/* A demonstration of Tessellation Shaders in OpenScenegraph.
 * Original code by Philip Rideout
 * Adapted to OpenScenegraph by John Kaniarz
 */

#include <osg/Program>
#include <osg/ShapeDrawable>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgGA/TrackballManipulator>

static const char* vertSource = {
"#version 400\n"
"in vec4 osg_Vertex;\n"
"out vec3 vPosition;\n"
"void main(){\n"
"	vPosition = osg_Vertex.xyz;\n"
"}\n"
};
static const char* tessControlSource = {
"#version 400\n"
"layout(vertices = 3) out;\n"
"in vec3 vPosition[];\n"
"out vec3 tcPosition[];\n"
"uniform float TessLevelInner;\n"
"uniform float TessLevelOuter;\n"
"#define ID gl_InvocationID\n"
"void main(){\n"
"    tcPosition[ID] = vPosition[ID];\n"
"    if (ID == 0) {\n"
"        gl_TessLevelInner[0] = TessLevelInner;\n"
"        gl_TessLevelOuter[0] = TessLevelOuter;\n"
"        gl_TessLevelOuter[1] = TessLevelOuter;\n"
"        gl_TessLevelOuter[2] = TessLevelOuter;\n"
"    }\n"
"}\n"
};
static const char* tessEvalSource = {
"#version 400\n"
"layout(triangles, equal_spacing, cw) in;\n"
"in vec3 tcPosition[];\n"
"out vec3 tePosition;\n"
"out vec3 tePatchDistance;\n"
"uniform mat4 osg_ProjectionMatrix;\n"
"uniform mat4 osg_ModelViewMatrix;\n"
"void main(){\n"
"    vec3 p0 = gl_TessCoord.x * tcPosition[0];\n"
"    vec3 p1 = gl_TessCoord.y * tcPosition[1];\n"
"    vec3 p2 = gl_TessCoord.z * tcPosition[2];\n"
"    tePatchDistance = gl_TessCoord;\n"
"    tePosition = normalize(p0 + p1 + p2);\n"
"    gl_Position = osg_ProjectionMatrix * osg_ModelViewMatrix * vec4(tePosition, 1);\n"
"}\n"
};
static const char* geomSource = {
"#version 400\n"
"uniform mat4 osg_ModelViewMatrix;\n"
"uniform mat3 osg_NormalMatrix;\n"
"layout(triangles) in;\n"
"layout(triangle_strip, max_vertices = 3) out;\n"
"in vec3 tePosition[3];\n"
"in vec3 tePatchDistance[3];\n"
"out vec3 gFacetNormal;\n"
"out vec3 gPatchDistance;\n"
"out vec3 gTriDistance;\n"
"out vec4 gColor;\n"
"void main(){\n"
"    vec3 A = tePosition[2] - tePosition[0];\n"
"    vec3 B = tePosition[1] - tePosition[0];\n"
"    gFacetNormal = osg_NormalMatrix * normalize(cross(A, B));\n"
"    gPatchDistance = tePatchDistance[0];\n"
"    gTriDistance = vec3(1, 0, 0);\n"
"    gColor = osg_ModelViewMatrix[0];\n"
"    gl_Position = gl_in[0].gl_Position; EmitVertex();\n"
"    gPatchDistance = tePatchDistance[1];\n"
"    gTriDistance = vec3(0, 1, 0);\n"
"    gColor = osg_ModelViewMatrix[1];\n"
"    gl_Position = gl_in[1].gl_Position; EmitVertex();\n"
"    gPatchDistance = tePatchDistance[2];\n"
"    gTriDistance = vec3(0, 0, 1);\n"
"    gColor = osg_ModelViewMatrix[2];\n"
"    gl_Position = gl_in[2].gl_Position; EmitVertex();\n"
"    EndPrimitive();\n"
"}\n"
};
static const char* fragSource = {
"#version 400\n"
"out vec4 FragColor;\n"
"in vec3 gFacetNormal;\n"
"in vec3 gTriDistance;\n"
"in vec3 gPatchDistance;\n"
"in vec4 gColor;\n"
"in float gPrimitive;\n"
"uniform vec3 LightPosition;\n"
"uniform vec3 DiffuseMaterial;\n"
"uniform vec3 AmbientMaterial;\n"
"float amplify(float d, float scale, float offset){\n"
"    d = scale * d + offset;\n"
"    d = clamp(d, 0, 1);\n"
"    d = 1 - exp2(-2*d*d);\n"
"    return d;\n"
"}\n"
"void main(){\n"
"    vec3 N = normalize(gFacetNormal);\n"
"    vec3 L = LightPosition;\n"
"    float df = abs(dot(N, L));\n"
"    vec3 color = AmbientMaterial + df * DiffuseMaterial;\n"
"    float d1 = min(min(gTriDistance.x, gTriDistance.y), gTriDistance.z);\n"
"    float d2 = min(min(gPatchDistance.x, gPatchDistance.y), gPatchDistance.z);\n"
"    color = amplify(d1, 40, -0.5) * amplify(d2, 60, -0.5) * color;\n"
"    FragColor = vec4(color, 1.0);\n"
"}\n"
};

osg::ref_ptr<osg::Geode> CreateIcosahedron(osg::Program *program){
	osg::Geode *geode=new osg::Geode();
	osg::Geometry *geometry = new osg::Geometry();
	const unsigned int Faces[] = {
        2, 1, 0,
        3, 2, 0,
        4, 3, 0,
        5, 4, 0,
        1, 5, 0,

