.fX = fPtr[ 0 ]; pt.fY = fPtr[ 1 ]; pt.fZ = fPtr[ 2 ]; \
                                      ptr += sizeof( float ) * 3; }
#define EXTRACT_FLOAT( ptr, f ) { float *fPtr = (float *)ptr; \
                                      f = fPtr[ 0 ]; \
                                      ptr += sizeof( float ); }

#define EXTRACT_UINT32( ptr, uint ) { uint32_t *dPtr = (uint32_t *)ptr; \
                                      uint = dPtr[ 0 ]; ptr += sizeof( uint32_t ); }


static float sCurrMinWidth = 0;

///////////////////////////////////////////////////////////////////////////////
//// Particles ////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////

//// Particle Processing Inlines //////////////////////////////////////////////
//  Thanks to the <cough> beauty of C++, the internal loop of 
//  IFillParticlePolys would be horrendous without these inlines (with them,
//  it's just slightly annoying). The goal is to make the code easier to
//  maintain without loosing speed (hence the inlines, which will *hopefully*
//  remove the function call overhead....)

void inline IInlSetParticlePathFollow( const plParticleCore &particle, const hsMatrix44& viewToWorld, 
                                      hsVector3 &xVec, hsVector3 &yVec, hsVector3 &zVec )
{

    /// Follow path specified by interpreting orientation as a velocity vector.

    hsPoint3 xlate = viewToWorld.GetTranslate();
    hsVector3 viewDir(&particle.fPos, &xlate);
    hsFastMath::NormalizeAppr(viewDir);

    zVec = viewDir;

    const hsVector3& orientation = (const hsVector3)(particle.fOrientation);
    yVec = orientation - orientation.InnerProduct(viewDir) * viewDir;
    hsFastMath::NormalizeAppr(yVec);

    xVec = yVec % viewDir;
    hsFastMath::NormalizeAppr(xVec);
    xVec *= particle.fHSize;

    yVec *= particle.fVSize;
}

void inline IInlSetParticlePathStretch( const plParticleCore &particle, const hsMatrix44& viewToWorld, 
                                      hsVector3 &xVec, hsVector3 &yVec, hsVector3 &zVec )
{

    /// Follow path specified by interpreting orientation as a velocity vector.

    // Well, that's one way to do it, but it has a bit of a flaw. If the length of the
    // particle doesn't match the distance it's moved each frame, you get a nasty strobing
    // effect, particularly as particles move faster. One of those things they don't teach
    // you in the math class you slept through.
    // So what we want is for the tail of the particle this frame to be where the head of
    // the particle was last frame.
    // First thing changed was the orientation passed in is now the change in position for 
    // this frame (was the last frame's velocity).
    // zVec will still be the normalized vector from the eye to the particle (in world space).
    // Does zVec ever get used? Hmm, only gets used for the normal facing the camera.
    // This thing gets a lot faster and cleaner when we just use the view axes to compute.
    // So zVec is just -viewDir.
    // yVec = orientation - orientation.InnerProduct(zVec) * zVec
    // xVec = yVec % zVec
    // To be really correct, you can normalize xVec, because the particle doesn't get fatter
    // as it goes faster, just longer. Costs a little more, but...
    // And it also raises the question of what to do with the user supplied sizes. Again,
    // for correctness, we want to add the size to the length of the displacement.
    // We could afford that (maybe) by doing a fast normalize on yVec, then multiplying
    // by orientation.InnerProduct(yVec) + fVSize.
    // So the new stuff we need here are:
    //  The particle (to get the size out of).
    //  The viewToWorld transform (we can pull the eyePt and viewDir out of that.
    // Note that we could probably slim away a normalize or two, but the actual number
    // of normalizes we're doing hasn't gone up, I've just moved them up from IInlSetParticlePoints().

