/*
 * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
 * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice including the dates of first publication and
 * either this permission notice or a reference to
 * http://oss.sgi.com/projects/FreeB/
 * shall be included in all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
 * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 *
 * Except as contained in this notice, the name of Silicon Graphics, Inc.
 * shall not be used in advertising or otherwise to promote the sale, use or
 * other dealings in this Software without prior written authorization from
 * Silicon Graphics, Inc.
 */
/*
** Author: Eric Veach, July 1994.
**
*/

#include <assert.h>
#include <stddef.h>
#include "mesh.h"
#include "tess.h"
#include "render.h"

#define TRUE 1
#define FALSE 0

/* This structure remembers the information we need about a primitive
 * to be able to render it later, once we have determined which
 * primitive is able to use the most triangles.
 */
struct FaceCount
{
   long         size;   /* number of triangles used */
   GLUEShalfEdge* eStart; /* edge where this primitive starts */
   void         (*render)(GLUEStesselator*, GLUEShalfEdge*, long);
                        /* routine to render this primitive */
};

static struct FaceCount MaximumFan(GLUEShalfEdge* eOrig);
static struct FaceCount MaximumStrip(GLUEShalfEdge* eOrig);

static void RenderFan(GLUEStesselator* tess, GLUEShalfEdge* eStart, long size);
static void RenderStrip(GLUEStesselator* tess, GLUEShalfEdge* eStart, long size);
static void RenderTriangle(GLUEStesselator* tess, GLUEShalfEdge* eStart, long size);

static void RenderMaximumFaceGroup(GLUEStesselator* tess, GLUESface* fOrig);
static void RenderLonelyTriangles(GLUEStesselator* tess, GLUESface* head);

/************************ Strips and Fans decomposition ******************/
/* __gl_renderMesh( tess, mesh ) takes a mesh and breaks it into triangle
 * fans, strips, and separate triangles.  A substantial effort is made
 * to use as few rendering primitives as possible (ie. to make the fans
 * and strips as large as possible).
 *
 * The rendering output is provided as callbacks (see the api).
 */
void __gl_renderMesh(GLUEStesselator* tess, GLUESmesh* mesh)
{
   GLUESface* f;

   /* Make a list of separate triangles so we can render them all at once */
   tess->lonelyTriList=NULL;

   for (f=mesh->fHead.next; f!=&mesh->fHead; f=f->next)
   {
      f->marked=FALSE;
   }
   for (f=mesh->fHead.next; f!=&mesh->fHead; f=f->next)
   {
      /* We examine all faces in an arbitrary order.  Whenever we find
       * an unprocessed face F, we output a group of faces including F
       * whose size is maximum.
       */
      if (f->inside && !f->marked)
      {
         RenderMaximumFaceGroup(tess, f);
         assert(f->marked);
      }
   }
   if (tess->lonelyTriList!=NULL)
   {
      RenderLonelyTriangles(tess, tess->lonelyTriList);
      tess->lonelyTriList=NULL;
   }
}

static void RenderMaximumFaceGroup(GLUEStesselator* tess, GLUESface* fOrig)
{
   /* We want to find the largest triangle fan or strip of unmarked faces
    * which includes the given face fOrig.  There are 3 possible fans
    * passing through fOrig (one centered at each vertex), and 3 possible
    * strips (one for each CCW permutation of the vertices).  Our strategy
    * is to try all of these, and take the primitive which uses the most
    * triangles (a greedy approach).
    */
   GLUEShalfEdge* e=fOrig->anEdge;
   struct FaceCount max, newFace;

   max.size=1;
   max.eStart=e;
   max.render=&RenderTriangle;

   if (!tess->flagBoundary)
   {
      newFace=MaximumFan(e );
      if (newFace.size>max.size)
      {
         max=newFace;
      }
      newFace=MaximumFan(e->Lnext);
      if (newFace.size>max.size)
      {
         max=newFace;
      }
      newFace=MaximumFan(e->Lprev);
      if (newFace.size>max.size)
      {
         max=newFace;
      }

      newFace=MaximumStrip(e);
      if (newFace.size>max.size)
      {
         max=newFace;
      }
      newFace=MaximumStrip(e->Lnext);
      if (newFace.size>max.size)
      {
         max=newFace;
      }
      newFace=MaximumStrip(e->Lprev);
      if (newFace.size>max.size)
      {
         max=newFace;
      }
  }
  (*(max.render))(tess, max.eStart, max.size);
}

