/* This file is released under version 2 of the GNU Library General Public
* License (see the files LICENSE.LIBRARY and LICENSE).
*/

/* $Id: tr.c,v 1.9 1998/01/29 16:56:54 brianp Exp $ */

/*
* $Log: tr.c,v $
* Revision 1.9  1998/01/29  16:56:54  brianp
* allow trOrtho() and trFrustum() to be called at any time, minor clean-up
*
* Revision 1.8  1998/01/28  19:47:39  brianp
* minor clean-up for C++
*
* Revision 1.7  1997/07/21  17:34:38  brianp
* added tile borders
*
* Revision 1.6  1997/07/21  15:47:35  brianp
* renamed all "near" and "far" variables
*
* Revision 1.5  1997/04/26  21:23:25  brianp
* added trRasterPos3f function
*
* Revision 1.4  1997/04/26  19:59:36  brianp
* set CurrentTile to -1 before first tile and after last tile
*
* Revision 1.3  1997/04/22  23:51:15  brianp
* added WIN32 header stuff, removed tabs
*
* Revision 1.2  1997/04/19  23:26:10  brianp
* many API changes
*
* Revision 1.1  1997/04/18  21:53:05  brianp
* Initial revision
*
*/


/*
* Tiled Rendering library
* Version 1.1
* Copyright (C) Brian Paul
*/

#include "common.h"

#ifdef HAVE_GL

#include <assert.h>
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include "tr.h"
#ifdef WIN32
#include <windows.h>
#endif

#define DEFAULT_TILE_WIDTH  256
#define DEFAULT_TILE_HEIGHT 256
#define DEFAULT_TILE_BORDER 0

namespace gl {
void frustum(GLdouble left, GLdouble right, GLdouble bottom,
            GLdouble top, GLdouble nearVal, GLdouble farVal);
void ortho(GLdouble left, GLdouble right, GLdouble bottom,
          GLdouble top, GLdouble nearVal, GLdouble farVal);
}

using gl::frustum;
using gl::ortho;

struct _TRctx {
 /* Final image parameters */
 GLint ImageWidth, ImageHeight;
 GLenum ImageFormat, ImageType;
 GLvoid *ImageBuffer;

 /* Tile parameters */
 GLint TileWidth, TileHeight;
 GLint TileWidthNB, TileHeightNB;
 GLint TileBorder;
 GLenum TileFormat, TileType;
 GLvoid *TileBuffer;

 /* Projection parameters */
 GLboolean Perspective;
 GLdouble Left;
 GLdouble Right;
 GLdouble Bottom;
 GLdouble Top;
 GLdouble Near;
 GLdouble Far;

 /* Misc */
 TRenum RowOrder;
 GLint Rows, Columns;
 GLint CurrentTile;
 GLint CurrentTileWidth, CurrentTileHeight;
 GLint CurrentRow, CurrentColumn;

 GLint ViewportSave[4];
};



/*
* Misc setup including computing number of tiles (rows and columns).
*/
static void Setup(TRcontext *tr)
{
 if (!tr)
   return;

 tr->Columns = (tr->ImageWidth + tr->TileWidthNB - 1) / tr->TileWidthNB;
 tr->Rows = (tr->ImageHeight + tr->TileHeightNB - 1) / tr->TileHeightNB;
 tr->CurrentTile = 0;

 assert(tr->Columns >= 0);
 assert(tr->Rows >= 0);
}



TRcontext *trNew(void)
{
 TRcontext *tr = (TRcontext *) calloc(1, sizeof(TRcontext));
 if (tr) {
   tr->TileWidth = DEFAULT_TILE_WIDTH;
   tr->TileHeight = DEFAULT_TILE_HEIGHT;
   tr->TileBorder = DEFAULT_TILE_BORDER;
   tr->RowOrder = TR_BOTTOM_TO_TOP;
   tr->CurrentTile = -1;
 }
 return (TRcontext *) tr;
}


void trDelete(TRcontext *tr)
{
 if (tr)
   free(tr);
}



void trTileSize(TRcontext *tr, GLint width, GLint height, GLint border)
{
 if (!tr)
   return;

 assert(border >= 0);
 assert(width >= 1);
 assert(height >= 1);
 assert(width >= 2*border);
 assert(height >= 2*border);

 tr->TileBorder = border;
 tr->TileWidth = width;
 tr->TileHeight = height;
 tr->TileWidthNB = width - 2 * border;
 tr->TileHeightNB = height - 2 * border;
 Setup(tr);
}