    hsPoint3 xlate = viewToWorld.GetTranslate();
    hsVector3 viewDir(&particle.fPos, &xlate);
    float invD = hsFastMath::InvSqrtAppr(viewDir.MagnitudeSquared());
    viewDir *= invD;

    zVec = viewDir;

    const hsVector3& orientation = (const hsVector3)(particle.fOrientation);
    // We don't want the projection of orientation orthogonal to viewDir here,
    // it's okay (and looks better) if yVec isn't in the image plane, we just
    // want to make sure that xVec is in the image plane. Might want to make
    // the same change to IInlSetParticlePathFollow(), but I haven't checked
    // that yet. Artifact to look for is particles starting to look goofy
    // as their orientation gets close in direction to viewDir. mf
    yVec = orientation;
    hsFastMath::NormalizeAppr(yVec);

    xVec = yVec % viewDir; // cross product of two orthonormal vectors, no need to normalize.

    float xLen = particle.fHSize;
    if( xLen * invD < sCurrMinWidth )
        xLen = sCurrMinWidth / invD;
    xVec *= xLen;

    float len = yVec.InnerProduct(orientation);
    // Might want to give it a little boost to overlap itself (and compensate for the massive
    // transparent border the artists love). But they can do that themselves with the VSize.
//  len *= 1.5f; 
    len += particle.fVSize;
    yVec *= len * -1.f;
}

void inline IInlSetParticlePathFlow( const plParticleCore &particle, const hsMatrix44& viewToWorld, 
                                      hsVector3 &xVec, hsVector3 &yVec, hsVector3 &zVec )
{

    // Okay, all the notes for SetParticlePathStretch apply here too. The only
    // difference is that we're going to keep the area of the particle constant,
    // so the longer it stretches, the narrower it gets orthogonal to the velocity.

    hsPoint3 xlate = viewToWorld.GetTranslate();
    hsVector3 viewDir(&particle.fPos, &xlate);
    float invD = hsFastMath::InvSqrtAppr(viewDir.MagnitudeSquared());
    viewDir *= invD;

    zVec = viewDir;

    const hsVector3& orientation = (const hsVector3)(particle.fOrientation);
    // We don't want the projection of orientation orthogonal to viewDir here,
    // it's okay (and looks better) if yVec isn't in the image plane, we just
    // want to make sure that xVec is in the image plane. Might want to make
    // the same change to IInlSetParticlePathFollow(), but I haven't checked
    // that yet. Artifact to look for is particles starting to look goofy
    // as their orientation gets close in direction to viewDir. mf
    yVec = orientation;
    hsFastMath::NormalizeAppr(yVec);

    xVec = yVec % viewDir; // cross product of two orthonormal vectors, no need to normalize.

    float len = yVec.InnerProduct(orientation);

    float xLen = particle.fHSize * hsFastMath::InvSqrtAppr(1.f + len * sInvDelSecs);
    if( xLen * invD < sCurrMinWidth )
        xLen = sCurrMinWidth / invD;
    xVec *= xLen;

    // Might want to give it a little boost to overlap itself (and compensate for the massive
    // transparent border the artists love). But they can do that themselves with the VSize.
    len += particle.fVSize;
    yVec *= len * -2.f;

}

void inline IInlSetParticleExplicit( const hsMatrix44 &viewToWorld, const plParticleCore &particle,
                                      hsVector3 &xVec, hsVector3 &yVec, hsVector3 &zVec )
{
    const hsVector3& orientation = (const hsVector3)(particle.fOrientation);
#if 0 // See notes below - mf
    zVec.Set( 0, 0, -1 );
    yVec.Set( &orientation );
    zVec = viewToWorld * zVec;
    yVec = viewToWorld * yVec;
    xVec = yVec % zVec;
#else // See notes below - mf
    // The above has a bit of a problem with wide field of view. All of the
    // particles are facing the same direction with respect to lighting,
    // even though some are to the left and some are to the right of the camera
    // (when facing the center of the system). We'll also start seeing them side on
    // as they get to the edge of the screen. Fortunately, it's actually faster
    // to calculate the vector from camera to particle and normalize it than
    // to transform the vector (0,0,-1) (though not as fast as pulling the
    // camera direction directly from the viewToWorld).
    hsPoint3 xlate = viewToWorld.GetTranslate();
    hsVector3 del(&particle.fPos, &xlate);
    hsFastMath::NormalizeAppr(del);
    zVec = del;
    hsVector3 tmp = viewToWorld * orientation;
    yVec.Set(&tmp);
    xVec = yVec % zVec;
#endif // See notes below - mf

    xVec = hsFastMath::NormalizeAppr( xVec ) * particle.fHSize;
    yVec = hsFastMath::NormalizeAppr( yVec ) * particle.fVSize;
}