/* Macros which keep track of faces we have marked temporarily, and allow
 * us to backtrack when necessary.  With triangle fans, this is not
 * really necessary, since the only awkward case is a loop of triangles
 * around a single origin vertex.  However with strips the situation is
 * more complicated, and we need a general tracking method like the
 * one here.
 */
#define Marked(f) (!(f)->inside || (f)->marked)

#define AddToTrail(f,t) ((f)->trail=(t), (t)=(f), (f)->marked=TRUE)

#define FreeTrail(t) if (1)                                  \
                     {                                       \
                        while( (t) != NULL )                 \
                        {                                    \
                           (t)->marked=FALSE; t=(t)->trail;  \
                        }                                    \
					 } else {;}/* absorb trailing semicolon */

static struct FaceCount MaximumFan(GLUEShalfEdge* eOrig)
{
   /* eOrig->Lface is the face we want to render.  We want to find the size
    * of a maximal fan around eOrig->Org.  To do this we just walk around
    * the origin vertex as far as possible in both directions.
    */
   struct FaceCount newFace={0, NULL, &RenderFan};
   GLUESface* trail=NULL;
   GLUEShalfEdge* e;

   for (e=eOrig; !Marked(e->Lface); e=e->Onext)
   {
      AddToTrail(e->Lface, trail);
      ++newFace.size;
   }
   for (e=eOrig; !Marked(e->Rface); e=e->Oprev)
   {
      AddToTrail( e->Rface, trail);
      ++newFace.size;
   }

   newFace.eStart=e;

   /*LINTED*/
   FreeTrail(trail);
   return newFace;
}

#define IsEven(n) (((n) & 1)==0)

static struct FaceCount MaximumStrip(GLUEShalfEdge* eOrig)
{
   /* Here we are looking for a maximal strip that contains the vertices
    * eOrig->Org, eOrig->Dst, eOrig->Lnext->Dst (in that order or the
    * reverse, such that all triangles are oriented CCW).
    *
    * Again we walk forward and backward as far as possible.  However for
    * strips there is a twist: to get CCW orientations, there must be
    * an *even* number of triangles in the strip on one side of eOrig.
    * We walk the strip starting on a side with an even number of triangles;
    * if both side have an odd number, we are forced to shorten one side.
    */
   struct FaceCount newFace={0, NULL, &RenderStrip};
   long headSize=0, tailSize=0;
   GLUESface* trail=NULL;
   GLUEShalfEdge* e;
   GLUEShalfEdge* eTail;
   GLUEShalfEdge* eHead;

   for (e=eOrig; !Marked(e->Lface); ++tailSize, e=e->Onext)
   {
      AddToTrail(e->Lface, trail);
      ++tailSize;
      e=e->Dprev;
      if (Marked(e->Lface))
      {
         break;
      }
      AddToTrail(e->Lface, trail);
   }
   eTail=e;

   for (e=eOrig; !Marked(e->Rface); ++headSize, e=e->Dnext)
   {
      AddToTrail(e->Rface, trail);
      ++headSize;
      e=e->Oprev;

      if (Marked(e->Rface))
      {
         break;
      }
      AddToTrail(e->Rface, trail);
   }
   eHead=e;

   newFace.size=tailSize+headSize;
   if (IsEven(tailSize))
   {
      newFace.eStart=eTail->Sym;
   }
   else
   {
      if (IsEven(headSize))
      {
         newFace.eStart=eHead;
      }
      else
      {
         /* Both sides have odd length, we must shorten one of them.  In fact,
          * we must start from eHead to guarantee inclusion of eOrig->Lface.
          */
         --newFace.size;
         newFace.eStart=eHead->Onext;
      }
   }

   /*LINTED*/
   FreeTrail(trail);
   return newFace;
}

static void RenderTriangle(GLUEStesselator* tess, GLUEShalfEdge* e, long size)
{
   /* Just add the triangle to a triangle list, so we can render all
    * the separate triangles at once.
    */
   assert(size==1);
   AddToTrail(e->Lface, tess->lonelyTriList);
}

static void RenderLonelyTriangles(GLUEStesselator* tess, GLUESface* f)
{
   /* Now we render all the separate triangles which could not be
    * grouped into a triangle fan or strip.
    */
   GLUEShalfEdge* e;
   int newState;
   int edgeState=-1;    /* force edge state output for first vertex */

