/*
 * Copyright (c) 2011-2022, The DART development contributors
 * All rights reserved.
 *
 * The list of contributors can be found at:
 *   https://github.com/dartsim/dart/blob/master/LICENSE
 *
 * This file is provided under the following "BSD-style" License:
 *   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.
 *   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.
 */

#include "dart/gui/glut/Win3D.hpp"

#include <algorithm>

#include "dart/gui/glut/LoadGlut.hpp"
#include "dart/math/Constants.hpp"

namespace dart {
namespace gui {
namespace glut {

//==============================================================================
Win3D::Win3D()
  : Window(),
    mTrans(0.0, 0.0, 0.0),
    mEye(0.0, 0.0, 1.0),
    mUp(0.0, 1.0, 0.0),
    mZoom(1.0),
    mPersp(45.0),
    mRotate(false),
    mTranslate(false),
    mZooming(false)
{
  // Do nothing
}

//==============================================================================
void Win3D::initWindow(int _w, int _h, const char* _name)
{
  Window::initWindow(_w, _h, _name);

  int smaller = _w < _h ? _w : _h;
  mTrackBall.setTrackball(Eigen::Vector2d(_w * 0.5, _h * 0.5), smaller / 2.5);
}

//==============================================================================
void Win3D::resize(int _w, int _h)
{
  mWinWidth = _w;
  mWinHeight = _h;

  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glViewport(0, 0, mWinWidth, mWinHeight);
  gluPerspective(
      mPersp,
      static_cast<double>(mWinWidth) / static_cast<double>(mWinHeight),
      0.1,
      10.0);

  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();

  mTrackBall.setCenter(Eigen::Vector2d(_w * 0.5, _h * 0.5));
  mTrackBall.setRadius(std::min(_w, _h) / 2.5);

  glutPostRedisplay();
}

//==============================================================================
void Win3D::keyboard(unsigned char _key, int /*_x*/, int /*_y*/)
{
  switch (_key)
  {
    case ',': // slow down
      mDisplayTimeout += 2;
      break;
    case '.': // speed up
      mDisplayTimeout -= 2;
      if (mDisplayTimeout < 1)
        mDisplayTimeout = 1;
      break;
    case 'c':
    case 'C': // screen capture
      mCapture = !mCapture;
#ifndef _WIN32
      if (mCapture)
        glEnable(GL_MULTISAMPLE);
      else
        glDisable(GL_MULTISAMPLE);
#endif
      // TODO: Disabled use of GL_MULTISAMPLE for Windows. Please see #411 for
      // the detail.
      break;
    case 27: // ESC
      exit(0);
  }

  glutPostRedisplay();
  // printf("ascii key: %lu\n", key);
}

//==============================================================================
void Win3D::click(int _button, int _state, int _x, int _y)
{
  mMouseDown = !mMouseDown;
  int mask = glutGetModifiers();
  if (mMouseDown)
  {
    if (_button == GLUT_LEFT_BUTTON)
    {
      if (mask == GLUT_ACTIVE_SHIFT)
      {
        mZooming = true;
      }
      else
      {
        mRotate = true;
        mTrackBall.startBall(_x, mWinHeight - _y);
      }
    }
    else if (_button == GLUT_RIGHT_BUTTON || _button == GLUT_MIDDLE_BUTTON)
    {
      mTranslate = true;
    }
    else if (_button == 3 && _state == GLUT_DOWN)
    { // mouse wheel up
      // each scroll generates a down and an immediate up,
      // so ignore ups
      mZoom += mZoom * 0.1;
    }
    else if (_button == 4 && _state == GLUT_DOWN)
    { // mouse wheel down?
      // each scroll generates a down and an immediate up,
      // so ignore ups
      mZoom -= mZoom * 0.1;
    }
    mMouseX = _x;
    mMouseY = _y;
  }
  else
  {
    mTranslate = false;
    mRotate = false;
    mZooming = false;
  }
  glutPostRedisplay();
}

//==============================================================================
void Win3D::drag(int _x, int _y)
{
  double deltaX = _x - mMouseX;
  double deltaY = _y - mMouseY;

  mMouseX = _x;
  mMouseY = _y;

  if (mRotate)
  {
    if (deltaX != 0 || deltaY != 0)
      mTrackBall.updateBall(_x, mWinHeight - _y);
  }
  if (mTranslate)
  {
    Eigen::Matrix3d rot = mTrackBall.getRotationMatrix();
    mTrans += (1 / mZoom) * rot.transpose()
              * Eigen::Vector3d(deltaX, -deltaY, 0.0);
  }
  if (mZooming)
  {
    mZoom += deltaY * 0.01;
  }
  glutPostRedisplay();
}

//==============================================================================
void Win3D::render()
{
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  gluPerspective(
      mPersp,
      static_cast<double>(mWinWidth) / static_cast<double>(mWinHeight),
      0.1,
      10.0);

  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  gluLookAt(mEye[0], mEye[1], mEye[2], 0.0, 0.0, -1.0, mUp[0], mUp[1], mUp[2]);
  initGL();

  mTrackBall.applyGLRotation();

