/**************************************************************************\
 * Copyright (c) Kongsberg Oil & Gas Technologies AS
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 * 
 * Redistributions of source code must retain the above copyright notice,
 * this list of conditions and the following disclaimer.
 * 
 * Redistributions in binary form must reproduce the above copyright
 * notice, this list of conditions and the following disclaimer in the
 * documentation and/or other materials provided with the distribution.
 * 
 * Neither the name of the copyright holder nor the names of its
 * contributors may be used to endorse or promote products derived from
 * this software without specific prior written permission.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 * HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
\**************************************************************************/

/*!
  \class SoIndexedTriangleStripSet SoIndexedTriangleStripSet.h Inventor/nodes/SoIndexedTriangleStripSet.h
  \brief The SoIndexedTriangleStripSet class keeps data for rendering and otherwise representing triangle strips.
  \ingroup nodes

  Use nodes of this type as an effective way of drawing triangles
  which are strung together.

  For more information, see the documentation of the
  SoTriangleStripSet node.

  To render several strips within the same node, just separate the
  coordinate indices with -1.  For more information about indexed
  shapes, see documentation in SoIndexedShape and SoIndexedFaceSet.

  Example scene graph:

  \verbatim
  #Inventor V2.1 ascii
  
  Separator {
     Coordinate3 {
        point [
         -2 1 0, -1 -1 0, 0 1 0, 1 -1 0, 2 1 0, # first strip, z==0
         -2 1 5, -1 -1 5, 0 1 5, 1 -1 5, 2 1 5  # second strip, z==5
        ]
     }
  
     IndexedTriangleStripSet {
        coordIndex [
         0, 1, 2, 3, 4, -1,
         5, 6, 7, 8, 9, -1
        ]
     }
  }
  \endverbatim

  <b>FILE FORMAT/DEFAULTS:</b>
  \code
    IndexedTriangleStripSet {
        vertexProperty NULL
        coordIndex 0
        materialIndex -1
        normalIndex -1
        textureCoordIndex -1
    }
  \endcode

*/

#include <Inventor/nodes/SoIndexedTriangleStripSet.h>

#include <assert.h>

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif // HAVE_CONFIG_H

#include <Inventor/SoPrimitiveVertex.h>
#include <Inventor/actions/SoGLRenderAction.h>
#include <Inventor/actions/SoGetPrimitiveCountAction.h>
#include <Inventor/bundles/SoMaterialBundle.h>
#include <Inventor/bundles/SoTextureCoordinateBundle.h>
#include <Inventor/caches/SoNormalCache.h>
#include <Inventor/details/SoFaceDetail.h>
#include <Inventor/details/SoPointDetail.h>
#include <Inventor/elements/SoCoordinateElement.h>
#include <Inventor/elements/SoCreaseAngleElement.h>
#include <Inventor/elements/SoMaterialBindingElement.h>
#include <Inventor/elements/SoNormalBindingElement.h>
#include <Inventor/elements/SoShapeHintsElement.h>
#include <Inventor/elements/SoGLLazyElement.h>
#include <Inventor/elements/SoTextureCoordinateBindingElement.h>
#include <Inventor/errors/SoDebugError.h>
#include <Inventor/misc/SoState.h>
#include <Inventor/nodes/SoVertexProperty.h>
#include <Inventor/system/gl.h>

#include "nodes/SoSubNodeP.h"
#include "rendering/SoGL.h"

SO_NODE_SOURCE(SoIndexedTriangleStripSet);

/*!
  Constructor. Default field values will equal those set in the
  SoIndexedShape parent class.
*/
SoIndexedTriangleStripSet::SoIndexedTriangleStripSet(void)
{
  SO_NODE_INTERNAL_CONSTRUCTOR(SoIndexedTriangleStripSet);
}

/*!
  Destructor.
*/
SoIndexedTriangleStripSet::~SoIndexedTriangleStripSet()
{
}

// Documented in superclass.
void
SoIndexedTriangleStripSet::initClass(void)
{
  SO_NODE_INTERNAL_INIT_CLASS(SoIndexedTriangleStripSet, SO_FROM_INVENTOR_1);
}

