// 
//---------------------------------------------------------------------------
//
// Copyright(C) 2005-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program.  If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** gl1_renderer.cpp
** Renderer interface
**
*/

#include "gl_load/gl_system.h"
#include "files.h"
#include "v_video.h"
#include "m_png.h"
#include "w_wad.h"
#include "doomstat.h"
#include "i_time.h"
#include "p_effect.h"
#include "d_player.h"
#include "a_dynlight.h"
#include "cmdlib.h"
#include "g_game.h"
#include "swrenderer/r_swscene.h"
#include "hwrenderer/utility/hw_clock.h"

#include "gl_load/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "gl/system/gl_debug.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "hwrenderer/utility/hw_vrmodes.h"
#include "hwrenderer/postprocessing/hw_presentshader.h"
#include "hwrenderer/postprocessing/hw_present3dRowshader.h"
#include "hwrenderer/postprocessing/hw_shadowmapshader.h"
#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/scene/hw_skydome.h"
#include "hwrenderer/scene/hw_fakeflat.h"
#include "gl/shaders/gl_postprocessshaderinstance.h"
#include "gl/textures/gl_samplers.h"
#include "hwrenderer/dynlights/hw_lightbuffer.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
#include "r_videoscale.h"
#include "r_data/models/models.h"
#include "gl/renderer/gl_postprocessstate.h"

EXTERN_CVAR(Int, screenblocks)
EXTERN_CVAR(Bool, cl_capfps)

extern bool NoInterpolateView;

namespace OpenGLRenderer
{

//===========================================================================
// 
// Renderer interface
//
//===========================================================================

//-----------------------------------------------------------------------------
//
// Initialize
//
//-----------------------------------------------------------------------------

FGLRenderer::FGLRenderer(OpenGLFrameBuffer *fb) 
{
	framebuffer = fb;
}

void FGLRenderer::Initialize(int width, int height)
{
	mScreenBuffers = new FGLRenderBuffers();
	mSaveBuffers = new FGLRenderBuffers();
	mBuffers = mScreenBuffers;
	mPresentShader = new FPresentShader();
	mPresent3dCheckerShader = new FPresent3DCheckerShader();
	mPresent3dColumnShader = new FPresent3DColumnShader();
	mPresent3dRowShader = new FPresent3DRowShader();
	mShadowMapShader = new FShadowMapShader();
	mCustomPostProcessShaders = new FCustomPostProcessShaders();

	// needed for the core profile, because someone decided it was a good idea to remove the default VAO.
	glGenQueries(1, &PortalQueryObject);

	glGenVertexArrays(1, &mVAOID);
	glBindVertexArray(mVAOID);
	FGLDebug::LabelObject(GL_VERTEX_ARRAY, mVAOID, "FGLRenderer.mVAOID");

	mFBID = 0;
	mOldFBID = 0;

	mShaderManager = new FShaderManager;
	mSamplerManager = new FSamplerManager;
}

FGLRenderer::~FGLRenderer() 
{
	FlushModels();
	TexMan.FlushAll();
	if (mShaderManager != nullptr) delete mShaderManager;
	if (mSamplerManager != nullptr) delete mSamplerManager;
	if (mFBID != 0) glDeleteFramebuffers(1, &mFBID);
	if (mVAOID != 0)
	{
		glBindVertexArray(0);
		glDeleteVertexArrays(1, &mVAOID);
	}
	if (PortalQueryObject != 0) glDeleteQueries(1, &PortalQueryObject);

	if (swdrawer) delete swdrawer;
	if (mBuffers) delete mBuffers;
	if (mSaveBuffers) delete mSaveBuffers;
	if (mPresentShader) delete mPresentShader;
	if (mPresent3dCheckerShader) delete mPresent3dCheckerShader;
	if (mPresent3dColumnShader) delete mPresent3dColumnShader;
	if (mPresent3dRowShader) delete mPresent3dRowShader;
	if (mShadowMapShader) delete mShadowMapShader;
	delete mCustomPostProcessShaders;
}

//===========================================================================
// 
//
//
//===========================================================================

void FGLRenderer::ResetSWScene()
{
	// force recreation of the SW scene drawer to ensure it gets a new set of resources.
	if (swdrawer != nullptr) delete swdrawer;
	swdrawer = nullptr;
}

//===========================================================================
// 
//
//
//===========================================================================

bool FGLRenderer::StartOffscreen()
{
	bool firstBind = (mFBID == 0);
	if (mFBID == 0)
		glGenFramebuffers(1, &mFBID);
	glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mOldFBID);
	glBindFramebuffer(GL_FRAMEBUFFER, mFBID);
	if (firstBind)
		FGLDebug::LabelObject(GL_FRAMEBUFFER, mFBID, "OffscreenFB");
	return true;
}

//===========================================================================
// 
//
//
//===========================================================================

void FGLRenderer::EndOffscreen()
{
	glBindFramebuffer(GL_FRAMEBUFFER, mOldFBID); 
}

//===========================================================================
// 
//
//
//===========================================================================

void FGLRenderer::UpdateShadowMap()
{
	if (screen->mShadowMap.PerformUpdate())
	{
		FGLDebug::PushGroup("ShadowMap");

		FGLPostProcessState savedState;

		mBuffers->BindShadowMapFB();

		mShadowMapShader->Bind(NOQUEUE);
		mShadowMapShader->Uniforms->ShadowmapQuality = gl_shadowmap_quality;
		mShadowMapShader->Uniforms.Set();

		glViewport(0, 0, gl_shadowmap_quality, 1024);
		RenderScreenQuad();

		const auto &viewport = screen->mScreenViewport;
		glViewport(viewport.left, viewport.top, viewport.width, viewport.height);

		mBuffers->BindShadowMapTexture(16);
		FGLDebug::PopGroup();
		screen->mShadowMap.FinishUpdate();
	}
}