   CALL_BEGIN_OR_BEGIN_DATA(GL_TRIANGLES);

   for (; f!=NULL; f=f->trail)
   {
      /* Loop once for each edge (there will always be 3 edges) */

      e=f->anEdge;
      do {
         if (tess->flagBoundary)
         {
            /* Set the "edge state" to TRUE just before we output the
             * first vertex of each edge on the polygon boundary.
             */
            newState=!e->Rface->inside;
            if (edgeState!=newState)
            {
               edgeState=newState;
               CALL_EDGE_FLAG_OR_EDGE_FLAG_DATA(edgeState);
            }
         }
         CALL_VERTEX_OR_VERTEX_DATA(e->Org->data);

         e=e->Lnext;
      } while(e!=f->anEdge);
   }
   CALL_END_OR_END_DATA();
}

static void RenderFan(GLUEStesselator* tess, GLUEShalfEdge* e, long size)
{
   /* Render as many CCW triangles as possible in a fan starting from
    * edge "e".  The fan *should* contain exactly "size" triangles
    * (otherwise we've goofed up somewhere).
    */
   CALL_BEGIN_OR_BEGIN_DATA(GL_TRIANGLE_FAN);
   CALL_VERTEX_OR_VERTEX_DATA(e->Org->data);
   CALL_VERTEX_OR_VERTEX_DATA(e->Dst->data);

   while(!Marked(e->Lface))
   {
      e->Lface->marked=TRUE;
      --size;
      e=e->Onext;
      CALL_VERTEX_OR_VERTEX_DATA(e->Dst->data);
   }

   assert(size==0);
   CALL_END_OR_END_DATA();
}

static void RenderStrip(GLUEStesselator* tess, GLUEShalfEdge* e, long size)
{
   /* Render as many CCW triangles as possible in a strip starting from
    * edge "e".  The strip *should* contain exactly "size" triangles
    * (otherwise we've goofed up somewhere).
    */
   CALL_BEGIN_OR_BEGIN_DATA(GL_TRIANGLE_STRIP);
   CALL_VERTEX_OR_VERTEX_DATA(e->Org->data);
   CALL_VERTEX_OR_VERTEX_DATA(e->Dst->data);

   while(!Marked(e->Lface))
   {
      e->Lface->marked=TRUE;
      --size;
      e=e->Dprev;
      CALL_VERTEX_OR_VERTEX_DATA(e->Org->data);
      if (Marked(e->Lface))
      {
         break;
      }

      e->Lface->marked=TRUE;
      --size;
      e=e->Onext;
      CALL_VERTEX_OR_VERTEX_DATA(e->Dst->data);
   }

   assert(size==0);
   CALL_END_OR_END_DATA();
}

/************************ Boundary contour decomposition ******************/
/* __gl_renderBoundary( tess, mesh ) takes a mesh, and outputs one
 * contour for each face marked "inside".  The rendering output is
 * provided as callbacks (see the api).
 */
void __gl_renderBoundary(GLUEStesselator* tess, GLUESmesh* mesh)
{
   GLUESface* f;
   GLUEShalfEdge* e;

   for (f=mesh->fHead.next; f!=&mesh->fHead; f=f->next)
   {
      if (f->inside)
      {
         CALL_BEGIN_OR_BEGIN_DATA(GL_LINE_LOOP);
         e=f->anEdge;
         do {
            CALL_VERTEX_OR_VERTEX_DATA(e->Org->data);
            e=e->Lnext;
         } while(e!=f->anEdge);
         CALL_END_OR_END_DATA();
      }
   }
}

/************************ Quick-and-dirty decomposition ******************/

#define SIGN_INCONSISTENT 2

static int ComputeNormal(GLUEStesselator* tess, GLfloat norm[3], int check)
/*
 * If check==FALSE, we compute the polygon normal and place it in norm[].
 * If check==TRUE, we check that each triangle in the fan from v0 has a
 * consistent orientation with respect to norm[].  If triangles are
 * consistently oriented CCW, return 1; if CW, return -1; if all triangles
 * are degenerate return 0; otherwise (no consistent orientation) return
 * SIGN_INCONSISTENT.
 */
{
   CachedVertex* v0=tess->cache;
   CachedVertex* vn=v0+tess->cacheCount;
   CachedVertex* vc;
   GLfloat dot, xc, yc, zc, xp, yp, zp, n[3];
   int sign=0;