// private
SoIndexedTriangleStripSet::Binding
SoIndexedTriangleStripSet::findMaterialBinding(SoState * const state) const
{
  Binding binding = OVERALL;

  SoMaterialBindingElement::Binding matbind =
    SoMaterialBindingElement::get(state);

  switch (matbind) {
  case SoMaterialBindingElement::OVERALL:
    binding = OVERALL;
    break;
  case SoMaterialBindingElement::PER_VERTEX:
    binding = PER_VERTEX;
    break;
  case SoMaterialBindingElement::PER_VERTEX_INDEXED:
    binding = PER_VERTEX_INDEXED;
    break;
  case SoMaterialBindingElement::PER_PART:
    binding = PER_STRIP;
    break;
  case SoMaterialBindingElement::PER_FACE:
    binding = PER_TRIANGLE;
    break;
  case SoMaterialBindingElement::PER_PART_INDEXED:
    binding = PER_STRIP_INDEXED;
    break;
  case SoMaterialBindingElement::PER_FACE_INDEXED:
    binding = PER_TRIANGLE_INDEXED;
    break;
  default:
#if COIN_DEBUG
    SoDebugError::postWarning("SoIndexedTriangleStripSet::findMaterialBinding",
                              "unknown material binding setting");
#endif // COIN_DEBUG
    break;
  }
  return binding;
}

// private
SoIndexedTriangleStripSet::Binding
SoIndexedTriangleStripSet::findNormalBinding(SoState * const state) const
{
  Binding binding = PER_VERTEX_INDEXED;
  SoNormalBindingElement::Binding normbind =
    SoNormalBindingElement::get(state);

  switch (normbind) {
  case SoNormalBindingElement::OVERALL:
    binding = OVERALL;
    break;
  case SoNormalBindingElement::PER_VERTEX:
    binding = PER_VERTEX;
    break;
  case SoNormalBindingElement::PER_VERTEX_INDEXED:
    binding = PER_VERTEX_INDEXED;
    break;
  case SoNormalBindingElement::PER_PART:
    binding = PER_STRIP;
    break;
  case SoNormalBindingElement::PER_FACE:
    binding = PER_TRIANGLE;
    break;
  case SoNormalBindingElement::PER_PART_INDEXED:
    binding = PER_STRIP_INDEXED;
    break;
  case SoNormalBindingElement::PER_FACE_INDEXED:
    binding = PER_TRIANGLE_INDEXED;
    break;
  default:
#if COIN_DEBUG
    SoDebugError::postWarning("SoIndexedTriangleStripSet::findNormalBinding",
                              "unknown normal binding setting");
#endif // COIN_DEBUG
    break;
  }
  return binding;
}

// Documented in superclass.
void
SoIndexedTriangleStripSet::GLRender(SoGLRenderAction * action)
{
  // Note: default coordIndex field setting is [ 0 ] so this check is
  // absolutely necessary.
  if (this->coordIndex.getNum() < 3) return;

  SbBool didpush = FALSE;
  SoState * state = action->getState();

  if (this->vertexProperty.getValue()) {
    state->push();
    didpush = TRUE;
    this->vertexProperty.getValue()->GLRender(action);
  }

  Binding mbind = this->findMaterialBinding(state);
  Binding nbind = this->findNormalBinding(state);

  if (((nbind == PER_TRIANGLE || nbind == PER_TRIANGLE_INDEXED) &&
       (mbind != PER_VERTEX && mbind != PER_VERTEX_INDEXED)) ||
      
      ((mbind == PER_TRIANGLE || mbind == PER_TRIANGLE_INDEXED) &&
       (nbind != PER_VERTEX && nbind != PER_VERTEX_INDEXED))) {
    
    if (!didpush) {
      state->push();
      didpush = TRUE;
    }
    SoLazyElement::setShadeModel(state, TRUE);
  }

  if (!this->shouldGLRender(action)) {
    if (didpush) {
      state->pop();
    }
    return;
  }

  const SoCoordinateElement * coords;
  const SbVec3f * normals;
  const int32_t * cindices;
  int numindices;
  const int32_t * nindices;
  const int32_t * tindices;
  const int32_t * mindices;
  SbBool dotextures;
  SbBool normalcacheused;
  SoMaterialBundle mb(action);

