/*****************************************************************************/
/* D2K: A Doom Source Port for the 21st Century                              */
/*                                                                           */
/* Copyright (C) 2014: See COPYRIGHT file                                    */
/*                                                                           */
/* This file is part of D2K.                                                 */
/*                                                                           */
/* D2K is free software: you can redistribute it and/or modify it under the  */
/* terms of the GNU General Public License as published by the Free Software */
/* Foundation, either version 2 of the License, or (at your option) any      */
/* later version.                                                            */
/*                                                                           */
/* D2K is distributed in the hope that it will be useful, but WITHOUT ANY    */
/* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS */
/* FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more    */
/* details.                                                                  */
/*                                                                           */
/* You should have received a copy of the GNU General Public License along   */
/* with D2K.  If not, see <http://www.gnu.org/licenses/>.                    */
/*                                                                           */
/*****************************************************************************/


#include "z_zone.h"

#include "e6y.h"
#include "g_game.h"
#include "p_map.h"
#include "pl_main.h"
#include "r_defs.h"
#include "r_main.h"
#include "r_sky.h"
#include "v_video.h"

#include "gl_opengl.h"
#include "gl_struct.h"
#include "gl_intern.h"

gl_lightmode_t gl_lightmode;
gl_lightmode_t gl_lightmode_default;
const char *gl_lightmodes[] = {"glboom", "gzdoom", "fog based", "shaders"};
int gl_light_ambient;
int gl_rellight;

int gl_fog;
int gl_use_fog;
int gl_fog_color;

int gl_fogenabled;
int gl_distfog = 70;
float gl_CurrentFogDensity = -1.0f;
float distfogtable[3][256];

typedef void (*gld_InitLightTable_f)(void);

typedef struct
{
  int use_hwgamma;
  int rellight;
  gld_InitLightTable_f Init;
  gld_CalcLightLevel_f GetLight;
  gld_Calc2DLightLevel_f Get2DLight;
  gld_CalcFogDensity_f GetFog;
} GLLight;

static float lighttable_glboom[5][256];
static float lighttable_gzdoom[256];
static float lighttable_fogbased[256];

static void gld_InitLightTable_glboom(void);
static void gld_InitLightTable_gzdoom(void);
static void gld_InitLightTable_fogbased(void);

static float gld_CalcLightLevel_glboom(int lightlevel);
static float gld_CalcLightLevel_gzdoom(int lightlevel);
static float gld_CalcLightLevel_fogbased(int lightlevel);
static float gld_CalcLightLevel_shaders(int lightlevel);

static float gld_CalcFogDensity_glboom(sector_t *sector, int lightlevel, GLDrawItemType type);
static float gld_CalcFogDensity_gzdoom(sector_t *sector, int lightlevel, GLDrawItemType type);
static float gld_CalcFogDensity_fogbased(sector_t *sector, int lightlevel, GLDrawItemType type);

static GLLight gld_light[gl_lightmode_last] = {
  //gl_lightmode_glboom
  {false, 16,
   gld_InitLightTable_glboom,
   gld_CalcLightLevel_glboom, gld_CalcLightLevel_glboom,
   gld_CalcFogDensity_glboom},
  
   //gl_lightmode_gzdoom
  {true, 8,
   gld_InitLightTable_gzdoom,
   gld_CalcLightLevel_gzdoom, gld_CalcLightLevel_gzdoom,
   gld_CalcFogDensity_gzdoom},
  
   //gl_lightmode_fogbased
  {true, 8,
   gld_InitLightTable_fogbased,
   gld_CalcLightLevel_fogbased, gld_CalcLightLevel_gzdoom,
   gld_CalcFogDensity_fogbased},

   //gl_lightmode_shaders
  {true, 16,
   gld_InitLightTable_glboom,
   gld_CalcLightLevel_shaders, gld_CalcLightLevel_glboom,
   gld_CalcFogDensity_glboom},
};

int gl_hardware_gamma = false;
gld_CalcLightLevel_f gld_CalcLightLevel = gld_CalcLightLevel_glboom;
gld_CalcFogDensity_f gld_CalcFogDensity = gld_CalcFogDensity_glboom;

void MN_ChangeLightMode(void)
{
  if (gl_compatibility)
  {
    if (gl_lightmode_default == gl_lightmode_fogbased ||
      gl_lightmode_default == gl_lightmode_shaders)
    {
      D_MsgLocalInfo(
        "MN_ChangeLightMode: '%s' sector light mode is not allowed in "
        "gl_compatibility mode\n",
        gl_lightmodes[gl_lightmode_default]
      );
      gl_lightmode_default = gl_lightmode_glboom;
    }
  }

