/*==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
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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*==LICENSE==*/

#ifndef plCullTree_inc
#define plCullTree_inc

#include "hsBounds.h"
#include "hsGeometry3.h"
#include "hsBitVector.h"
#include "plCuller.h"
#include "plScene/plCullPoly.h"

#ifdef HS_DEBUGGING
#define DEBUG_POINTERS
#endif // HS_DEBUGGING

class plCullTree;
class plCullNode;

// for vis
struct hsPoint3;
struct hsVector3;
struct hsColorRGBA;

class plCullTree : public plCuller
{
protected:

    // Visualization stuff, to be nuked from production version.
    mutable bool                            fCapturePolys;
    mutable hsTArray<hsPoint3>              fVisVerts;
    mutable hsTArray<hsVector3>             fVisNorms;
    mutable hsTArray<hsColorRGBA>           fVisColors;
    mutable hsTArray<uint16_t>                fVisTris;
    mutable float                        fVisYon;

    mutable hsTArray<plCullPoly>        fScratchPolys;
    mutable hsLargeArray<int16_t>     fScratchClear;
    mutable hsLargeArray<int16_t>     fScratchSplit;
    mutable hsLargeArray<int16_t>     fScratchCulled;
    mutable hsBitVector             fScratchBitVec;
    mutable hsBitVector             fScratchTotVec;

    void        IVisPolyShape(const plCullPoly& poly, bool dark) const;
    void        IVisPolyEdge(const hsPoint3& p0, const hsPoint3& p1, bool dark) const;
    void        IVisPoly(const plCullPoly& poly, bool dark) const;


    hsPoint3                        fViewPos;

    int16_t                           fRoot;
    mutable hsTArray<plCullNode>    fNodeList; // Scratch list we make the tree from.
    plCullNode*                     IGetRoot() const { return IGetNode(fRoot); }
    plCullNode*                     IGetNode(int16_t i) const { return i >= 0 ? &fNodeList[i] : nil; }

    void                ITestNode(const plSpaceTree* space, int16_t who, hsTArray<int16_t>& outList) const; // Appends to outlist
    void                ITestList(const plSpaceTree* space, const hsTArray<int16_t>& inList, hsTArray<int16_t>& outList) const;

    int16_t               IAddPolyRecur(const plCullPoly& poly, int16_t iNode);
    int16_t               IMakeHoleSubTree(const plCullPoly& poly) const;
    int16_t               IMakePolySubTree(const plCullPoly& poly) const;
    int16_t               IMakePolyNode(const plCullPoly& poly, int i0, int i1) const;

    // Some scratch areas for the nodes use when building the tree etc.
    hsTArray<plCullPoly>&           ScratchPolys() const { return fScratchPolys; }
    hsLargeArray<int16_t>&            ScratchClear() const { return fScratchClear; }
    hsLargeArray<int16_t>&            ScratchSplit() const { return fScratchSplit; }
    hsLargeArray<int16_t>&            ScratchCulled() const { return fScratchCulled; }
    hsBitVector&                    ScratchBitVec() const { return fScratchBitVec; }
    hsBitVector&                    ScratchTotVec() const { return fScratchTotVec; }

    void                            ISetupScratch(uint16_t nNodes);

    friend class plCullNode;

public:
    plCullTree();
    ~plCullTree();

    void                    Reset(); // Called before starting to add polys for this frame.
    void                    InitFrustum(const hsMatrix44& world2NDC);
    void                    SetViewPos(const hsPoint3& pos);
    void                    AddPoly(const plCullPoly& poly);

    uint32_t                  GetNumNodes() const { return fNodeList.GetCount(); }

    virtual void            Harvest(const plSpaceTree* space, hsTArray<int16_t>& outList) const;
    virtual bool            BoundsVisible(const hsBounds3Ext& bnd) const;
    virtual bool            SphereVisible(const hsPoint3& center, float rad) const;

