// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#include "COctTreeSceneNode.h"
#include "OctTree.h"
#include "ISceneManager.h"
#include "IVideoDriver.h"
#include "ICameraSceneNode.h"
#include "IMeshCache.h"
#include "IAnimatedMesh.h"
#include "IMaterialRenderer.h"

#include "os.h"

namespace irr
{
namespace scene
{


//! constructor
COctTreeSceneNode::COctTreeSceneNode(ISceneNode* parent, ISceneManager* mgr,
					 s32 id, s32 minimalPolysPerNode)
: ISceneNode(parent, mgr, id), StdOctTree(0), LightMapOctTree(0),
	MinimalPolysPerNode(minimalPolysPerNode)
	//,Mesh(0)
{
#ifdef _DEBUG
	setDebugName("COctTreeSceneNode");
#endif

	vertexType = (video::E_VERTEX_TYPE)-1;
}



//! destructor
COctTreeSceneNode::~COctTreeSceneNode()
{
	//if (Mesh)
	//	Mesh->drop();

	deleteTree();
}



void COctTreeSceneNode::OnRegisterSceneNode()
{
	if (IsVisible)
	{
		// because this node supports rendering of mixed mode meshes consisting of
		// transparent and solid material at the same time, we need to go through all
		// materials, check of what type they are and register this node for the right
		// render pass according to that.

		video::IVideoDriver* driver = SceneManager->getVideoDriver();

		PassCount = 0;
		int transparentCount = 0;
		int solidCount = 0;

		// count transparent and solid materials in this scene node
		for (u32 i=0; i<Materials.size(); ++i)
		{
			video::IMaterialRenderer* rnd =
				driver->getMaterialRenderer(Materials[i].MaterialType);

			if (rnd && rnd->isTransparent())
				++transparentCount;
			else
				++solidCount;

			if (solidCount && transparentCount)
				break;
		}

		// register according to material types counted

		if (solidCount)
			SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);

		if (transparentCount)
			SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);

		ISceneNode::OnRegisterSceneNode();
	}
}



//! renders the node.
void COctTreeSceneNode::render()
{
	video::IVideoDriver* driver = SceneManager->getVideoDriver();

	if (vertexType == -1 || !driver)
		return;

	ICameraSceneNode* camera = SceneManager->getActiveCamera();
	if (!camera)
		return;

	bool isTransparentPass =
		SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
	++PassCount;

	driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);

	SViewFrustum frust = *camera->getViewFrustum();

	//transform the frustum to the current absolute transformation
	core::matrix4 invTrans(AbsoluteTransformation);
	invTrans.makeInverse();
	/*
	//frust.transform(invTrans);
	//const core::aabbox3d<float> &box = frust.getBoundingBox();
	*/

	frust.transform(invTrans);

	switch(vertexType)
	{
	case video::EVT_STANDARD:
		{
			//StdOctTree->calculatePolys(box);
			StdOctTree->calculatePolys(frust);

			OctTree<video::S3DVertex>::SIndexData* d =  StdOctTree->getIndexData();

			for (u32 i=0; i<Materials.size(); ++i)
			{
				if ( 0 == d[i].CurrentSize )
					continue;

				video::IMaterialRenderer* rnd = driver->getMaterialRenderer(Materials[i].MaterialType);
				bool transparent = (rnd && rnd->isTransparent());

				// only render transparent buffer if this is the transparent render pass
				// and solid only in solid pass
				if (transparent == isTransparentPass)
				{
					driver->setMaterial(Materials[i]);
					driver->drawIndexedTriangleList(
						&StdMeshes[i].Vertices[0], StdMeshes[i].Vertices.size(),
						d[i].Indices, d[i].CurrentSize / 3);
				}
			}