void trTileBuffer(TRcontext *tr, GLenum format, GLenum type, GLvoid *image)
{
 if (!tr)
   return;

 tr->TileFormat = format;
 tr->TileType = type;
 tr->TileBuffer = image;
}



void trImageSize(TRcontext *tr, GLint width, GLint height)
{
 if (!tr)
   return;

 tr->ImageWidth = width;
 tr->ImageHeight = height;
 Setup(tr);
}


void trImageBuffer(TRcontext *tr, GLenum format, GLenum type, GLvoid *image)
{
 if (!tr)
   return;

 tr->ImageFormat = format;
 tr->ImageType = type;
 tr->ImageBuffer = image;
}


GLint trGet(TRcontext *tr, TRenum param)
{
 if (!tr)
   return 0;

 switch (param) {
   case TR_TILE_WIDTH:
     return tr->TileWidth;
   case TR_TILE_HEIGHT:
     return tr->TileHeight;
   case TR_TILE_BORDER:
     return tr->TileBorder;
   case TR_IMAGE_WIDTH:
     return tr->ImageWidth;
   case TR_IMAGE_HEIGHT:
     return tr->ImageHeight;
   case TR_ROWS:
     return tr->Rows;
   case TR_COLUMNS:
     return tr->Columns;
   case TR_CURRENT_ROW:
     if (tr->CurrentTile<0)
       return -1;
     else
       return tr->CurrentRow;
   case TR_CURRENT_COLUMN:
     if (tr->CurrentTile<0)
       return -1;
     else
       return tr->CurrentColumn;
   case TR_CURRENT_TILE_WIDTH:
     return tr->CurrentTileWidth;
   case TR_CURRENT_TILE_HEIGHT:
     return tr->CurrentTileHeight;
   case TR_ROW_ORDER:
     return (GLint) tr->RowOrder;
   default:
     return 0;
 }
}


void trRowOrder(TRcontext *tr, TRenum order)
{
 if (!tr)
   return;

 if (order==TR_TOP_TO_BOTTOM || order==TR_BOTTOM_TO_TOP)
   tr->RowOrder = order;
}


void trOrtho(TRcontext *tr,
            GLdouble left, GLdouble right,
            GLdouble bottom, GLdouble top,
            GLdouble zNear, GLdouble zFar)
{
 if (!tr)
   return;

 tr->Perspective = GL_FALSE;
 tr->Left = left;
 tr->Right = right;
 tr->Bottom = bottom;
 tr->Top = top;
 tr->Near = zNear;
 tr->Far = zFar;
}


void trFrustum(TRcontext *tr,
              GLdouble left, GLdouble right,
              GLdouble bottom, GLdouble top,
              GLdouble zNear, GLdouble zFar)
{
 if (!tr)
   return;

 tr->Perspective = GL_TRUE;
 tr->Left = left;
 tr->Right = right;
 tr->Bottom = bottom;
 tr->Top = top;
 tr->Near = zNear;
 tr->Far = zFar;
}


void trPerspective(TRcontext *tr,
                  GLdouble fovy, GLdouble aspect,
                  GLdouble zNear, GLdouble zFar )
{
 GLdouble xmin, xmax, ymin, ymax;
 static const double halfradians=acos(-1.0)/360.0;
 ymax = zNear * tan(fovy * halfradians);
 ymin = -ymax;
 xmin = ymin * aspect;
 xmax = ymax * aspect;
 trFrustum(tr, xmin, xmax, ymin, ymax, zNear, zFar);
}


void trBeginTile(TRcontext *tr)
{
 GLint tileWidth, tileHeight, border;
 GLdouble left, right, bottom, top;

 if (!tr)
   return;

 if (tr->CurrentTile <= 0) {
   Setup(tr);
   /* Save user's viewport, will be restored after last tile rendered */
   glGetIntegerv(GL_VIEWPORT, tr->ViewportSave);
 }

 /* which tile (by row and column) we're about to render */
 if (tr->RowOrder==TR_BOTTOM_TO_TOP) {
   tr->CurrentRow = tr->CurrentTile / tr->Columns;
   tr->CurrentColumn = tr->CurrentTile % tr->Columns;
 }
 else if (tr->RowOrder==TR_TOP_TO_BOTTOM) {
   tr->CurrentRow = tr->Rows - (tr->CurrentTile / tr->Columns) - 1;
   tr->CurrentColumn = tr->CurrentTile % tr->Columns;
 }
 else {
   /* This should never happen */
   abort();
 }
 assert(tr->CurrentRow < tr->Rows);
 assert(tr->CurrentColumn < tr->Columns);

 border = tr->TileBorder;