  // Draw world origin indicator
  if (!mCapture)
  {
    glEnable(GL_DEPTH_TEST);
    glDisable(GL_TEXTURE_2D);
    glDisable(GL_LIGHTING);
    glLineWidth(2.0);
    if (mRotate || mTranslate || mZooming)
    {
      glColor3f(1.0f, 0.0f, 0.0f);
      glBegin(GL_LINES);
      glVertex3f(-0.1f, 0.0f, -0.0f);
      glVertex3f(0.15f, 0.0f, -0.0f);
      glEnd();

      glColor3f(0.0f, 1.0f, 0.0f);
      glBegin(GL_LINES);
      glVertex3f(0.0f, -0.1f, 0.0f);
      glVertex3f(0.0f, 0.15f, 0.0f);
      glEnd();

      glColor3f(0.0f, 0.0f, 1.0f);
      glBegin(GL_LINES);
      glVertex3f(0.0f, 0.0f, -0.1f);
      glVertex3f(0.0f, 0.0f, 0.15f);
      glEnd();
    }
  }

  glScalef(mZoom, mZoom, mZoom);
  glTranslatef(mTrans[0] * 0.001, mTrans[1] * 0.001, mTrans[2] * 0.001);

  initLights();
  draw();

  // Draw trackball indicator
  if (mRotate && !mCapture)
    mTrackBall.draw(mWinWidth, mWinHeight);

  glutSwapBuffers();

  if (mCapture)
    screenshot();
}

//==============================================================================
void Win3D::initGL()
{
  glClearColor(mBackground[0], mBackground[1], mBackground[2], mBackground[3]);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glEnable(GL_BLEND);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
  glShadeModel(GL_SMOOTH);
  glPolygonMode(GL_FRONT, GL_FILL);
}

//==============================================================================
void Win3D::initLights()
{
  static float ambient[] = {0.2, 0.2, 0.2, 1.0};
  static float diffuse[] = {0.6, 0.6, 0.6, 1.0};
  static float front_mat_shininess[] = {60.0};
  static float front_mat_specular[] = {0.2, 0.2, 0.2, 1.0};
  static float front_mat_diffuse[] = {0.5, 0.28, 0.38, 1.0};
  static float lmodel_ambient[] = {0.2, 0.2, 0.2, 1.0};
  static float lmodel_twoside[] = {GL_FALSE};

  GLfloat position[] = {1.0, 0.0, 0.0, 0.0};
  GLfloat position1[] = {-1.0, 0.0, 0.0, 0.0};

  glEnable(GL_LIGHT0);
  glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
  glLightfv(GL_LIGHT0, GL_POSITION, position);

  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
  glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);

  glEnable(GL_LIGHT1);
  glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
  glLightfv(GL_LIGHT1, GL_POSITION, position1);
  glEnable(GL_LIGHTING);
  glEnable(GL_COLOR_MATERIAL);

  glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_mat_shininess);
  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_mat_specular);
  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, front_mat_diffuse);

  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LEQUAL);
  glDisable(GL_CULL_FACE);
  glEnable(GL_NORMALIZE);
}

// Remove once deprecated function, capturing(), is removed
void accFrustum(
    GLdouble left,
    GLdouble right,
    GLdouble bottom,
    GLdouble top,
    GLdouble nearPlane,
    GLdouble farPlane,
    GLdouble pixdx,
    GLdouble pixdy,
    GLdouble eyedx,
    GLdouble eyedy,
    GLdouble focus)
{
  GLdouble xwsize, ywsize;
  GLdouble dx, dy;
  GLint viewport[4];

  glGetIntegerv(GL_VIEWPORT, viewport);

  xwsize = right - left;
  ywsize = top - bottom;
  dx
      = -(pixdx * xwsize / static_cast<GLdouble>(viewport[2])
          + eyedx * nearPlane / focus);
  dy
      = -(pixdy * ywsize / static_cast<GLdouble>(viewport[3])
          + eyedy * nearPlane / focus);

  glFrustum(left + dx, right + dx, bottom + dy, top + dy, nearPlane, farPlane);

  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  glTranslatef(-eyedx, -eyedy, 0.0);
}

// Remove once deprecated function, capturing(), is removed
void accPerspective(
    GLdouble fovy,
    GLdouble aspect,
    GLdouble nearPlane,
    GLdouble farPlane,
    GLdouble pixdx,
    GLdouble pixdy,
    GLdouble eyedx,
    GLdouble eyedy,
    GLdouble focus)
{
  const double pi = math::constantsd::pi();

  GLdouble fov2 = ((fovy * pi) / 180.0) / 2.0;
  GLdouble top = nearPlane / (cosf(fov2) / sinf(fov2));
  GLdouble bottom = -top;
  GLdouble right = top * aspect;
  GLdouble left = -right;

  accFrustum(
      left,
      right,
      bottom,
      top,
      nearPlane,
      farPlane,
      pixdx,
      pixdy,
      eyedx,
      eyedy,
      focus);
}

} // namespace glut
} // namespace gui
} // namespace dart
