text: /*
  -----------------------------------------------------------------------------
  This source file is part of OGRE
  (Object-oriented Graphics Rendering Engine)
  For the latest info, see http://www.ogre3d.org
  
  Copyright (c) 2000-2014 Torus Knot Software Ltd
  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 and this permission notice 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 THE
  AUTHORS OR COPYRIGHT HOLDERS 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.
  -----------------------------------------------------------------------------
  */
  #include "OgreShaderPrecompiledHeaders.h"
  #if defined(RTSHADER_SYSTEM_BUILD_CORE_SHADERS) || defined(RTSHADER_SYSTEM_BUILD_EXT_SHADERS)
  namespace Ogre {
  namespace RTShader {
  
  /************************************************************************/
  /*                                                                      */
  /************************************************************************/
  String FFPLighting::Type = "FFP_Lighting";
  
  //-----------------------------------------------------------------------
  FFPLighting::FFPLighting()
  {
  	mTrackVertexColourType			= TVC_NONE;
  	mSpecularEnable					= false;
  	mNormalisedEnable               = false;
  }
  
  //-----------------------------------------------------------------------
  const String& FFPLighting::getType() const
  {
  	return Type;
  }
  
  
  //-----------------------------------------------------------------------
  int	FFPLighting::getExecutionOrder() const
  {
  	return FFP_LIGHTING;
  }
  
  //-----------------------------------------------------------------------
  void FFPLighting::updateGpuProgramsParams(Renderable* rend, const Pass* pass, const AutoParamDataSource* source,
  										  const LightList* pLightList)
  {		
  	if (mLightParamsList.empty())
  		return;
  
  	Light::LightTypes curLightType = Light::LT_DIRECTIONAL; 
  	unsigned int curSearchLightIndex = 0;
  
  	// Update per light parameters.
  	for (unsigned int i=0; i < mLightParamsList.size(); ++i)
  	{
  		const LightParams& curParams = mLightParamsList[i];
  
  		if (curLightType != curParams.mType)
  		{
  			curLightType = curParams.mType;
  			curSearchLightIndex = 0;
  		}
  
  		// Search a matching light from the current sorted lights of the given renderable.
  		uint32 j;
  		for (j = curSearchLightIndex; j < (pLightList ? pLightList->size() : 0); ++j)
  		{
  			if (pLightList->at(j)->getType() == curLightType)
  			{
  				curSearchLightIndex = j + 1;
  				break;
  			}			
  		}
  
  		switch (curParams.mType)
  		{
  		case Light::LT_DIRECTIONAL:
  		    // update light index. data will be set by scene manager
  			curParams.mDirection->updateExtraInfo(j);
  			break;
  
  		case Light::LT_POINT:
  			// update light index. data will be set by scene manager
  			curParams.mPosition->updateExtraInfo(j);
  			curParams.mAttenuatParams->updateExtraInfo(j);
  			break;
  
  		case Light::LT_SPOTLIGHT:
  		{						
  			// update light index. data will be set by scene manager
  			curParams.mPosition->updateExtraInfo(j);
              curParams.mAttenuatParams->updateExtraInfo(j);
              curParams.mSpotParams->updateExtraInfo(j);
  			curParams.mDirection->updateExtraInfo(j);
  		}
  			break;
  		}
  
  		
  		// Update diffuse colour.
          curParams.mDiffuseColour->updateExtraInfo(j);
  
  		// Update specular colour if need to.
  		if (mSpecularEnable)
  		{
              curParams.mSpecularColour->updateExtraInfo(j);
  		}																			
  	}
  }
  
  //-----------------------------------------------------------------------
  bool FFPLighting::resolveParameters(ProgramSet* programSet)
  {
  	Program* vsProgram = programSet->getCpuProgram(GPT_VERTEX_PROGRAM);
  	Function* vsMain = vsProgram->getEntryPointFunction();
  
  	// Resolve world view IT matrix.
  	mWorldViewITMatrix = vsProgram->resolveParameter(GpuProgramParameters::ACT_NORMAL_MATRIX);
  	mViewNormal = vsMain->resolveLocalParameter(Parameter::SPC_NORMAL_VIEW_SPACE);
  	
  	// Get surface ambient colour if need to.
  	if ((mTrackVertexColourType & TVC_AMBIENT) == 0)
  	{		
  		mDerivedAmbientLightColour = vsProgram->resolveParameter(GpuProgramParameters::ACT_DERIVED_AMBIENT_LIGHT_COLOUR);
  	}
  	else
  	{
  		mLightAmbientColour = vsProgram->resolveParameter(GpuProgramParameters::ACT_AMBIENT_LIGHT_COLOUR);
  	}
  	