  SbBool sendnormals = !mb.isColorOnly();

  this->getVertexData(state, coords, normals, cindices,
                      nindices, tindices, mindices, numindices,
                      sendnormals, normalcacheused);

  SoTextureCoordinateBundle tb(action, TRUE, FALSE);
  dotextures = tb.needCoordinates();

  if (dotextures) {
    if (tb.isFunction() && !tb.needIndices()) {
      tindices = NULL;
    }
    else if (SoTextureCoordinateBindingElement::get(state) ==
             SoTextureCoordinateBindingElement::PER_VERTEX) {
      tindices = NULL;
    }
    else if (tindices == NULL) {
      tindices = cindices;
    }
  }

  if (!sendnormals) nbind = OVERALL;
  else if (nbind == OVERALL) {
    if (normals) glNormal3fv(normals[0].getValue());
    else glNormal3f(0.0f, 0.0f, 1.0f);
  }
  else if (normalcacheused && nbind == PER_VERTEX) {
    nbind = PER_VERTEX_INDEXED;
  }
  else if (normalcacheused && nbind == PER_TRIANGLE_INDEXED) {
    nbind = PER_TRIANGLE;
  }
  else if (normalcacheused && nbind == PER_STRIP_INDEXED) {
    nbind = PER_STRIP;
  }

  mb.sendFirst(); // make sure we have the correct material

  sogl_render_tristrip((SoGLCoordinateElement *)coords,
                       cindices,
                       numindices,
                       normals,
                       nindices,
                       &mb,
                       mindices,
                       &tb,
                       tindices,
                       (int)nbind,
                       (int)mbind,
                       dotextures?1:0);
  if (normalcacheused) {
    this->readUnlockNormalCache();
  }

  if (didpush) {
    state->pop();
  }
  // send approx number of triangles for autocache handling
  sogl_autocache_update(state, this->coordIndex.getNum() / 2, FALSE);
}

// Documented in superclass.
SbBool
SoIndexedTriangleStripSet::generateDefaultNormals(SoState *, SoNormalBundle *)
{
  // Normals are generated directly in normal cache.
  return FALSE;
}

// doc in SoVertexShape
SbBool
SoIndexedTriangleStripSet::generateDefaultNormals(SoState * state,
                                                  SoNormalCache * nc)
{
  // Note: default coordIndex field setting is [ 0 ] so this check is
  // absolutely necessary.
  if (this->coordIndex.getNum() < 3) return FALSE;

  SbBool ccw = TRUE;
  const SoCoordinateElement * coordelem =
    SoCoordinateElement::getInstance(state);

  if (SoShapeHintsElement::getVertexOrdering(state) == SoShapeHintsElement::CLOCKWISE)
    ccw = FALSE;

  SoNode *vpnode = this->vertexProperty.getValue();
  SoVertexProperty *vp = 
    (vpnode && vpnode->isOfType(SoVertexProperty::getClassTypeId())) ?
    (SoVertexProperty *)vpnode : NULL;
  SbBool vpvtx = vp && (vp->vertex.getNum() > 0);
  SbBool vpnorm = vp && (vp->normal.getNum() > 0);

  const SbVec3f * coords = vpvtx ?
    vp->vertex.getValues(0) :
    coordelem->getArrayPtr3();
  assert(coords);

  int numcoords = SoCoordinateElement::getInstance(state)->getNum();