//-----------------------------------------------------------------------------
//
// renders the view
//
//-----------------------------------------------------------------------------

sector_t *FGLRenderer::RenderView(player_t* player)
{
	gl_RenderState.SetVertexBuffer(screen->mVertexData);
	screen->mVertexData->Reset();
	sector_t *retsec;

	if (!V_IsHardwareRenderer())
	{
		if (swdrawer == nullptr) swdrawer = new SWSceneDrawer;
		retsec = swdrawer->RenderView(player);
	}
	else
	{
		hw_ClearFakeFlat();

		iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;

		checkBenchActive();

		// reset statistics counters
		ResetProfilingData();

		// Get this before everything else
		if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
		else r_viewpoint.TicFrac = I_GetTimeFrac();

		screen->mLights->Clear();
		screen->mViewpoints->Clear();

		// NoInterpolateView should have no bearing on camera textures, but needs to be preserved for the main view below.
		bool saved_niv = NoInterpolateView;
		NoInterpolateView = false;

		// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
		gl_RenderState.CheckTimer(player->camera->Level->ShaderStartTime);
		// prepare all camera textures that have been used in the last frame.
		// This must be done for all levels, not just the primary one!
		for (auto Level : AllLevels())
		{
			Level->canvasTextureInfo.UpdateAll([&](AActor *camera, FCanvasTexture *camtex, double fov)
			{
				RenderTextureView(camtex, camera, fov);
			});
		}
		NoInterpolateView = saved_niv;


		// now render the main view
		float fovratio;
		float ratio = r_viewwindow.WidescreenRatio;
		if (r_viewwindow.WidescreenRatio >= 1.3f)
		{
			fovratio = 1.333333f;
		}
		else
		{
			fovratio = ratio;
		}

		retsec = RenderViewpoint(r_viewpoint, player->camera, NULL, r_viewpoint.FieldOfView.Degrees, ratio, fovratio, true, true);
	}
	All.Unclock();
	return retsec;
}

//===========================================================================
//
//
//
//===========================================================================

void FGLRenderer::BindToFrameBuffer(FMaterial *mat)
{
	auto BaseLayer = static_cast<FHardwareTexture*>(mat->GetLayer(0, 0));

	if (BaseLayer == nullptr)
	{
		// must create the hardware texture first
		BaseLayer->BindOrCreate(mat->sourcetex, 0, 0, 0, 0);
		FHardwareTexture::Unbind(0);
		gl_RenderState.ClearLastMaterial();
	}
	BaseLayer->BindToFrameBuffer(mat->GetWidth(), mat->GetHeight());
}

//===========================================================================
//
// Camera texture rendering
//
//===========================================================================

void FGLRenderer::RenderTextureView(FCanvasTexture *tex, AActor *Viewpoint, double FOV)
{
	// This doesn't need to clear the fake flat cache. It can be shared between camera textures and the main view of a scene.
	FMaterial * gltex = FMaterial::ValidateTexture(tex, false);

	int width = gltex->TextureWidth();
	int height = gltex->TextureHeight();

	StartOffscreen();
	BindToFrameBuffer(gltex);

	IntRect bounds;
	bounds.left = bounds.top = 0;
	bounds.width = FHardwareTexture::GetTexDimension(gltex->GetWidth());
	bounds.height = FHardwareTexture::GetTexDimension(gltex->GetHeight());

	FRenderViewpoint texvp;
	RenderViewpoint(texvp, Viewpoint, &bounds, FOV, (float)width / height, (float)width / height, false, false);

	EndOffscreen();

	tex->SetUpdated(true);
	static_cast<OpenGLFrameBuffer*>(screen)->camtexcount++;
}

//===========================================================================
//
// Render the view to a savegame picture
//
//===========================================================================

void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, int height)
{
    IntRect bounds;
    bounds.left = 0;
    bounds.top = 0;
    bounds.width = width;
    bounds.height = height;
    
    // we must be sure the GPU finished reading from the buffer before we fill it with new data.
    glFinish();
    
    // Switch to render buffers dimensioned for the savepic
    mBuffers = mSaveBuffers;
    
	hw_ClearFakeFlat();
	gl_RenderState.SetVertexBuffer(screen->mVertexData);
	screen->mVertexData->Reset();
    screen->mLights->Clear();
	screen->mViewpoints->Clear();

    // This shouldn't overwrite the global viewpoint even for a short time.
    FRenderViewpoint savevp;
    sector_t *viewsector = RenderViewpoint(savevp, players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
    glDisable(GL_STENCIL_TEST);
    gl_RenderState.SetNoSoftLightLevel();
    CopyToBackbuffer(&bounds, false);
    
    // strictly speaking not needed as the glReadPixels should block until the scene is rendered, but this is to safeguard against shitty drivers
    glFinish();
    
    uint8_t * scr = (uint8_t *)M_Malloc(width * height * 3);
    glReadPixels(0,0,width, height,GL_RGB,GL_UNSIGNED_BYTE,scr);
    M_CreatePNG (file, scr + ((height-1) * width * 3), NULL, SS_RGB, width, height, -width * 3, Gamma);
    M_Free(scr);
    
    // Switch back the screen render buffers
    screen->SetViewportRects(nullptr);
    mBuffers = mScreenBuffers;
}

//===========================================================================
//
//
//
//===========================================================================

void FGLRenderer::BeginFrame()
{
	mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
	mSaveBuffers->Setup(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
}

}