  	// Get surface emissive colour if need to.
  	if ((mTrackVertexColourType & TVC_EMISSIVE) == 0)
  	{
  		mSurfaceEmissiveColour = vsProgram->resolveParameter(GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
  	}
  
  	// Get derived scene colour.
  	mDerivedSceneColour = vsProgram->resolveParameter(GpuProgramParameters::ACT_DERIVED_SCENE_COLOUR);
  	
  	// Get surface shininess.
  	mSurfaceShininess = vsProgram->resolveParameter(GpuProgramParameters::ACT_SURFACE_SHININESS);
  	
  	// Resolve input vertex shader normal.
      mVSInNormal = vsMain->resolveInputParameter(Parameter::SPC_NORMAL_OBJECT_SPACE);
  	
  	if (mTrackVertexColourType != 0)
  	{
  		mInDiffuse = vsMain->resolveInputParameter(Parameter::SPC_COLOR_DIFFUSE);
  	}
  	
  
  	// Resolve output vertex shader diffuse colour.
  	mOutDiffuse = vsMain->resolveOutputParameter(Parameter::SPC_COLOR_DIFFUSE);
  	
  	// Resolve per light parameters.
  	bool needViewPos = mSpecularEnable;
  	for (unsigned int i=0; i < mLightParamsList.size(); ++i)
  	{		
  		switch (mLightParamsList[i].mType)
  		{
  		case Light::LT_DIRECTIONAL:
  			mLightParamsList[i].mDirection = vsProgram->resolveParameter(GpuProgramParameters::ACT_LIGHT_DIRECTION_VIEW_SPACE, i);
  			mLightParamsList[i].mPSInDirection = mLightParamsList[i].mDirection;
  			break;
  		
  		case Light::LT_POINT:
  		    needViewPos = true;
  			
  			mLightParamsList[i].mPosition = vsProgram->resolveParameter(GpuProgramParameters::ACT_LIGHT_POSITION_VIEW_SPACE, i);
  			mLightParamsList[i].mAttenuatParams = vsProgram->resolveParameter(GpuProgramParameters::ACT_LIGHT_ATTENUATION, i);
  			break;
  		
  		case Light::LT_SPOTLIGHT:
  		    needViewPos = true;
  			
  			mLightParamsList[i].mPosition = vsProgram->resolveParameter(GpuProgramParameters::ACT_LIGHT_POSITION_VIEW_SPACE, i);
              mLightParamsList[i].mAttenuatParams = vsProgram->resolveParameter(GpuProgramParameters::ACT_LIGHT_ATTENUATION, i);
  
  			mLightParamsList[i].mDirection = vsProgram->resolveParameter(GpuProgramParameters::ACT_LIGHT_DIRECTION_VIEW_SPACE, i);
  			mLightParamsList[i].mPSInDirection = mLightParamsList[i].mDirection;
  
  			mLightParamsList[i].mSpotParams = vsProgram->resolveParameter(GpuProgramParameters::ACT_SPOTLIGHT_PARAMS, i);
  
  			break;
  		}
  
  		// Resolve diffuse colour.
  		if ((mTrackVertexColourType & TVC_DIFFUSE) == 0)
  		{
  			mLightParamsList[i].mDiffuseColour = vsProgram->resolveParameter(GpuProgramParameters::ACT_DERIVED_LIGHT_DIFFUSE_COLOUR, i);
  		}
  		else
  		{
  			mLightParamsList[i].mDiffuseColour = vsProgram->resolveParameter(GpuProgramParameters::ACT_LIGHT_DIFFUSE_COLOUR_POWER_SCALED, i);
  		}		
  
  		if (mSpecularEnable)
  		{
  			// Resolve specular colour.
  			if ((mTrackVertexColourType & TVC_SPECULAR) == 0)
  			{
  				mLightParamsList[i].mSpecularColour = vsProgram->resolveParameter(GpuProgramParameters::ACT_DERIVED_LIGHT_SPECULAR_COLOUR, i);
  			}
  			else
  			{
  				mLightParamsList[i].mSpecularColour = vsProgram->resolveParameter(GpuProgramParameters::ACT_LIGHT_SPECULAR_COLOUR_POWER_SCALED, i);
  			}
  
  			if (mOutSpecular.get() == NULL)
  			{
  				mOutSpecular = vsMain->resolveOutputParameter(Parameter::SPC_COLOR_SPECULAR);
  			}
  		}		
  	}
  