void inline IInlSetParticlePoints( const hsVector3 &xVec, const hsVector3 &yVec, const plParticleCore &particle,
                                   hsPoint3 *partPts, uint32_t &partColor )
{
    /// Do the 4 verts for this particle
    partPts[ 0 ] = partPts[ 1 ] = partPts[ 2 ] = partPts[ 3 ] = particle.fPos;
    partPts[ 0 ] +=  xVec - yVec;
    partPts[ 1 ] += -xVec - yVec;
    partPts[ 2 ] += -xVec + yVec;
    partPts[ 3 ] +=  xVec + yVec;

    partColor = particle.fColor;
}

void inline IInlSetParticlePointsStretch( const hsVector3 &xVec, const hsVector3 &yVec, const plParticleCore &particle,
                                   hsPoint3 *partPts, uint32_t &partColor )
{
    /// Do the 4 verts for this particle
    partPts[ 0 ] = partPts[ 1 ] = partPts[ 2 ] = partPts[ 3 ] = particle.fPos;
    partPts[ 0 ] +=  xVec + yVec;
    partPts[ 1 ] += -xVec + yVec;
    partPts[ 2 ] += -xVec;
    partPts[ 3 ] +=  xVec;

    partColor = particle.fColor;
}

void inline IInlStuffParticle1UV( uint8_t *&destPtr, const hsPoint3 *partPts, const hsVector3 &partNorm,
                                  const uint32_t &partColor, const plParticleCore &particle )
{
    uint8_t       j;


    for( j = 0; j < 4; j++ )
    {
        STUFF_POINT( destPtr, partPts[ j ] );
        STUFF_POINT( destPtr, partNorm );
        STUFF_UINT32( destPtr, partColor );
        STUFF_UINT32( destPtr, 0 );
        STUFF_POINT( destPtr, particle.fUVCoords[ j ] );
    }           
}

void inline IInlStuffParticleNoUVs( uint8_t *&destPtr, const hsPoint3 *partPts, const hsVector3 &partNorm,
                                  const uint32_t &partColor )
{
    uint8_t       j;


    for( j = 0; j < 4; j++ )
    {
        STUFF_POINT( destPtr, partPts[ j ] );
        STUFF_POINT( destPtr, partNorm );
        STUFF_UINT32( destPtr, partColor );
        STUFF_UINT32( destPtr, 0 );
    }           
}

void inline IInlSetNormalViewFace( hsVector3 &partNorm, const hsVector3 &zVec )
{
    partNorm = -zVec;
}

void inline IInlSetNormalStrongestLight( hsVector3 &partNorm, const plParticleCore &particle, 
                                        const plOmniLightInfo *omniLight, const plDirectionalLightInfo *directionLight, const hsVector3 &zVec )
{
    if( omniLight != nil )
    {
        hsPoint3 pos = omniLight->GetWorldPosition();
        partNorm.Set( &particle.fPos, &pos );
        partNorm = -partNorm;
    }
    else if( directionLight != nil )
    {
        partNorm = -directionLight->GetWorldDirection();
    }
    else
        partNorm = -zVec;
    partNorm = hsFastMath::NormalizeAppr( partNorm );
}

void inline IInlSetNormalExplicit( hsVector3 &partNorm, const plParticleCore &particle )
{
    partNorm = particle.fNormal;
}

//// IIPL Functions (Internal-Inline-Particle-Loop) ///////////////////////////
//  Function names go as follows:
//      IIPL_u_o_n()
//      where u is 1UV or 0UV (for 1 UV channel or no UV channels),
//      o is OVel (for orientation-follows-velocity) or OExp (for orientation-is-explicit)
//      and n is NViewFace (for normals facing view), NLite (for facing strongest light)
//              or NExp (for explicit)