  SoNormalBindingElement::Binding normbind = vpnorm ?
    (SoNormalBindingElement::Binding) vp->normalBinding.getValue() :
    SoNormalBindingElement::get(state);


  switch (normbind) {
  case SoNormalBindingElement::PER_VERTEX:
  case SoNormalBindingElement::PER_VERTEX_INDEXED:
    nc->generatePerVertex(coords,
                          numcoords,
                          this->coordIndex.getValues(0),
                          this->coordIndex.getNum(),
                          SoCreaseAngleElement::get(state),
                          NULL,
                          -1,
                          ccw,
                          TRUE);
    break;
  case SoNormalBindingElement::PER_FACE:
  case SoNormalBindingElement::PER_FACE_INDEXED:
    nc->generatePerFaceStrip(coords,
                             numcoords,
                             this->coordIndex.getValues(0),
                             this->coordIndex.getNum(),
                             ccw);
    break;

  case SoNormalBindingElement::PER_PART:
  case SoNormalBindingElement::PER_PART_INDEXED:
    nc->generatePerStrip(coords,
                         numcoords,
                         this->coordIndex.getValues(0),
                         this->coordIndex.getNum(),
                         ccw);
    break;
  default:
    break;
  }
  return TRUE;
}

// private
void
SoIndexedTriangleStripSet::countPrimitives(int & strips, int & tris)
{
  strips = 0;
  tris = 0;

  if (this->coordIndex.getNum() < 3) return;

  const int32_t * ptr = this->coordIndex.getValues(0);
  const int32_t * endptr = ptr + this->coordIndex.getNum();

  int tmpcnt = 0;
  while (ptr < endptr) {
    if (*ptr++ >= 0) tmpcnt++;
    else {
      strips++;
      tris += tmpcnt - 2;
      tmpcnt = 0;
    }
  }
  // in case array wasn't terminated by a -1
  if (tmpcnt >= 3) {
    strips++;
    tris += tmpcnt-2;
  }
}

// Documented in superclass.
void
SoIndexedTriangleStripSet::getPrimitiveCount(SoGetPrimitiveCountAction * action)
{
  if (!this->shouldPrimitiveCount(action)) return;

  // Note: default coordIndex field setting is [ 0 ] so this check is
  // absolutely necessary.
  int n = this->coordIndex.getNum();
  if (n < 3) return;

  if (action->canApproximateCount()) {
    action->addNumTriangles(n - 2); // assumes one strip
  }
  else {
    int tris, strips;
    this->countPrimitives(strips, tris);
    action->addNumTriangles(tris);
  }
}

// Documented in superclass.
void
SoIndexedTriangleStripSet::generatePrimitives(SoAction * action)
{
  // Note: default coordIndex field setting is [ 0 ] so this check is
  // absolutely necessary.
  if (this->coordIndex.getNum() < 3) return;

  SoState * state = action->getState();

  if (this->vertexProperty.getValue()) {
    state->push();
    this->vertexProperty.getValue()->doAction(action);
  }

  Binding mbind = this->findMaterialBinding(state);
  Binding nbind = this->findNormalBinding(state);

  const SoCoordinateElement * coords;
  const SbVec3f * normals;
  const int32_t * cindices;
  int numindices;
  const int32_t * nindices;
  const int32_t * tindices;
  const int32_t * mindices;
  SbBool dotextures;
  SbBool sendnormals = TRUE;
  SbBool normalcacheused;

  this->getVertexData(state, coords, normals, cindices,
                      nindices, tindices, mindices, numindices,
                      sendnormals, normalcacheused);

  SoTextureCoordinateBundle tb(action, FALSE, FALSE);
  dotextures = tb.needCoordinates();

  if (dotextures) {
    if (tb.isFunction() && !tb.needIndices()) {
      tindices = NULL;
    }
    else if (SoTextureCoordinateBindingElement::get(state) ==
             SoTextureCoordinateBindingElement::PER_VERTEX) {
      tindices = NULL;
    }
    else if (tindices == NULL) {
      tindices = cindices;
    }
  }

  if (nbind == PER_VERTEX_INDEXED && nindices == NULL) {
    nindices = cindices;
  }
  if (mbind == PER_VERTEX_INDEXED && mindices == NULL) {
    mindices = cindices;
  }