        11, 6,  7,
        11, 7,  8,
        11, 8,  9,
        11, 9,  10,
        11, 10, 6,

        1, 2, 6,
        2, 3, 7,
        3, 4, 8,
        4, 5, 9,
        5, 1, 10,

        2,  7, 6,
        3,  8, 7,
        4,  9, 8,
        5, 10, 9,
        1, 6, 10 };
	int IndexCount = sizeof(Faces) / sizeof(Faces[0]);
    const float Verts[] = {
         0.000f,  0.000f,  1.000f,
         0.894f,  0.000f,  0.447f,
         0.276f,  0.851f,  0.447f,
        -0.724f,  0.526f,  0.447f,
        -0.724f, -0.526f,  0.447f,
         0.276f, -0.851f,  0.447f,
         0.724f,  0.526f, -0.447f,
        -0.276f,  0.851f, -0.447f,
        -0.894f,  0.000f, -0.447f,
        -0.276f, -0.851f, -0.447f,
         0.724f, -0.526f, -0.447f,
         0.000f,  0.000f, -1.000f };

    int VertexCount = sizeof(Verts)/sizeof(float);
	osg::Vec3Array* vertices = new osg::Vec3Array();
	for(int i=0;i<VertexCount;i+=3){
		vertices->push_back(osg::Vec3(Verts[i],Verts[i+1],Verts[i+2]));
	}
	geometry->setVertexArray(vertices);
	geometry->addPrimitiveSet(new osg::DrawElementsUInt(osg::PrimitiveSet::PATCHES,IndexCount,Faces));

	geode->addDrawable(geometry);
	return geode;
}
osg::ref_ptr<osg::Program> createProgram(){
	osg::Program *program = new osg::Program();
	program->addShader(new osg::Shader(osg::Shader::VERTEX,vertSource));
	program->addShader(new osg::Shader(osg::Shader::TESSCONTROL,tessControlSource));
	program->addShader(new osg::Shader(osg::Shader::TESSEVALUATION,tessEvalSource));
	program->addShader(new osg::Shader(osg::Shader::GEOMETRY,geomSource));
	program->addShader(new osg::Shader(osg::Shader::FRAGMENT,fragSource));
	program->setParameter(GL_GEOMETRY_VERTICES_OUT_EXT, 3);
	program->setParameter(GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES);
	program->setParameter(GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP);
	program->setParameter(GL_PATCH_VERTICES,3);
	return program;
}

float tessInner=1.0f;
float tessOuter=1.0f;
osg::ref_ptr<osg::Uniform> tessInnerU = new osg::Uniform("TessLevelInner",tessInner);
osg::ref_ptr<osg::Uniform> tessOuterU = new osg::Uniform("TessLevelOuter",tessOuter);

class KeyboardEventHandler : public osgGA::GUIEventHandler {
public:
	KeyboardEventHandler():osgGA::GUIEventHandler(){}
	virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& gaa){
		if(ea.getEventType()==osgGA::GUIEventAdapter::KEYDOWN){
			switch (ea.getKey()){
				case osgGA::GUIEventAdapter::KEY_Up:
					tessOuter++;
					tessOuterU->set(tessOuter);
					return true;
				case osgGA::GUIEventAdapter::KEY_Down:
					tessOuter--;
					tessOuter=std::max(1.0f,tessOuter);
					tessOuterU->set(tessOuter);
					return true;
				case osgGA::GUIEventAdapter::KEY_Left:
					tessInner--;
					tessInner=std::max(1.0f,tessInner);
					tessInnerU->set(tessInner);
					return true;
				case osgGA::GUIEventAdapter::KEY_Right:
					tessInner++;
					tessInnerU->set(tessInner);
					return true;
			}
		}
		return osgGA::GUIEventHandler::handle(ea,gaa);
	}
};
int main(int argc, char* argv[])
{
	osgViewer::Viewer viewer;
	viewer.setUpViewInWindow(100,100,800,600);
	osg::ref_ptr<osg::Program> program = createProgram();
	osg::ref_ptr<osg::Geode> geode = CreateIcosahedron(program.get());
	osg::StateSet *state;
	state = geode->getOrCreateStateSet();
	state->addUniform(new osg::Uniform("AmbientMaterial",osg::Vec3(0.04f, 0.04f, 0.04f)));
	state->addUniform(new osg::Uniform("DiffuseMaterial",osg::Vec3(0.0f, 0.75f, 0.75f)));
	state->addUniform(new osg::Uniform("LightPosition",osg::Vec3(0.25f, 0.25f, 1.0f)));
	state->addUniform(tessInnerU.get());
	state->addUniform(tessOuterU.get());
	state->setAttribute(program.get());
    
	// switch on the uniforms that track the modelview and projection matrices
    osgViewer::Viewer::Windows windows;
    viewer.getWindows(windows);
    for(osgViewer::Viewer::Windows::iterator itr = windows.begin();
        itr != windows.end();
        ++itr)
    {
		osg::State *s=(*itr)->getState();
        s->setUseModelViewAndProjectionUniforms(true);
		s->setUseVertexAttributeAliasing(true);
    }
	
	viewer.addEventHandler(new KeyboardEventHandler());
	viewer.setSceneData(geode.get());
	return viewer.run();
}