#define IIPL_PROLOG         \
    uint32_t      i, partColor; \
    hsVector3   xVec, yVec, zVec, partNorm; \
    hsPoint3    partPts[ 4 ]; \
    for( i = 0; i < numParticles; i++ )

void inline IIPL_1UV_OVel_NViewFace( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr )
{
    IIPL_PROLOG
    {
        IInlSetParticlePathFollow( particles[ i ], viewToWorld, xVec, yVec, zVec );
        IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalViewFace( partNorm, zVec );
        IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
    }
}

void inline IIPL_1UV_OVel_NLite( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr,
                                const plOmniLightInfo *omniLight, const plDirectionalLightInfo *directionLight )
{
    IIPL_PROLOG
    {
        IInlSetParticlePathFollow( particles[ i ], viewToWorld, xVec, yVec, zVec );
        IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalStrongestLight( partNorm, particles[ i ], omniLight, directionLight, zVec );
        IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
    }
}

void inline IIPL_1UV_OVel_NExp( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr )
{
    IIPL_PROLOG
    {
        IInlSetParticlePathFollow( particles[ i ], viewToWorld, xVec, yVec, zVec );
        IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalExplicit( partNorm, particles[ i ] );
        IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
    }
}

void inline IIPL_1UV_OStr_NViewFace( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr )
{
    IIPL_PROLOG
    {
        IInlSetParticlePathStretch( particles[ i ], viewToWorld, xVec, yVec, zVec );
        IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalViewFace( partNorm, zVec );
        IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
    }
}

void inline IIPL_1UV_OStr_NLite( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr,
                                const plOmniLightInfo *omniLight, const plDirectionalLightInfo *directionLight )
{
    IIPL_PROLOG
    {
        IInlSetParticlePathStretch( particles[ i ], viewToWorld, xVec, yVec, zVec );
        IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalStrongestLight( partNorm, particles[ i ], omniLight, directionLight, zVec );
        IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
    }
}

void inline IIPL_1UV_OStr_NExp( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr )
{
    IIPL_PROLOG
    {
        IInlSetParticlePathStretch( particles[ i ], viewToWorld, xVec, yVec, zVec );
        IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalExplicit( partNorm, particles[ i ] );
        IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
    }
}

void inline IIPL_1UV_OFlo_NViewFace( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr )
{
    IIPL_PROLOG
    {
        IInlSetParticlePathFlow( particles[ i ], viewToWorld, xVec, yVec, zVec );
        IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalViewFace( partNorm, zVec );
        IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
    }
}

void inline IIPL_1UV_OFlo_NLite( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr,
                                const plOmniLightInfo *omniLight, const plDirectionalLightInfo *directionLight )
{
    IIPL_PROLOG
    {
        IInlSetParticlePathFlow( particles[ i ], viewToWorld, xVec, yVec, zVec );
        IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalStrongestLight( partNorm, particles[ i ], omniLight, directionLight, zVec );
        IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
    }
}

void inline IIPL_1UV_OFlo_NExp( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr )
{
    IIPL_PROLOG
    {
        IInlSetParticlePathFlow( particles[ i ], viewToWorld, xVec, yVec, zVec );
        IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalExplicit( partNorm, particles[ i ] );
        IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
    }
}

void inline IIPL_1UV_OExp_NViewFace( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr )
{
    IIPL_PROLOG
    {
        IInlSetParticleExplicit( viewToWorld, particles[ i ], xVec, yVec, zVec );
        IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalViewFace( partNorm, zVec );
        IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
    }
}

void inline IIPL_1UV_OExp_NLite( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr,
                                const plOmniLightInfo *omniLight, const plDirectionalLightInfo *directionLight )
{
    IIPL_PROLOG
    {
        IInlSetParticleExplicit( viewToWorld, particles[ i ], xVec, yVec, zVec );
        IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalStrongestLight( partNorm, particles[ i ], omniLight, directionLight, zVec );
        IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
    }
}

void inline IIPL_1UV_OExp_NExp( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr )
{
    IIPL_PROLOG
    {
        IInlSetParticleExplicit( viewToWorld, particles[ i ], xVec, yVec, zVec );
        IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalExplicit( partNorm, particles[ i ] );
        IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
    }
}

void inline IIPL_0UV_OVel_NViewFace( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr )
{
    IIPL_PROLOG
    {
        IInlSetParticlePathFollow( particles[ i ], viewToWorld, xVec, yVec, zVec );
        IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalViewFace( partNorm, zVec );
        IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
    }
}

