/* -*-c++-*- */
/* osgEarth - Geospatial SDK for OpenSceneGraph
 * Copyright 2020 Pelican Mapping
 * http://osgearth.org
 *
 * osgEarth is free software; you can redistribute it and/or modify
 * it under the terms of the GNU Lesser General Public License as published by
 * the Free Software Foundation; either version 2 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 Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>
 */
#pragma once

#include <osg/Drawable>
#include <osg/Texture2D>
#include <osg/Texture3D>
#include <osgEarth/GLUtils>
#include <osgEarth/TerrainResources>
#include "eb_atmosphere_model.h"

/**
 * OSG "connector" for the "Precomputed Atmospheric Scattering" 
 * implemenentation by Eric Bruneton and Fabrice Neyret.
 *
 * References:
 *
 * Original paper: https://hal.inria.fr/inria-00288758/en
 * Reference implementation: https://github.com/ebruneton/precomputed_atmospheric_scattering
 * Documentation: https://ebruneton.github.io/precomputed_atmospheric_scattering
 * Unity implementation: https://github.com/Scrawk/Brunetons-Improved-Atmospheric-Scattering
 * OpenGL/GLSL port of Unity implementation: https://github.com/diharaw/BrunetonSkyModel
 *
 * This implementation is based on the final reference (diharaw).
 * Copyright notices are found throughout the code in the appropriate files.
 *
 * Some options don't work for reasons unknown. The defaults are configured
 * to avoid these options for now. These include:
 *
 *   1. combining the rayleigh and mie scattering data into a single texture
 *   2. disabling luminance
 *   3. half-precision textures
 *
 * Possible future work items:
 *
 *   1. Putt the LUTs into bindless textures so the impl doesn't
 *      require 4 texture image units
 *   2. Resolve some of the artifacts that appear when you introduce
 *      "ambient" lighting at night
 *   3. Combine with the shadowing pass to implement integrated 
 *      shadows and light shafts
 *   4. Better lighting of double-sided/translucent geometry (like
 *      tree leaves)
 */
namespace Bruneton
{
    class ComputeDrawable : public osg::Drawable
    {
    public:
        ComputeDrawable(
            float bottom_radius,
            float top_radius,
            bool high_quality = false);

        // runs the pre-computation
        void drawImplementation(osg::RenderInfo& ri) const override;

        bool isReady() const {
            return _model != nullptr;
        }

        // builds the rendering statesets
        bool populateRenderingStateSets(
            osg::StateSet* groundStateSet,
            osg::StateSet* skyStateSet,
            osgEarth::TerrainResources* resources) const;

        mutable std::unique_ptr<dw::AtmosphereModel> _model;
        mutable osg::Vec3f _white_point;

        bool _use_half_precision;
        float _sun_angle;
        bool _use_constant_solar_spectrum;
        bool _use_ozone;
        bool _use_combined_textures;
        bool _use_luminance;
        bool _do_white_balance;

        float _sun_angular_radius;
        float _bottom_radius;
        float _top_radius;
        float _length_unit_in_meters;

        bool _best_quality;

        mutable osg::ref_ptr<osg::Texture>
            _transmittance_tex,
            _scattering_tex,
            _irradiance_tex,
            _single_mie_scattering_tex;

    private:
        osg::Texture* makeOSGTexture(dw::Texture*) const;

        mutable osgEarth::TextureImageUnitReservation _reservation[4];
    };

    // Wraps a raw GL texture in an osg texture
    struct WrapTexture2D : osg::Texture2D {
        WrapTexture2D(dw::Texture2D* t) : osg::Texture2D(), _internal(t) {
            setFilter(MIN_FILTER, LINEAR);
            setWrap(WRAP_S, CLAMP_TO_EDGE);
            setWrap(WRAP_T, CLAMP_TO_EDGE);
            setWrap(WRAP_R, CLAMP_TO_EDGE);
        }
        void apply(osg::State& state) const override {
            auto cid = osgEarth::GLUtils::getSharedContextID(state);
            if (getTextureObject(cid) == nullptr) {
                const_cast<WrapTexture2D*>(this)->setTextureObject(cid,
                    new osg::Texture::TextureObject(
                        const_cast<WrapTexture2D*>(this),
                        _internal->id(),
                        _internal->target(),
                        _internal->mip_levels(),
                        _internal->internal_format(),
                        _internal->width(),
                        _internal->height(),
                        1, // depth,
                        0)); // border
            }
            osg::Texture2D::apply(state);
        }
        dw::Texture2D* _internal;
    };

    // Wraps a raw GL texture in an osg texture
    struct WrapTexture3D : osg::Texture3D {
        WrapTexture3D(dw::Texture3D* t) : osg::Texture3D(), _internal(t) {
            setFilter(MIN_FILTER, LINEAR);
            setWrap(WRAP_S, CLAMP_TO_EDGE);
            setWrap(WRAP_T, CLAMP_TO_EDGE);
            setWrap(WRAP_R, CLAMP_TO_EDGE);
        }
        void apply(osg::State& state) const override {
            auto cid = osgEarth::GLUtils::getSharedContextID(state);
            if (getTextureObject(cid) == nullptr) {
                const_cast<WrapTexture3D*>(this)->setTextureObject(cid,
                    new osg::Texture::TextureObject(
                        const_cast<WrapTexture3D*>(this),
                        _internal->id(),
                        _internal->target(),
                        _internal->mip_levels(),
                        _internal->internal_format(),
                        _internal->width(),
                        _internal->height(),
                        _internal->depth(), // depth,
                        0)); // border
            }
            osg::Texture3D::apply(state);
        }
        dw::Texture3D* _internal;
    };
} // namespace Bruneton