 /* Compute actual size of this tile with border */
 if (tr->CurrentRow < tr->Rows-1)
   tileHeight = tr->TileHeight;
 else
   tileHeight = tr->ImageHeight - (tr->Rows-1) * (tr->TileHeightNB) + 2 * border;

 if (tr->CurrentColumn < tr->Columns-1)
   tileWidth = tr->TileWidth;
 else
   tileWidth = tr->ImageWidth - (tr->Columns-1) * (tr->TileWidthNB) + 2 * border;

 /* Save tile size, with border */
 tr->CurrentTileWidth = tileWidth;
 tr->CurrentTileHeight = tileHeight;

 glViewport(0, 0, tileWidth, tileHeight);  /* tile size including border */

 /* compute projection parameters */
 left = tr->Left + (tr->Right - tr->Left)
   * (tr->CurrentColumn * tr->TileWidthNB - border) / tr->ImageWidth;
 right = left + (tr->Right - tr->Left) * tileWidth / tr->ImageWidth;
 bottom = tr->Bottom + (tr->Top - tr->Bottom)
   * (tr->CurrentRow * tr->TileHeightNB - border) / tr->ImageHeight;
 top = bottom + (tr->Top - tr->Bottom) * tileHeight / tr->ImageHeight;

 if (tr->Perspective)
   frustum(left, right, bottom, top, tr->Near, tr->Far);
 else
   ortho(left, right, bottom, top, tr->Near, tr->Far);
}



int trEndTile(TRcontext *tr)
{
 GLint prevRowLength, prevSkipRows, prevSkipPixels;

 if (!tr)
   return 0;

 assert(tr->CurrentTile>=0);

 /* be sure OpenGL rendering is finished */
 glFlush();

 /* save current glPixelStore values */
 glGetIntegerv(GL_PACK_ROW_LENGTH, &prevRowLength);
 glGetIntegerv(GL_PACK_SKIP_ROWS, &prevSkipRows);
 glGetIntegerv(GL_PACK_SKIP_PIXELS, &prevSkipPixels);
 /*glGetIntegerv(GL_PACK_ALIGNMENT, &prevAlignment);*/

 if (tr->TileBuffer) {
   GLint srcX = tr->TileBorder;
   GLint srcY = tr->TileBorder;
   GLint srcWidth = tr->TileWidthNB;
   GLint srcHeight = tr->TileHeightNB;
   glReadPixels(srcX, srcY, srcWidth, srcHeight,
                tr->TileFormat, tr->TileType, tr->TileBuffer);
 }

 if (tr->ImageBuffer) {
   GLint srcX = tr->TileBorder;
   GLint srcY = tr->TileBorder;
   GLint srcWidth = tr->CurrentTileWidth - 2 * tr->TileBorder;
   GLint srcHeight = tr->CurrentTileHeight - 2 * tr->TileBorder;
   GLint destX = tr->TileWidthNB * tr->CurrentColumn;
   GLint destY = tr->TileHeightNB * tr->CurrentRow;

   /* setup pixel store for glReadPixels */
   glPixelStorei(GL_PACK_ROW_LENGTH, tr->ImageWidth);
   glPixelStorei(GL_PACK_SKIP_ROWS, destY);
   glPixelStorei(GL_PACK_SKIP_PIXELS, destX);
   /*glPixelStorei(GL_PACK_ALIGNMENT, 1);*/

   /* read the tile into the final image */
   glReadPixels(srcX, srcY, srcWidth, srcHeight,
                tr->ImageFormat, tr->ImageType, tr->ImageBuffer);
 }

 /* restore previous glPixelStore values */
 glPixelStorei(GL_PACK_ROW_LENGTH, prevRowLength);
 glPixelStorei(GL_PACK_SKIP_ROWS, prevSkipRows);
 glPixelStorei(GL_PACK_SKIP_PIXELS, prevSkipPixels);
 /*glPixelStorei(GL_PACK_ALIGNMENT, prevAlignment);*/

 /* increment tile counter, return 1 if more tiles left to render */
 tr->CurrentTile++;
 if (tr->CurrentTile >= tr->Rows * tr->Columns) {
   /* restore user's viewport */
   glViewport(tr->ViewportSave[0], tr->ViewportSave[1],
              tr->ViewportSave[2], tr->ViewportSave[3]);
   tr->CurrentTile = -1;  /* all done */
   return 0;
 }
 else
   return 1;
}

#endif