void inline IIPL_0UV_OVel_NLite( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr,
                                const plOmniLightInfo *omniLight, const plDirectionalLightInfo *directionLight )
{
    IIPL_PROLOG
    {
        IInlSetParticlePathFollow( particles[ i ], viewToWorld, xVec, yVec, zVec );
        IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalStrongestLight( partNorm, particles[ i ], omniLight, directionLight, zVec );
        IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
    }
}

void inline IIPL_0UV_OVel_NExp( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr )
{
    IIPL_PROLOG
    {
        IInlSetParticlePathFollow( particles[ i ], viewToWorld, xVec, yVec, zVec );
        IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalExplicit( partNorm, particles[ i ] );
        IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
    }
}

void inline IIPL_0UV_OStr_NViewFace( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr )
{
    IIPL_PROLOG
    {
        IInlSetParticlePathStretch( particles[ i ], viewToWorld, xVec, yVec, zVec );
        IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalViewFace( partNorm, zVec );
        IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
    }
}

void inline IIPL_0UV_OStr_NLite( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr,
                                const plOmniLightInfo *omniLight, const plDirectionalLightInfo *directionLight )
{
    IIPL_PROLOG
    {
        IInlSetParticlePathStretch( particles[ i ], viewToWorld, xVec, yVec, zVec );
        IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalStrongestLight( partNorm, particles[ i ], omniLight, directionLight, zVec );
        IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
    }
}

void inline IIPL_0UV_OStr_NExp( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr )
{
    IIPL_PROLOG
    {
        IInlSetParticlePathStretch( particles[ i ], viewToWorld, xVec, yVec, zVec );
        IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalExplicit( partNorm, particles[ i ] );
        IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
    }
}

void inline IIPL_0UV_OFlo_NViewFace( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr )
{
    IIPL_PROLOG
    {
        IInlSetParticlePathFlow( particles[ i ], viewToWorld, xVec, yVec, zVec );
        IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalViewFace( partNorm, zVec );
        IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
    }
}

void inline IIPL_0UV_OFlo_NLite( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr,
                                const plOmniLightInfo *omniLight, const plDirectionalLightInfo *directionLight )
{
    IIPL_PROLOG
    {
        IInlSetParticlePathFlow( particles[ i ], viewToWorld, xVec, yVec, zVec );
        IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalStrongestLight( partNorm, particles[ i ], omniLight, directionLight, zVec );
        IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
    }
}

void inline IIPL_0UV_OFlo_NExp( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr )
{
    IIPL_PROLOG
    {
        IInlSetParticlePathFlow( particles[ i ], viewToWorld, xVec, yVec, zVec );
        IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalExplicit( partNorm, particles[ i ] );
        IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
    }
}

void inline IIPL_0UV_OExp_NViewFace( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr )
{
    IIPL_PROLOG
    {
        IInlSetParticleExplicit( viewToWorld, particles[ i ], xVec, yVec, zVec );
        IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalViewFace( partNorm, zVec );
        IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
    }
}

void inline IIPL_0UV_OExp_NLite( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr,
                                const plOmniLightInfo *omniLight, const plDirectionalLightInfo *directionLight )
{
    IIPL_PROLOG
    {
        IInlSetParticleExplicit( viewToWorld, particles[ i ], xVec, yVec, zVec );
        IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalStrongestLight( partNorm, particles[ i ], omniLight, directionLight, zVec );
        IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
    }
}

void inline IIPL_0UV_OExp_NExp( const uint32_t &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, uint8_t *&destPtr )
{
    IIPL_PROLOG
    {
        IInlSetParticleExplicit( viewToWorld, particles[ i ], xVec, yVec, zVec );
        IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
        IInlSetNormalExplicit( partNorm, particles[ i ] );
        IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
    }
}

//// IFillParticlePolys ///////////////////////////////////////////////////////
//  Takes a list of particles and makes the polys for them.
#include "hsTimer.h"
#include "plProfile.h"
plProfile_CreateTimer("Fill Polys", "Particles", ParticleFillPoly);

void plParticleFiller::FillParticles(plPipeline* pipe, plDrawableSpans* drawable, plParticleSpan* span)
{
    if (!span->fSource || span->fNumParticles <= 0)
        return;

    plProfile_BeginTiming(ParticleFillPoly);

    sInvDelSecs = hsTimer::GetDelSysSeconds();
    if( sInvDelSecs > 0 )
        sInvDelSecs = 1.f / sInvDelSecs;

    const plParticleCore* particles = span->fSource->GetParticleArray();
    const uint32_t numParticles = span->fNumParticles;

    plGBufferGroup* group = drawable->GetBufferGroup(span->fGroupIdx);

    uint8_t* destPtr = group->GetVertBufferData(span->fVBufferIdx);

    destPtr += span->fVStartIdx * group->GetVertexSize();