			// for debug purposes only
			if ( DebugDataVisible && !Materials.empty() && PassCount==1)
			{
				const core::aabbox3d<float> &box = frust.getBoundingBox();
				core::array< core::aabbox3d<f32> > boxes;
				video::SMaterial m;
				m.Lighting = false;
				driver->setMaterial(m);
				if ( DebugDataVisible & scene::EDS_BBOX_BUFFERS )
				{
					StdOctTree->renderBoundingBoxes(box, boxes);
					for (u32 b=0; b<boxes.size(); ++b)
						driver->draw3DBox(boxes[b], video::SColor(0,255,255,255));
				}

				if ( DebugDataVisible & scene::EDS_BBOX )
					driver->draw3DBox(Box,video::SColor(0,255,0,0));
			}
			break;

		}
	case video::EVT_2TCOORDS:
		{
			//LightMapOctTree->calculatePolys(box);
			LightMapOctTree->calculatePolys(frust);

			OctTree<video::S3DVertex2TCoords>::SIndexData* d =  LightMapOctTree->getIndexData();

			for (u32 i=0; i<Materials.size(); ++i)
			{
				if ( 0 == d[i].CurrentSize )
					continue;

				video::IMaterialRenderer* rnd = driver->getMaterialRenderer(Materials[i].MaterialType);
				bool transparent = (rnd && rnd->isTransparent());

				// only render transparent buffer if this is the transparent render pass
				// and solid only in solid pass
				if (transparent == isTransparentPass)
				{
					driver->setMaterial(Materials[i]);
					driver->drawIndexedTriangleList(
						&LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
						d[i].Indices, d[i].CurrentSize / 3);
				}
			}

			// for debug purposes only
			if (DebugDataVisible && !Materials.empty() && PassCount==1)
			{
				const core::aabbox3d<float> &box = frust.getBoundingBox();
				core::array< core::aabbox3d<f32> > boxes;
				video::SMaterial m;
				m.Lighting = false;
				driver->setMaterial(m);
				if ( DebugDataVisible & scene::EDS_BBOX_BUFFERS )
				{
					LightMapOctTree->renderBoundingBoxes(box, boxes);
					for (u32 b=0; b<boxes.size(); ++b)
						driver->draw3DBox(boxes[b], video::SColor(0,255,255,255));
				}

				if ( DebugDataVisible & scene::EDS_BBOX )
					driver->draw3DBox(Box,video::SColor(0,255,0,0));
			}
		}
		break;
	};
}


//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& COctTreeSceneNode::getBoundingBox() const
{
	return Box;
}


//! creates the tree
bool COctTreeSceneNode::createTree(IMesh* mesh)
{
	if (!mesh)
		return false;

	//if (Mesh)
//		Mesh->drop();

	MeshName = SceneManager->getMeshCache()->getMeshFilename( mesh );
//	Mesh = mesh;
//	Mesh->grab();

	deleteTree();

	u32 beginTime = os::Timer::getRealTime();

	u32 nodeCount = 0;
	u32 polyCount = 0;

	Box = mesh->getBoundingBox();

	if (mesh->getMeshBufferCount())
	{
		vertexType = mesh->getMeshBuffer(0)->getVertexType();

		switch(vertexType)
		{
		case video::EVT_STANDARD:
			{
				for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
				{
					IMeshBuffer* b = mesh->getMeshBuffer(i);
					if (b->getVertexCount() && b->getIndexCount()) 
					{
						Materials.push_back(b->getMaterial());

						OctTree<video::S3DVertex>::SMeshChunk chunk;
						chunk.MaterialId = Materials.size() - 1;
						StdMeshes.push_back(chunk);
						OctTree<video::S3DVertex>::SMeshChunk &nchunk = StdMeshes[StdMeshes.size()-1];

						u32 v;

						for (v=0; v<b->getVertexCount(); ++v)
							nchunk.Vertices.push_back(((video::S3DVertex*)b->getVertices())[v]);

						polyCount += b->getIndexCount();

						for (v=0; v<b->getIndexCount(); ++v)
							nchunk.Indices.push_back(b->getIndices()[v]);
					}
				}

				StdOctTree = new OctTree<video::S3DVertex>(StdMeshes, MinimalPolysPerNode);
				nodeCount = StdOctTree->nodeCount;
			}
			break;
		case video::EVT_2TCOORDS:
			{
				for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
				{
					IMeshBuffer* b = mesh->getMeshBuffer(i);

					if (b->getVertexCount() && b->getIndexCount()) 
					{
						Materials.push_back(b->getMaterial());