   /* Find the polygon normal.  It is important to get a reasonable
    * normal even when the polygon is self-intersecting (eg. a bowtie).
    * Otherwise, the computed normal could be very tiny, but perpendicular
    * to the true plane of the polygon due to numerical noise.  Then all
    * the triangles would appear to be degenerate and we would incorrectly
    * decompose the polygon as a fan (or simply not render it at all).
    *
    * We use a sum-of-triangles normal algorithm rather than the more
    * efficient sum-of-trapezoids method (used in CheckOrientation()
    * in normal.c).  This lets us explicitly reverse the signed area
    * of some triangles to get a reasonable normal in the self-intersecting
    * case.
    */

   if (!check)
   {
      norm[0]=norm[1]=norm[2]=0.0f;
   }

   vc=v0+1;
   xc=vc->coords[0]-v0->coords[0];
   yc=vc->coords[1]-v0->coords[1];
   zc=vc->coords[2]-v0->coords[2];
   while(++vc<vn)
   {
      xp=xc; yp=yc; zp=zc;
      xc=vc->coords[0]-v0->coords[0];
      yc=vc->coords[1]-v0->coords[1];
      zc=vc->coords[2]-v0->coords[2];

      /* Compute (vp-v0) cross (vc-v0) */
      n[0]=yp*zc-zp*yc;
      n[1]=zp*xc-xp*zc;
      n[2]=xp*yc-yp*xc;

      dot=n[0]*norm[0]+n[1]*norm[1]+n[2]*norm[2];
      if (!check)
      {
         /* Reverse the contribution of back-facing triangles to get
          * a reasonable normal for self-intersecting polygons (see above)
          */
         if (dot>=0)
         {
            norm[0]+=n[0]; norm[1]+=n[1]; norm[2]+=n[2];
         }
         else
         {
            norm[0]-=n[0]; norm[1]-=n[1]; norm[2]-=n[2];
         }
      }
      else
      {
         if (dot!=0)
         {
            /* Check the new orientation for consistency with previous triangles */
            if (dot>0)
            {
               if (sign<0)
               {
                  return SIGN_INCONSISTENT;
               }
               sign=1;
            }
            else
            {
               if (sign>0)
               {
                  return SIGN_INCONSISTENT;
               }
               sign=-1;
            }
         }
      }
   }

   return sign;
}

/* __gl_renderCache( tess ) takes a single contour and tries to render it
 * as a triangle fan.  This handles convex polygons, as well as some
 * non-convex polygons if we get lucky.
 *
 * Returns TRUE if the polygon was successfully rendered.  The rendering
 * output is provided as callbacks (see the api).
 */
GLboolean __gl_renderCache(GLUEStesselator* tess)
{
   CachedVertex* v0=tess->cache;
   CachedVertex* vn=v0+tess->cacheCount;
   CachedVertex* vc;
   GLfloat norm[3];
   int sign;

   if (tess->cacheCount<3)
   {
      /* Degenerate contour -- no output */
      return TRUE;
   }

   norm[0]=tess->normal[0];
   norm[1]=tess->normal[1];
   norm[2]=tess->normal[2];
   if (norm[0]==0 && norm[1]==0 && norm[2]==0)
   {
      ComputeNormal(tess, norm, FALSE);
   }

   sign=ComputeNormal(tess, norm, TRUE);
   if (sign==SIGN_INCONSISTENT)
   {
      /* Fan triangles did not have a consistent orientation */
      return FALSE;
   }
   if (sign==0)
   {
      /* All triangles were degenerate */
      return TRUE;
   }

   /* Make sure we do the right thing for each winding rule */
   switch(tess->windingRule)
   {
      case GLUES_TESS_WINDING_ODD:
      case GLUES_TESS_WINDING_NONZERO:
           break;
      case GLUES_TESS_WINDING_POSITIVE:
           if (sign<0)
           {
              return TRUE;
           }
           break;
      case GLUES_TESS_WINDING_NEGATIVE:
           if (sign>0)
           {
              return TRUE;
           }
           break;
      case GLUES_TESS_WINDING_ABS_GEQ_TWO:
           return TRUE;
   }

   CALL_BEGIN_OR_BEGIN_DATA(tess->boundaryOnly ? GL_LINE_LOOP :
                           (tess->cacheCount>3) ? GL_TRIANGLE_FAN : GL_TRIANGLES);

   CALL_VERTEX_OR_VERTEX_DATA(v0->data);
   if (sign>0)
   {
      for (vc=v0+1; vc<vn; ++vc)
      {
         CALL_VERTEX_OR_VERTEX_DATA(vc->data);
      }
   }
   else
   {
      for (vc=vn-1; vc>v0; --vc)
      {
         CALL_VERTEX_OR_VERTEX_DATA(vc->data);
      }
   }

   CALL_END_OR_END_DATA();
   return TRUE;
}