  if (gl_lightmode_default == gl_lightmode_shaders)
  {
    if (!glsl_Init())
    {
      gl_lightmode_default = gl_lightmode_glboom;
    }
  }

  gl_lightmode = gl_lightmode_default;

  gl_hardware_gamma = gld_light[gl_lightmode].use_hwgamma;
  gl_rellight = gld_light[gl_lightmode].rellight;
  gld_CalcLightLevel = gld_light[gl_lightmode].GetLight;
  gld_Calc2DLightLevel = gld_light[gl_lightmode].Get2DLight;
  gld_CalcFogDensity = gld_light[gl_lightmode].GetFog;

  if (gld_light[gl_lightmode].use_hwgamma)
  {
    gld_SetGammaRamp(useglgamma);
  }
  else
  {
    gld_SetGammaRamp(-1);
    gld_FlushTextures();
  }
}

void gld_InitLightTable(void)
{
  int i;

  for (i = 0; i < gl_lightmode_last; i++)
  {
    gld_light[i].Init();
  }
}

/*
 * lookuptable for lightvalues
 * calculated as follow:
 * floatlight=(1.0-exp((light^3)*gamma)) / (1.0-exp(1.0*gamma));
 * gamma=-0,2;-2,0;-4,0;-6,0;-8,0
 * light=0,0 .. 1,0
 */
static void gld_InitLightTable_glboom(void)
{
  int i, g;
  float gamma[5] = {-0.2f, -2.0f, -4.0f, -6.0f, -8.0f};

  for (g = 0; g < 5; g++)
  {
    for (i = 0; i < 256; i++)
    {
      lighttable_glboom[g][i] = (float)((1.0f - exp(pow(i / 255.0f, 3) * gamma[g])) / (1.0f - exp(1.0f * gamma[g])));
    }
  }
}

static void gld_InitLightTable_gzdoom(void)
{
  int i;
  float light;

  for (i = 0; i < 256; i++)
  {
    if (i < 192) 
      light = (192.0f - (192 - i) * 1.95f);
    else
      light = (float)i;

    if (light < gl_light_ambient)
      light = (float)gl_light_ambient;

    lighttable_gzdoom[i] = light / 255.0f;
  }

  lighttable_gzdoom[0] = 0.0f;
}

static void gld_InitLightTable_fogbased(void)
{
  int i;
  float light;

  for (i = 0; i < 256; i++)
  {
    if (i < 192) 
      light = (float)255;
    else
      light = (float)i;

    lighttable_fogbased[i] = light / 255.0f;
  }
}

static float gld_CalcLightLevel_glboom(int lightlevel)
{
  return lighttable_glboom[usegamma][BETWEEN(0, 255, lightlevel)];
}

static float gld_CalcLightLevel_gzdoom(int lightlevel)
{
  return lighttable_gzdoom[BETWEEN(0, 255, lightlevel)];
}

static float gld_CalcLightLevel_fogbased(int lightlevel) {
  if (P_GetDisplayPlayer()->fixedcolormap) {
    return lighttable_gzdoom[BETWEEN(0, 255, lightlevel)];
  }
  else if (extralight) {
    return lighttable_fogbased[255];
  }
  else {
    return lighttable_fogbased[BETWEEN(0, 255, lightlevel)];
  }
}

static float gld_CalcLightLevel_shaders(int lightlevel)
{
  int light;
  
  light = BETWEEN(0, 255, lightlevel);

  return (float)light/255.0f;
}

void gld_StaticLightAlpha(float light, float alpha)
{
  int shaders = (gl_lightmode == gl_lightmode_shaders);

  if (!P_GetDisplayPlayer()->fixedcolormap)
  {
    float ll = (shaders ? 1.0f : light);
    glColor4f(ll, ll, ll, alpha);
  }
  else
  {
    if (!(invul_method & INVUL_BW))
    {
      glColor4f(1.0f, 1.0f, 1.0f, alpha);
    }
    else
    {
#ifdef USE_FBO_TECHNIQUE
      if (SceneInTexture)
      {
        glColor4f(0.5f, 0.5f, 0.5f, alpha);
      }
      else
#endif
      {
        glColor4f(bw_red, bw_green, bw_blue, alpha);
      }
    }
  }

  if (shaders)
  {
    glsl_SetLightLevel((P_GetDisplayPlayer()->fixedcolormap ? 1.0f : light));
  }
}

void MN_ChangeAllowFog(void)
{
  int i;
  GLfloat FogColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };

  FogColor[0] = ((float)((gl_fog_color >> 16) & 0xff)) / 255.0f;
  FogColor[1] = ((float)((gl_fog_color >>  8) & 0xff)) / 255.0f;
  FogColor[2] = ((float)((gl_fog_color >>  0) & 0xff)) / 255.0f;
  FogColor[3] = 0.0f;

  glFogi (GL_FOG_MODE, GL_EXP);
  glFogfv(GL_FOG_COLOR, FogColor);
  glHint (GL_FOG_HINT, GL_NICEST);

  gl_CurrentFogDensity = -1;

  gl_EnableFog(true);
  gl_EnableFog(false);

  for (i = 0; i < 256; i++)
  {
    if (i < 164)
    {
      distfogtable[0][i] = (float)((gl_distfog >> 1) + (gl_distfog) * (164 - i) / 164);
    }
    else if (i < 230)
    {											    
      distfogtable[0][i] = (float)((gl_distfog >> 1) - (gl_distfog >> 1) * (i - 164) / (230 - 164));
    }
    else
    {
      distfogtable[0][i] = 0.0f;
    }

    if (i < 128)
    {
      distfogtable[1][i] = 6.0f + (gl_distfog >> 1) + (gl_distfog) * (128 - i) / 48;
    }
    else if (i < 216)
    {											    
      distfogtable[1][i] = (216.0f - i) / ((216.0f - 128.0f)) * gl_distfog / 10;
    }
    else
    {
      distfogtable[1][i] = 0.0f;
    }

    if (i <= 128)
    {
      distfogtable[2][i] = (float)(1<<16) / (float)pow(1.46f, ((float)i / 8.0f));
      if (distfogtable[2][i] > 2048)
        distfogtable[2][i] = 2048;
    }
    else if (i < 192)
    {											    
      distfogtable[2][i] = (float)(1<<13) / (float)pow(1.30f, ((float)i / 8.0f));
    }
    else if (i < 216)
    {											    
      distfogtable[2][i] = (216.0f - i) / ((216.0f - 128.0f)) * gl_distfog / 10;
    }
    else
    {
      distfogtable[2][i] = 0.0f;
    }
  }
}

static float gld_CalcFogDensity_glboom(sector_t *sector, int lightlevel, GLDrawItemType type)
{
  return 0;
}

static float gld_CalcFogDensity_gzdoom(sector_t *sector, int lightlevel, GLDrawItemType type)
{
  if ((!gl_use_fog) ||
    (sector && (sector->ceilingpic == skyflatnum || sector->floorpic == skyflatnum)))
  {
    return 0;
  }
  else
  {
    return distfogtable[1][BETWEEN(0, 255, lightlevel)];
  }
}

static float gld_CalcFogDensity_fogbased(sector_t *sector, int lightlevel, GLDrawItemType type)
{
  if (P_GetDisplayPlayer()->fixedcolormap)
  {
    return 0;
  }
  else
  {
    float fog = distfogtable[2][BETWEEN(0, 255, lightlevel)];
    
    if (extralight)
    {
      if (extralight == 1)
        fog -= fog / 3.0f;
      else
        fog -= fog / 2.0f;
    }

    if (type == GLDIT_CEILING || type == GLDIT_FLOOR || type == GLDIT_FWALL)
    {
      return fog * 2;
    }
    else
    {
      return fog;
    }
  }
}

void gld_SetFog(float fogdensity)
{
  if (fogdensity)
  {
    gl_EnableFog(true);
    if (fogdensity != gl_CurrentFogDensity)
    {
      glFogf(GL_FOG_DENSITY, fogdensity / 512.0f);
      gl_CurrentFogDensity = fogdensity;
    }
  }
  else
  {
    gl_EnableFog(false);
    gl_CurrentFogDensity = -1.0f;
  }
}

void gl_EnableFog(int on)
{
  if (on) 
  {
    if (!gl_fogenabled)
    glEnable(GL_FOG);
  }
  else 
  {
    if (gl_fogenabled)
      glDisable(GL_FOG);
  }
  gl_fogenabled=on;
}

/* vi: set et ts=2 sw=2: */