    // Visualization stuff. Only to be called by the pipeline (or some other vis manager).
    void                    SetVisualizationYon(float y) const { fVisYon = y; }
    void                    BeginCapturePolys() const { fCapturePolys = true; }
    void                    EndCapturePolys() const { fCapturePolys = false; }
    hsTArray<hsPoint3>&     GetCaptureVerts() const { return fVisVerts; }
    hsTArray<hsVector3>&    GetCaptureNorms() const { return fVisNorms; }
    hsTArray<hsColorRGBA>&  GetCaptureColors() const { return fVisColors; }
    hsTArray<uint16_t>&       GetCaptureTris() const { return fVisTris; }
    void                    ReleaseCapture() const;
};

class plCullNode
{
public:
enum plCullStatus
{
    kClear,
    kCulled,
    kSplit,
    kPureSplit
};
protected:
    hsVector3           fNorm;
    float            fDist;

    bool                fIsFace;

    int16_t               fInnerChild;
    int16_t               fOuterChild;

    const plCullTree*           fTree;

    plCullNode*                 IGetNode(int16_t i) const;

#ifdef DEBUG_POINTERS
    mutable plCullNode*         fInnerPtr;
    mutable plCullNode*         fOuterPtr;

    void                        ISetPointersRecur() const;
#else // DEBUG_POINTERS
    void                        ISetPointersRecur() const {}
#endif // DEBUG_POINTERS

    // Bounds only version
    plCullNode::plCullStatus    ITestBoundsRecur(const hsBounds3Ext& bnd) const;
    plCullNode::plCullStatus    ITestSphereRecur(const hsPoint3& center, float rad) const;

    // Using the nodes
    plCullNode::plCullStatus    ITestNode(const plSpaceTree* space, int16_t who, hsLargeArray<int16_t>& clear, hsLargeArray<int16_t>& split, hsLargeArray<int16_t>& culled) const;
    void                        ITestNode(const plSpaceTree* space, int16_t who, hsBitVector& totList, hsBitVector& outList) const;
    void                        IHarvest(const plSpaceTree* space, hsTArray<int16_t>& outList) const;

    // Constructing the tree
    float                    IInterpVert(const hsPoint3& p0, const hsPoint3& p1, hsPoint3& out) const;
    plCullNode::plCullStatus    ISplitPoly(const plCullPoly& poly, plCullPoly*& innerPoly, plCullPoly*& outerPoly) const;
    void                        IMarkClipped(const plCullPoly& poly, const hsBitVector& onVerts) const;
    void                        ITakeHalfPoly(const plCullPoly& scrPoly, 
                                   const hsTArray<int>& vtxIdx, 
                                   const hsBitVector& onVerts, 
                                   plCullPoly& outPoly) const;
    void                        IBreakPoly(const plCullPoly& poly, const hsTArray<float>& depths,
                                    hsBitVector& inVerts,
                                    hsBitVector& outVerts,
                                    hsBitVector& onVerts,
                                    plCullPoly& srcPoly) const;

    hsTArray<plCullPoly>&           ScratchPolys() const { return fTree->ScratchPolys(); }
    hsLargeArray<int16_t>&            ScratchClear() const { return fTree->ScratchClear(); }
    hsLargeArray<int16_t>&            ScratchSplit() const { return fTree->ScratchSplit(); }
    hsLargeArray<int16_t>&            ScratchCulled() const { return fTree->ScratchCulled(); }
    hsBitVector&                    ScratchBitVec() const { return fTree->ScratchBitVec(); }
    hsBitVector&                    ScratchTotVec() const { return fTree->ScratchTotVec(); }

    friend class plCullTree;
public:

    void    Init(const plCullTree* t, const hsVector3& n, float d) { fIsFace = false; fTree = t; fInnerChild = fOuterChild = -1; SetPlane(n, d); }
    void    Init(const plCullTree* t, const plCullPoly& poly) { Init(t, poly.fNorm, poly.fDist); }

    void    SetPlane(const hsVector3& n, float d) { fNorm = n; fDist = d; }
    
    const hsVector3& GetNormal() const { return fNorm; }
    float GetDist() const { return fDist; }

    plCullStatus    TestBounds(const hsBounds3Ext& bnd) const;
    plCullStatus    TestSphere(const hsPoint3& center, float rad) const;
};

inline plCullNode* plCullNode::IGetNode(int16_t i) const
{ 
    return fTree->IGetNode(i); 
}

#endif // plCullTree_inc