						OctTree<video::S3DVertex2TCoords>::SMeshChunk chunk;
						chunk.MaterialId = Materials.size() - 1;
						LightMapMeshes.push_back(chunk);
						OctTree<video::S3DVertex2TCoords>::SMeshChunk& nchunk =
							LightMapMeshes[LightMapMeshes.size()-1];

						u32 v;

						for (v=0; v<b->getVertexCount(); ++v)
							nchunk.Vertices.push_back(((video::S3DVertex2TCoords*)b->getVertices())[v]);

						polyCount += b->getIndexCount();

						for (v=0; v<b->getIndexCount(); ++v)
							nchunk.Indices.push_back(b->getIndices()[v]);
					}
				}

				LightMapOctTree = new OctTree<video::S3DVertex2TCoords>(LightMapMeshes, MinimalPolysPerNode);
				nodeCount = LightMapOctTree->nodeCount;
			}
			break;
		}
	}

	u32 endTime = os::Timer::getRealTime();
	c8 tmp[255];
	sprintf(tmp, "Needed %ums to create OctTree SceneNode.(%d nodes, %d polys)",
		endTime - beginTime, nodeCount, polyCount/3);
	os::Printer::log(tmp, ELL_INFORMATION);

	return true;
}


//! returns the material based on the zero based index i. To get the amount
//! of materials used by this scene node, use getMaterialCount().
//! This function is needed for inserting the node into the scene hirachy on a
//! optimal position for minimizing renderstate changes, but can also be used
//! to directly modify the material of a scene node.
video::SMaterial& COctTreeSceneNode::getMaterial(u32 i)
{
	if ( i >= Materials.size() )
		return ISceneNode::getMaterial(i);

	return Materials[i];
}

//! returns amount of materials used by this scene node.
u32 COctTreeSceneNode::getMaterialCount()
{
	return Materials.size();
}


//! Writes attributes of the scene node.
void COctTreeSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options)
{
	ISceneNode::serializeAttributes(out, options);

	out->addInt	("MinimalPolysPerNode", MinimalPolysPerNode);
	//out->addString("Mesh", SceneManager->getMeshCache()->getMeshFilename(Mesh));
	out->addString("Mesh", MeshName.c_str());
}

//! Reads attributes of the scene node.
void COctTreeSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
	int oldMinimal = MinimalPolysPerNode;
	//core::stringc oldMeshStr = SceneManager->getMeshCache()->getMeshFilename(Mesh);
	core::stringc oldMeshStr = MeshName;

	MinimalPolysPerNode = in->getAttributeAsInt("MinimalPolysPerNode");
	core::stringc newMeshStr = in->getAttributeAsString("Mesh");

	bool loadedNewMesh = false;

	IMesh* newMesh = 0;

	if (newMeshStr != "" && oldMeshStr != newMeshStr)
	{
		IAnimatedMesh* newAnimatedMesh = SceneManager->getMesh(newMeshStr.c_str());

		if (newAnimatedMesh)
			newMesh = newAnimatedMesh->getMesh(0);

		if (newMesh)
		{
		//	if (Mesh)
		//		Mesh->drop();

		//	Mesh = newMesh;
		//	Mesh->grab();

			loadedNewMesh = true;
		}
	}

	if (loadedNewMesh || MinimalPolysPerNode != oldMinimal)
	{
		// recalculate tree
		//createTree(Mesh);
		createTree ( newMesh );
		// newMesh->drop ();
	}

	ISceneNode::deserializeAttributes(in, options);
}


void COctTreeSceneNode::deleteTree()
{
	delete StdOctTree;
	StdOctTree = 0;
	StdMeshes.clear();

	delete LightMapOctTree;
	LightMapOctTree = 0;
	LightMapMeshes.clear();

	Materials.clear();
}

} // end namespace scene
} // end namespace irr