  	if(needViewPos)
  	{
          mWorldViewMatrix = vsProgram->resolveParameter(GpuProgramParameters::ACT_WORLDVIEW_MATRIX);
          mVSInPosition = vsMain->resolveInputParameter(Parameter::SPC_POSITION_OBJECT_SPACE);
          mViewPos = vsMain->resolveLocalParameter(Parameter::SPC_POSITION_VIEW_SPACE);
          mToLight = vsMain->resolveLocalParameter(Parameter::SPC_LIGHTDIRECTION_VIEW_SPACE0);
          mToView = vsMain->resolveLocalParameter(Parameter::SPC_POSTOCAMERA_VIEW_SPACE);
  
          for (auto& l : mLightParamsList)
          {
              if(l.mType != Light::LT_POINT && l.mType != Light::LT_SPOTLIGHT)
                  continue;
              l.mToLight = mToLight;
          }
  	}
  
  	return true;
  }
  
  //-----------------------------------------------------------------------
  bool FFPLighting::resolveDependencies(ProgramSet* programSet)
  {
  	Program* vsProgram = programSet->getCpuProgram(GPT_VERTEX_PROGRAM);
  
  	vsProgram->addDependency(FFP_LIB_TRANSFORM);
  	vsProgram->addDependency(SGX_LIB_PERPIXELLIGHTING);
  
  	if(mNormalisedEnable)
  	    vsProgram->addPreprocessorDefines("NORMALISED");
  
  	return true;
  }
  
  //-----------------------------------------------------------------------
  bool FFPLighting::addFunctionInvocations(ProgramSet* programSet)
  {
  	Program* vsProgram = programSet->getCpuProgram(GPT_VERTEX_PROGRAM);	
  	Function* vsMain = vsProgram->getEntryPointFunction();	
      auto stage = vsMain->getStage(FFP_VS_LIGHTING);
  
  	// Add the global illumination functions.
  	addGlobalIlluminationInvocation(stage);
  
      if (mToView)
          stage.mul(Vector3(-1), mViewPos, mToView);
  
      // Add per light functions.
      for (const auto& lp : mLightParamsList)
      {
          addIlluminationInvocation(&lp, stage);
      }
  
      return true;
  }
  
  //-----------------------------------------------------------------------
  void FFPLighting::addGlobalIlluminationInvocation(const FunctionStageRef& stage)
  {
      // Transform normal to view space
  	if(!mLightParamsList.empty())
  	    stage.callFunction(FFP_FUNC_TRANSFORM, mWorldViewITMatrix, mVSInNormal, mViewNormal);
  
      if(mViewPos)
      {
          // Transform position to view space.
          stage.callFunction(FFP_FUNC_TRANSFORM, mWorldViewMatrix, mVSInPosition, mViewPos);
      }
  
  	if ((mTrackVertexColourType & TVC_AMBIENT) == 0 && 
  		(mTrackVertexColourType & TVC_EMISSIVE) == 0)
  	{
  		stage.assign(mDerivedSceneColour, mOutDiffuse);
  	}
  	else
  	{
  		if (mTrackVertexColourType & TVC_AMBIENT)
  		{
              stage.mul(mLightAmbientColour, mInDiffuse, mOutDiffuse);
  		}
  		else
  		{
  		    stage.assign(mDerivedAmbientLightColour, mOutDiffuse);
  		}
  
  		if (mTrackVertexColourType & TVC_EMISSIVE)
  		{
              stage.add(mInDiffuse, mOutDiffuse, mOutDiffuse);
  		}
  		else
  		{
              stage.add(mSurfaceEmissiveColour, mOutDiffuse, mOutDiffuse);
  		}		
  	}
  }
  
  //-----------------------------------------------------------------------
  void FFPLighting::addIlluminationInvocation(const LightParams* curLightParams, const FunctionStageRef& stage)
  {
      // Merge diffuse colour with vertex colour if need to.
      if (mTrackVertexColourType & TVC_DIFFUSE)
      {
          stage.mul(In(mInDiffuse).xyz(), In(curLightParams->mDiffuseColour).xyz(),
                    Out(curLightParams->mDiffuseColour).xyz());
      }
  