  SbVec3f dummynormal(0.0f, 0.0f, 1.0f);
  const SbVec3f * currnormal = &dummynormal;
  if (!sendnormals) nbind = OVERALL;
  else if (nbind == OVERALL) {
    if (normals) currnormal = normals;
  }
  else if (normalcacheused && nbind == PER_VERTEX) {
    nbind = PER_VERTEX_INDEXED;
  }
  else if (normalcacheused && nbind == PER_TRIANGLE_INDEXED) {
    nbind = PER_TRIANGLE;
  }
  else if (normalcacheused && nbind == PER_STRIP_INDEXED) {
    nbind = PER_STRIP;
  }

  int texidx = 0;
  int matnr = 0;
  int normnr = 0;

  const int32_t * viptr = cindices;
  const int32_t * viendptr = viptr + numindices;
  int32_t v1, v2, v3;

  SoPrimitiveVertex vertex;
  SoPointDetail pointdetail;
  SoFaceDetail facedetail;

  vertex.setNormal(*currnormal);
  vertex.setDetail(&pointdetail);

  while (viptr + 2 < viendptr) {
    facedetail.setFaceIndex(0);

    v1 = *viptr++;
    v2 = *viptr++;
    v3 = *viptr++;
    assert(v1 >= 0 && v2 >= 0 && v3 >= 0);

    this->beginShape(action, TRIANGLE_STRIP, &facedetail);

    if (mbind == PER_VERTEX || mbind == PER_TRIANGLE || mbind == PER_STRIP) {
      pointdetail.setMaterialIndex(matnr);
      vertex.setMaterialIndex(matnr++);
    }
    else if (mbind == PER_VERTEX_INDEXED || mbind == PER_STRIP_INDEXED ||
             mbind == PER_TRIANGLE_INDEXED) {
      pointdetail.setMaterialIndex(*mindices);
      vertex.setMaterialIndex(*mindices++);
    }
    if (nbind == PER_VERTEX || nbind == PER_TRIANGLE || nbind == PER_STRIP) {
      pointdetail.setNormalIndex(normnr);
      currnormal = &normals[normnr++];
      vertex.setNormal(*currnormal);
    }
    else if (nbind == PER_VERTEX_INDEXED ||
             nbind == PER_TRIANGLE_INDEXED ||
             nbind == PER_STRIP_INDEXED) {
      pointdetail.setNormalIndex(*nindices);
      currnormal = &normals[*nindices++];
      vertex.setNormal(*currnormal);
    }
    if (dotextures) {
      if (tb.isFunction()) {
        vertex.setTextureCoords(tb.get(coords->get3(v1), *currnormal));
        if (tb.needIndices()) pointdetail.setTextureCoordIndex(tindices ? *tindices++ : texidx++);
      }
      else {
        pointdetail.setTextureCoordIndex(tindices ? *tindices : texidx);
        vertex.setTextureCoords(tb.get(tindices ? *tindices++ : texidx++));
      }
    }
    pointdetail.setCoordinateIndex(v1);
    vertex.setPoint(coords->get3(v1));
    this->shapeVertex(&vertex);

    /* vertex 2 *********************************************************/
    if (mbind == PER_VERTEX) {
      pointdetail.setMaterialIndex(matnr);
      vertex.setMaterialIndex(matnr++);
    }
    else if (mbind == PER_VERTEX_INDEXED) {
      pointdetail.setMaterialIndex(*mindices);
      vertex.setMaterialIndex(*mindices++);
    }
    if (nbind == PER_VERTEX) {
      pointdetail.setNormalIndex(normnr);
      currnormal = &normals[normnr++];
      vertex.setNormal(*currnormal);
    }
    else if (nbind == PER_VERTEX_INDEXED) {
      pointdetail.setNormalIndex(*nindices);
      currnormal = &normals[*nindices++];
      vertex.setNormal(*currnormal);
    }

    if (dotextures) {
      if (tb.isFunction()) {
        vertex.setTextureCoords(tb.get(coords->get3(v2), *currnormal));
        if (tb.needIndices()) pointdetail.setTextureCoordIndex(tindices ? *tindices++ : texidx++);
      }
      else {
        pointdetail.setTextureCoordIndex(tindices?*tindices:texidx);
        vertex.setTextureCoords(tb.get(tindices ? *tindices++ : texidx++));
      }
    }
    pointdetail.setCoordinateIndex(v2);
    vertex.setPoint(coords->get3(v2));
    this->shapeVertex(&vertex);

