/*
 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * This program 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.
 *
 * 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 General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * ***** END GPL LICENSE BLOCK *****
 */

#ifndef __FREESTYLE_VIEW_MAP_TESSELATOR_H__
#define __FREESTYLE_VIEW_MAP_TESSELATOR_H__

/** \file blender/freestyle/intern/view_map/ViewMapTesselator.h
 *  \ingroup freestyle
 *  \brief Class to build a Node Tree designed to be displayed from a Silhouette View Map structure.
 *  \author Stephane Grabli
 *  \date 26/03/2002
 */

#include "Silhouette.h"
#include "ViewMap.h"

#include "../scene_graph/LineRep.h"
#include "../scene_graph/NodeShape.h"
#include "../scene_graph/NodeGroup.h"
#include "../scene_graph/OrientedLineRep.h"
#include "../scene_graph/VertexRep.h"

#include "../winged_edge/WEdge.h"

#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif

namespace Freestyle {

class NodeShape;
class NodeGroup;
class SShape;
class WShape;

class ViewMapTesselator
{
public:
	inline ViewMapTesselator()
	{
		_nature = Nature::SILHOUETTE | Nature::BORDER | Nature::CREASE;
		_FrsMaterial.setDiffuse(0, 0, 0, 1);
		_overloadFrsMaterial = false;
	}

	virtual ~ViewMapTesselator() {}

	/*! Builds a set of lines rep contained under a a NodeShape, itself contained under a NodeGroup from a ViewMap */
	NodeGroup *Tesselate(ViewMap *iViewMap);

	/*! Builds a set of lines rep contained under a a NodeShape, itself contained under a NodeGroup from a set of
	 *  view edges
	 */
	template<class ViewEdgesIterator>
	NodeGroup *Tesselate(ViewEdgesIterator begin, ViewEdgesIterator end);

	/*! Builds a set of lines rep contained among a NodeShape, from a WShape */
	NodeGroup *Tesselate(WShape *iWShape);

	inline void setNature(Nature::EdgeNature iNature)
	{
		_nature = iNature;
	}

	inline void setFrsMaterial(const FrsMaterial& iMaterial)
	{
		_FrsMaterial = iMaterial;
		_overloadFrsMaterial = true;
	}

	inline Nature::EdgeNature nature()
	{
		return _nature;
	}

	inline const FrsMaterial& frs_material() const
	{
		return _FrsMaterial;
	}

protected:
	virtual void AddVertexToLine(LineRep *iLine, SVertex *v) = 0;

private:
	Nature::EdgeNature _nature;
	FrsMaterial _FrsMaterial;
	bool _overloadFrsMaterial;

#ifdef WITH_CXX_GUARDEDALLOC
	MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:ViewMapTesselator")
#endif
};

/*! Class to tesselate the 2D projected silhouette */
class ViewMapTesselator2D : public ViewMapTesselator
{
public:
	inline ViewMapTesselator2D() : ViewMapTesselator() {}
	virtual ~ViewMapTesselator2D() {}

protected:
	virtual void AddVertexToLine(LineRep *iLine, SVertex *v)
	{
		iLine->AddVertex(v->point2D());
	}

#ifdef WITH_CXX_GUARDEDALLOC
	MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:ViewMapTesselator2D")
#endif

};

/*! Class to tesselate the 3D silhouette */
class ViewMapTesselator3D : public ViewMapTesselator
{
public:
	inline ViewMapTesselator3D() : ViewMapTesselator() {}
	virtual ~ViewMapTesselator3D() {}

protected:
	virtual void AddVertexToLine(LineRep *iLine, SVertex *v)
	{
		iLine->AddVertex(v->point3D());
	}

#ifdef WITH_CXX_GUARDEDALLOC
	MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:ViewMapTesselator3D")
#endif

};

//
// Implementation
//
///////////////////////////////////////////////

template<class ViewEdgesIterator>
NodeGroup *ViewMapTesselator::Tesselate(ViewEdgesIterator begin, ViewEdgesIterator end)
{
	NodeGroup *group = new NodeGroup;
	NodeShape *tshape = new NodeShape;
	group->AddChild(tshape);
	//tshape->frs_material().setDiffuse(0.0f, 0.0f, 0.0f, 1.0f);
	tshape->setFrsMaterial(_FrsMaterial);

	LineRep *line;

	FEdge *firstEdge;
	FEdge *nextFEdge, *currentEdge;

	int id = 0;
	//for (vector<ViewEdge*>::const_iterator c = viewedges.begin(), cend = viewedges.end(); c != cend; c++)
	for (ViewEdgesIterator c = begin, cend = end; c != cend; c++) {
#if 0
		if ((*c)->qi() > 0) {
			continue;
		}
		if (!((*c)->nature() & (_nature))) {
			continue;
		}
#endif
		firstEdge = (*c)->fedgeA();

#if 0
		if (firstEdge->invisibility() > 0)
			continue;
#endif

		line = new OrientedLineRep();
		if (_overloadFrsMaterial)
			line->setFrsMaterial(_FrsMaterial);

		// there might be chains containing a single element
		if (0 == (firstEdge)->nextEdge()) {
			line->setStyle(LineRep::LINES);
			//line->AddVertex((*c)->vertexA()->point3D());
			//line->AddVertex((*c)->vertexB()->point3D());
			AddVertexToLine(line, firstEdge->vertexA());
			AddVertexToLine(line, firstEdge->vertexB());
		}
		else {
			line->setStyle(LineRep::LINE_STRIP);

			//firstEdge = (*c);
			nextFEdge = firstEdge;
			currentEdge = firstEdge;
			do {
				//line->AddVertex(nextFEdge->vertexA()->point3D());
				AddVertexToLine(line, nextFEdge->vertexA());
				currentEdge = nextFEdge;
				nextFEdge = nextFEdge->nextEdge();
			} while ((nextFEdge != NULL) && (nextFEdge != firstEdge));
			// Add the last vertex
			//line->AddVertex(currentEdge->vertexB()->point3D());
			AddVertexToLine(line, currentEdge->vertexB());
		}

		line->setId((*c)->getId().getFirst());
		line->ComputeBBox();
		tshape->AddRep(line);
		id++;
	}

	return group;
}

} /* namespace Freestyle */

#endif // __FREESTYLE_VIEW_MAP_TESSELATOR_H__