      // Merge specular colour with vertex colour if need to.
      if (mSpecularEnable && mTrackVertexColourType & TVC_SPECULAR)
      {
          stage.mul(In(mInDiffuse).xyz(), In(curLightParams->mSpecularColour).xyz(),
                    Out(curLightParams->mSpecularColour).xyz());
      }
  
      switch (curLightParams->mType)
      {
      case Light::LT_DIRECTIONAL:
          if (mSpecularEnable)
          {
              stage.callFunction(SGX_FUNC_LIGHT_DIRECTIONAL_DIFFUSESPECULAR,
                                 {In(mViewNormal), In(mToView), In(curLightParams->mPSInDirection).xyz(),
                                  In(curLightParams->mDiffuseColour).xyz(), In(curLightParams->mSpecularColour).xyz(),
                                  In(mSurfaceShininess), InOut(mOutDiffuse).xyz(), InOut(mOutSpecular).xyz()});
          }
  
          else
          {
              stage.callFunction(SGX_FUNC_LIGHT_DIRECTIONAL_DIFFUSE,
                                 {In(mViewNormal), In(curLightParams->mPSInDirection).xyz(),
                                  In(curLightParams->mDiffuseColour).xyz(), InOut(mOutDiffuse).xyz()});
          }
          break;
  
      case Light::LT_POINT:
          if(mToLight)
              stage.sub(In(curLightParams->mPosition).xyz(), mViewPos, mToLight);
          if (mSpecularEnable)
          {
              stage.callFunction(SGX_FUNC_LIGHT_POINT_DIFFUSESPECULAR,
                                 {In(mViewNormal), In(mToView), In(curLightParams->mToLight),
                                  In(curLightParams->mAttenuatParams), In(curLightParams->mDiffuseColour).xyz(),
                                  In(curLightParams->mSpecularColour).xyz(), In(mSurfaceShininess),
                                  InOut(mOutDiffuse).xyz(), InOut(mOutSpecular).xyz()});
          }
          else
          {
              stage.callFunction(SGX_FUNC_LIGHT_POINT_DIFFUSE,
                                 {In(mViewNormal), In(curLightParams->mToLight), In(curLightParams->mAttenuatParams),
                                  In(curLightParams->mDiffuseColour).xyz(), InOut(mOutDiffuse).xyz()});
          }
  				
          break;
  
      case Light::LT_SPOTLIGHT:
          if(mToLight)
              stage.sub(In(curLightParams->mPosition).xyz(), mViewPos, mToLight);
          if (mSpecularEnable)
          {
              stage.callFunction(SGX_FUNC_LIGHT_SPOT_DIFFUSESPECULAR,
                                 {In(mViewNormal), In(mToView), In(curLightParams->mToLight),
                                  In(curLightParams->mPSInDirection).xyz(), In(curLightParams->mAttenuatParams),
                                  In(curLightParams->mSpotParams).xyz(), In(curLightParams->mDiffuseColour).xyz(),
                                  In(curLightParams->mSpecularColour).xyz(), In(mSurfaceShininess),
                                  InOut(mOutDiffuse).xyz(), InOut(mOutSpecular).xyz()});
          }
          else
          {
              stage.callFunction(SGX_FUNC_LIGHT_SPOT_DIFFUSE,
                                 {In(mViewNormal), In(curLightParams->mToLight), In(curLightParams->mPSInDirection).xyz(),
                                  In(curLightParams->mAttenuatParams), In(curLightParams->mSpotParams).xyz(),
                                  In(curLightParams->mDiffuseColour).xyz(), InOut(mOutDiffuse).xyz()});
          }
          break;
      }
  }
  
  
  //-----------------------------------------------------------------------
  void FFPLighting::copyFrom(const SubRenderState& rhs)
  {
  	const FFPLighting& rhsLighting = static_cast<const FFPLighting&>(rhs);
  
  	setLightCount(rhsLighting.getLightCount());
  	mNormalisedEnable = rhsLighting.mNormalisedEnable;
  }
  
  //-----------------------------------------------------------------------
  bool FFPLighting::preAddToRenderState(const RenderState* renderState, Pass* srcPass, Pass* dstPass)
  {
      //! [disable]
  	if (!srcPass->getLightingEnabled())
  		return false;
  	//! [disable]
  
  	auto lightCount = renderState->getLightCount();
  	
  	setTrackVertexColourType(srcPass->getVertexColourTracking());			
  
  	if (srcPass->getShininess() > 0.0 &&
  		srcPass->getSpecular() != ColourValue::Black)
  	{
  		setSpecularEnable(true);
  	}
  	else
  	{
  		setSpecularEnable(false);	
  	}
  
  	// Case this pass should run once per light(s) -> override the light policy.
  	if (srcPass->getIteratePerLight())
  	{		
  