    // vertex 3
    if (mbind == PER_VERTEX) {
      pointdetail.setMaterialIndex(matnr);
      vertex.setMaterialIndex(matnr++);
    }
    else if (mbind == PER_VERTEX_INDEXED) {
      pointdetail.setMaterialIndex(*mindices);
      vertex.setMaterialIndex(*mindices++);
    }
    if (nbind == PER_VERTEX) {
      pointdetail.setNormalIndex(normnr);
      currnormal = &normals[normnr++];
      vertex.setNormal(*currnormal);
    }
    else if (nbind == PER_VERTEX_INDEXED) {
      pointdetail.setNormalIndex(*nindices);
      currnormal = &normals[*nindices++];
      vertex.setNormal(*currnormal);
    }

    if (dotextures) {
      if (tb.isFunction()) {
        vertex.setTextureCoords(tb.get(coords->get3(v3), *currnormal));
        if (tb.needIndices()) pointdetail.setTextureCoordIndex(tindices ? *tindices++ : texidx++);
      }
      else {
        pointdetail.setTextureCoordIndex(tindices?*tindices:texidx);
        vertex.setTextureCoords(tb.get(tindices ? *tindices++ : texidx++));
      }
    }
    pointdetail.setCoordinateIndex(v3);
    vertex.setPoint(coords->get3(v3));
    this->shapeVertex(&vertex);
    facedetail.incFaceIndex();

    v1 = viptr < viendptr ? *viptr++ : -1;
    while (v1 >= 0) {
      if (mbind == PER_VERTEX || mbind == PER_TRIANGLE) {
        pointdetail.setMaterialIndex(matnr);
        vertex.setMaterialIndex(matnr++);
      }
      else if (mbind == PER_VERTEX_INDEXED || mbind == PER_TRIANGLE_INDEXED) {
        pointdetail.setMaterialIndex(*mindices);
        vertex.setMaterialIndex(*mindices++);
      }
      if (nbind == PER_VERTEX || nbind == PER_TRIANGLE) {
        pointdetail.setNormalIndex(normnr);
        currnormal = &normals[normnr++];
        vertex.setNormal(*currnormal);
      }
      else if (nbind == PER_VERTEX_INDEXED || nbind == PER_TRIANGLE_INDEXED) {
        pointdetail.setNormalIndex(*nindices);
        currnormal = &normals[*nindices++];
        vertex.setNormal(*currnormal);
      }

      if (dotextures) {
        if (tb.isFunction()) {
          vertex.setTextureCoords(tb.get(coords->get3(v1), *currnormal));
          if (tb.needIndices()) pointdetail.setTextureCoordIndex(tindices ? *tindices++ : texidx++);
        }
        else {
          pointdetail.setTextureCoordIndex(tindices?*tindices:texidx);
          vertex.setTextureCoords(tb.get(tindices ? *tindices++ : texidx++));
        }
      }
      pointdetail.setCoordinateIndex(v1);
      vertex.setPoint(coords->get3(v1));
      this->shapeVertex(&vertex);
      facedetail.incFaceIndex();

      v1 = viptr < viendptr ? *viptr++ : -1;
    }
    this->endShape();
    facedetail.incPartIndex();

    if (mbind == PER_VERTEX_INDEXED)
      mindices++;
    if (nbind == PER_VERTEX_INDEXED)
      nindices++;
    if (tindices) tindices++;
  }

  if (normalcacheused) {
    this->readUnlockNormalCache();
  }

  if (this->vertexProperty.getValue()) {
    state->pop();
  }
}