    /// Get the z vector (pointing away from the camera) in worldspace
    hsMatrix44 viewToWorld = pipe->GetCameraToWorld();

    plOmniLightInfo* omniLight = nil;
    plDirectionalLightInfo* directionLight = nil;

    /// Get strongest light, if there is one, for normal generation
    if( span->GetNumLights( false ) > 0 )
    {
        omniLight = plOmniLightInfo::ConvertNoRef( span->GetLight( 0, false ) );
        directionLight = plDirectionalLightInfo::ConvertNoRef( span->GetLight( 0, false ) );
    }

    /// Fill with 1 UV channel
    if( group->GetNumUVs() == 1 )
    {
        /// Switch on orientation
        if( span->fSource->fMiscFlags & plParticleEmitter::kOrientationVelocityBased )
        {
            /// Switch on normal generation
            if( span->fSource->fMiscFlags & plParticleEmitter::kNormalViewFacing )
                IIPL_1UV_OVel_NViewFace( numParticles, particles, viewToWorld, destPtr );

            else if( span->fSource->fMiscFlags & plParticleEmitter::kNormalNearestLight )
                IIPL_1UV_OVel_NLite( numParticles, particles, viewToWorld, destPtr, omniLight, directionLight );

            else
                IIPL_1UV_OVel_NExp( numParticles, particles, viewToWorld, destPtr );
        }
        else if( span->fSource->fMiscFlags & plParticleEmitter::kOrientationVelocityStretch )
        {
            sCurrMinWidth = pipe->GetViewTransform().GetOrthoWidth() / pipe->GetViewTransform().GetScreenWidth() * 0.75f;

            /// Switch on normal generation
            if( span->fSource->fMiscFlags & plParticleEmitter::kNormalViewFacing )
                IIPL_1UV_OStr_NViewFace( numParticles, particles, viewToWorld, destPtr );

            else if( span->fSource->fMiscFlags & plParticleEmitter::kNormalNearestLight )
                IIPL_1UV_OStr_NLite( numParticles, particles, viewToWorld, destPtr, omniLight, directionLight );

            else
                IIPL_1UV_OStr_NExp( numParticles, particles, viewToWorld, destPtr );
        }
        else if( span->fSource->fMiscFlags & plParticleEmitter::kOrientationVelocityFlow )
        {
            sCurrMinWidth = pipe->GetViewTransform().GetOrthoWidth() / pipe->GetViewTransform().GetScreenWidth() * 0.75f;

            /// Switch on normal generation
            if( span->fSource->fMiscFlags & plParticleEmitter::kNormalViewFacing )
                IIPL_1UV_OFlo_NViewFace( numParticles, particles, viewToWorld, destPtr );

            else if( span->fSource->fMiscFlags & plParticleEmitter::kNormalNearestLight )
                IIPL_1UV_OFlo_NLite( numParticles, particles, viewToWorld, destPtr, omniLight, directionLight );

            else
                IIPL_1UV_OFlo_NExp( numParticles, particles, viewToWorld, destPtr );
        }
        else    // Orientation explicit
        {
            /// Switch on normal generation
            if( span->fSource->fMiscFlags & plParticleEmitter::kNormalViewFacing )
                IIPL_1UV_OExp_NViewFace( numParticles, particles, viewToWorld, destPtr );

            else if( span->fSource->fMiscFlags & plParticleEmitter::kNormalNearestLight )
                IIPL_1UV_OExp_NLite( numParticles, particles, viewToWorld, destPtr, omniLight, directionLight );