  		// This is the preferred case -> only one type of light is handled.
  		if (srcPass->getRunOnlyForOneLightType())
  		{
  			if (srcPass->getOnlyLightType() == Light::LT_POINT)
  			{
  				lightCount[0] = srcPass->getLightCountPerIteration();
  				lightCount[1] = 0;
  				lightCount[2] = 0;
  			}
  			else if (srcPass->getOnlyLightType() == Light::LT_DIRECTIONAL)
  			{
  				lightCount[0] = 0;
  				lightCount[1] = srcPass->getLightCountPerIteration();
  				lightCount[2] = 0;
  			}
  			else if (srcPass->getOnlyLightType() == Light::LT_SPOTLIGHT)
  			{
  				lightCount[0] = 0;
  				lightCount[1] = 0;
  				lightCount[2] = srcPass->getLightCountPerIteration();
  			}
  		}
  
  		// This is worse case -> all light types expected to be handled.
  		// Can not handle this request in efficient way - throw an exception.
  		else
  		{
  			OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
  				"Using iterative lighting method with RT Shader System requires specifying explicit light type.",
  				"FFPLighting::preAddToRenderState");			
  		}
  	}
  
  	setLightCount(lightCount);
  
  	return true;
  }
  
  bool FFPLighting::setParameter(const String& name, const String& value)
  {
  	if(name == "normalise")
  	{
  		setNormaliseEnabled(StringConverter::parseBool(value));
  		return true;
  	}
  
  	return false;
  }
  
  //-----------------------------------------------------------------------
  void FFPLighting::setLightCount(const Vector3i& lightCount)
  {
  	for (int type=0; type < 3; ++type)
  	{
  		for (int i=0; i < lightCount[type]; ++i)
  		{
  			LightParams curParams;
  
  			if (type == 0)
  				curParams.mType = Light::LT_POINT;
  			else if (type == 1)
  				curParams.mType = Light::LT_DIRECTIONAL;
  			else if (type == 2)
  				curParams.mType = Light::LT_SPOTLIGHT;
  
  			mLightParamsList.push_back(curParams);
  		}
  	}			
  }
  
  //-----------------------------------------------------------------------
  Vector3i FFPLighting::getLightCount() const
  {
  	Vector3i lightCount(0, 0, 0);
  
  	for (unsigned int i=0; i < mLightParamsList.size(); ++i)
  	{
  		const LightParams curParams = mLightParamsList[i];
  
  		if (curParams.mType == Light::LT_POINT)
  			lightCount[0]++;
  		else if (curParams.mType == Light::LT_DIRECTIONAL)
  			lightCount[1]++;
  		else if (curParams.mType == Light::LT_SPOTLIGHT)
  			lightCount[2]++;
  	}
  
  	return lightCount;
  }
  
  //-----------------------------------------------------------------------
  const String& FFPLightingFactory::getType() const
  {
  	return FFPLighting::Type;
  }
  
  //-----------------------------------------------------------------------
  SubRenderState*	FFPLightingFactory::createInstance(ScriptCompiler* compiler, 
  												PropertyAbstractNode* prop, Pass* pass, SGScriptTranslator* translator)
  {
      if (prop->name != "lighting_stage" || prop->values.empty())
          return NULL;
  
      auto it = prop->values.begin();
      String val;
  
      if(!SGScriptTranslator::getString(*it, &val))
      {
          compiler->addError(ScriptCompiler::CE_INVALIDPARAMETERS, prop->file, prop->line);
          return NULL;
      }
  
      SubRenderState* ret = NULL;
      if (val == "ffp")
      {
          ret = createOrRetrieveInstance(translator);
      }
  
      if(ret && prop->values.size() >= 2)
      {
          if(!SGScriptTranslator::getString(*it, &val))
          {
              compiler->addError(ScriptCompiler::CE_INVALIDPARAMETERS, prop->file, prop->line);
              return NULL;
          }
  
          static_cast<FFPLighting*>(ret)->setNormaliseEnabled(val == "normalised");
      }
  
      return ret;
  }
  
  //-----------------------------------------------------------------------
  void FFPLightingFactory::writeInstance(MaterialSerializer* ser, SubRenderState* subRenderState, 
  											Pass* srcPass, Pass* dstPass)
  {
  	ser->writeAttribute(4, "lighting_stage");
  	ser->writeValue("ffp");
  }
  
  //-----------------------------------------------------------------------
  SubRenderState*	FFPLightingFactory::createInstanceImpl()
  {
  	return OGRE_NEW FFPLighting;
  }
  
  }
  }
  
  #endif
  