            else
                IIPL_1UV_OExp_NExp( numParticles, particles, viewToWorld, destPtr );
        }
    }
    else
    /// Fill with no UV channels
    {
        /// Switch on orientation
        if( span->fSource->fMiscFlags & plParticleEmitter::kOrientationVelocityBased )
        {
            /// Switch on normal generation
            if( span->fSource->fMiscFlags & plParticleEmitter::kNormalViewFacing )
                IIPL_0UV_OVel_NViewFace( numParticles, particles, viewToWorld, destPtr );

            else if( span->fSource->fMiscFlags & plParticleEmitter::kNormalNearestLight )
                IIPL_0UV_OVel_NLite( numParticles, particles, viewToWorld, destPtr, omniLight, directionLight );

            else
                IIPL_0UV_OVel_NExp( numParticles, particles, viewToWorld, destPtr );
        }
        else if( span->fSource->fMiscFlags & plParticleEmitter::kOrientationVelocityStretch )
        {
            sCurrMinWidth = pipe->GetViewTransform().GetOrthoWidth() / pipe->GetViewTransform().GetScreenWidth() * 0.75f;

            /// Switch on normal generation
            if( span->fSource->fMiscFlags & plParticleEmitter::kNormalViewFacing )
                IIPL_0UV_OStr_NViewFace( numParticles, particles, viewToWorld, destPtr );

            else if( span->fSource->fMiscFlags & plParticleEmitter::kNormalNearestLight )
                IIPL_0UV_OStr_NLite( numParticles, particles, viewToWorld, destPtr, omniLight, directionLight );

            else
                IIPL_0UV_OStr_NExp( numParticles, particles, viewToWorld, destPtr );
        }
        else if( span->fSource->fMiscFlags & plParticleEmitter::kOrientationVelocityFlow )
        {
            sCurrMinWidth = pipe->GetViewTransform().GetOrthoWidth() / pipe->GetViewTransform().GetScreenWidth() * 0.75f;

            /// Switch on normal generation
            if( span->fSource->fMiscFlags & plParticleEmitter::kNormalViewFacing )
                IIPL_0UV_OFlo_NViewFace( numParticles, particles, viewToWorld, destPtr );

            else if( span->fSource->fMiscFlags & plParticleEmitter::kNormalNearestLight )
                IIPL_0UV_OFlo_NLite( numParticles, particles, viewToWorld, destPtr, omniLight, directionLight );

            else
                IIPL_0UV_OFlo_NExp( numParticles, particles, viewToWorld, destPtr );
        }
        else    // Orientation explicit
        {
            /// Switch on normal generation
            if( span->fSource->fMiscFlags & plParticleEmitter::kNormalViewFacing )
                IIPL_0UV_OExp_NViewFace( numParticles, particles, viewToWorld, destPtr );

            else if( span->fSource->fMiscFlags & plParticleEmitter::kNormalNearestLight )
                IIPL_0UV_OExp_NLite( numParticles, particles, viewToWorld, destPtr, omniLight, directionLight );

            else
                IIPL_0UV_OExp_NExp( numParticles, particles, viewToWorld, destPtr );
        }
    }

    /// All done!
    plProfile_EndTiming(ParticleFillPoly);
}

void plParticleFiller::FillParticlePolys(plPipeline* pipe, plDrawInterface* di)
{
    if( !di )
        return; // should probably be an asserted error.

    plDrawableSpans* drawable = plDrawableSpans::ConvertNoRef(di->GetDrawable(0));
    if( !drawable )
        return;

    // Currently, the di always points to exactly 1 drawable with 1 span index. If
    // that changes, this would just become a loop.
    uint32_t diIndex = di->GetDrawableMeshIndex(0);
    hsAssert(diIndex >= 0, "Bogus input to fill particles");

    const plDISpanIndex& diSpans = drawable->GetDISpans(diIndex);
    int i;
    for( i = 0; i < diSpans.GetCount(); i++ )
    {
        uint32_t spanIdx = diSpans[i];
        hsAssert(drawable->GetSpan(spanIdx), "Bogus input to fill particles");
        hsAssert(drawable->GetSpan(spanIdx)->fTypeMask & plSpan::kParticleSpan, "Bogus input to fill particles");

        // Safe cast, since we just checked the type mask.
        plParticleSpan* span = (plParticleSpan*)drawable->GetSpan(spanIdx);

        if( !span->fSource )
            return; // Nothing to do, it's idle.

        FillParticles(pipe, drawable, span);
    }

}

