/** 
 * @file lldrawpool.cpp
 * @brief LLDrawPoolMaterials class implementation
 * @author Jonathan "Geenz" Goodman
 *
 * $LicenseInfo:firstyear=2002&license=viewerlgpl$
 * Second Life Viewer Source Code
 * Copyright (C) 2013, Linden Research, Inc.
 * 
 * This library 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;
 * version 2.1 of the License only.
 * 
 * This library 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 library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
 * 
 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
 * $/LicenseInfo$
 */

#include "llviewerprecompiledheaders.h"

#include "lldrawpoolmaterials.h"
#include "llviewershadermgr.h"
#include "pipeline.h"
#include "llglcommonfunc.h"
#include "llvoavatar.h"
#include "llperfstats.h"

S32 diffuse_channel = -1;

LLDrawPoolMaterials::LLDrawPoolMaterials()
:  LLRenderPass(LLDrawPool::POOL_MATERIALS)
{
	
}

void LLDrawPoolMaterials::prerender()
{
	mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); 
}

S32 LLDrawPoolMaterials::getNumDeferredPasses()
{
    // 12 render passes times 2 (one for each rigged and non rigged)
	return 12*2;
}

void LLDrawPoolMaterials::beginDeferredPass(S32 pass)
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_MATERIAL;

    bool rigged = false;
    if (pass >= 12)
    { 
        rigged = true;
        pass -= 12;
    }
	U32 shader_idx[] = 
	{
		0, //LLRenderPass::PASS_MATERIAL,
		//1, //LLRenderPass::PASS_MATERIAL_ALPHA,
		2, //LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
		3, //LLRenderPass::PASS_MATERIAL_ALPHA_GLOW,
		4, //LLRenderPass::PASS_SPECMAP,
		//5, //LLRenderPass::PASS_SPECMAP_BLEND,
		6, //LLRenderPass::PASS_SPECMAP_MASK,
		7, //LLRenderPass::PASS_SPECMAP_GLOW,
		8, //LLRenderPass::PASS_NORMMAP,
		//9, //LLRenderPass::PASS_NORMMAP_BLEND,
		10, //LLRenderPass::PASS_NORMMAP_MASK,
		11, //LLRenderPass::PASS_NORMMAP_GLOW,
		12, //LLRenderPass::PASS_NORMSPEC,
		//13, //LLRenderPass::PASS_NORMSPEC_BLEND,
		14, //LLRenderPass::PASS_NORMSPEC_MASK,
		15, //LLRenderPass::PASS_NORMSPEC_GLOW,
	};
	
    U32 idx = shader_idx[pass];
    
    if (LLPipeline::sUnderWaterRender)
    {
        mShader = &(gDeferredMaterialWaterProgram[idx]);
    }
    else
    {
        mShader = &(gDeferredMaterialProgram[idx]);
    }
    
    if (rigged)
    {
        llassert(mShader->mRiggedVariant != nullptr);
        mShader = mShader->mRiggedVariant;
    }
	mShader->bind();

    if (LLPipeline::sRenderingHUDs)
    {
        mShader->uniform1i(LLShaderMgr::NO_ATMO, 1);
    }
    else
    {
        mShader->uniform1i(LLShaderMgr::NO_ATMO, 0);
    }

	diffuse_channel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
}

void LLDrawPoolMaterials::endDeferredPass(S32 pass)
{
	LL_PROFILE_ZONE_SCOPED_CATEGORY_MATERIAL;

	mShader->unbind();

	LLRenderPass::endRenderPass(pass);
}

void LLDrawPoolMaterials::renderDeferred(S32 pass)
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_MATERIAL;
	static const U32 type_list[] = 
	{
		LLRenderPass::PASS_MATERIAL,
		//LLRenderPass::PASS_MATERIAL_ALPHA,
		LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
		LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE,
		LLRenderPass::PASS_SPECMAP,
		//LLRenderPass::PASS_SPECMAP_BLEND,
		LLRenderPass::PASS_SPECMAP_MASK,
		LLRenderPass::PASS_SPECMAP_EMISSIVE,
		LLRenderPass::PASS_NORMMAP,
		//LLRenderPass::PASS_NORMMAP_BLEND,
		LLRenderPass::PASS_NORMMAP_MASK,
		LLRenderPass::PASS_NORMMAP_EMISSIVE,
		LLRenderPass::PASS_NORMSPEC,
		//LLRenderPass::PASS_NORMSPEC_BLEND,
		LLRenderPass::PASS_NORMSPEC_MASK,
		LLRenderPass::PASS_NORMSPEC_EMISSIVE,
	};

    bool rigged = false;
    if (pass >= 12)
    {
        rigged = true;
        pass -= 12;
    }

	llassert(pass < sizeof(type_list)/sizeof(U32));

	U32 type = type_list[pass];
    if (rigged)
    {
        type += 1;
    }

	U32 mask = mShader->mAttributeMask;

	LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type);
	LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type);
	
    std::unique_ptr<LLPerfStats::RecordAttachmentTime> ratPtr{};
    for (LLCullResult::drawinfo_iterator i = begin; i != end; ++i)
	{
		LLDrawInfo& params = **i;

        if(params.mFace)
        {
            LLViewerObject* vobj = (LLViewerObject *)params.mFace->getViewerObject();

            if( vobj && vobj->isAttachment() )
            {
                trackAttachments( vobj, params.mFace->isState(LLFace::RIGGED), &ratPtr );
            }
        }
		
		mShader->uniform4f(LLShaderMgr::SPECULAR_COLOR, params.mSpecColor.mV[0], params.mSpecColor.mV[1], params.mSpecColor.mV[2], params.mSpecColor.mV[3]);
		mShader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, params.mEnvIntensity);
		
		if (params.mNormalMap)
		{
			params.mNormalMap->addTextureStats(params.mVSize);
			bindNormalMap(params.mNormalMap);
		}
		
		if (params.mSpecularMap)
		{
			params.mSpecularMap->addTextureStats(params.mVSize);
			bindSpecularMap(params.mSpecularMap);
		}
		
		mShader->setMinimumAlpha(params.mAlphaMaskCutoff);
		mShader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, params.mFullbright ? 1.f : 0.f);

        {
            LL_PROFILE_ZONE_SCOPED_CATEGORY_MATERIAL;
            pushMaterialsBatch(params, mask, rigged);
        }
	}
}

void LLDrawPoolMaterials::bindSpecularMap(LLViewerTexture* tex)
{
	mShader->bindTexture(LLShaderMgr::SPECULAR_MAP, tex);
}

void LLDrawPoolMaterials::bindNormalMap(LLViewerTexture* tex)
{
	mShader->bindTexture(LLShaderMgr::BUMP_MAP, tex);
}

void LLDrawPoolMaterials::pushMaterialsBatch(LLDrawInfo& params, U32 mask, bool rigged)
{
    LL_PROFILE_ZONE_SCOPED_CATEGORY_MATERIAL;
	applyModelMatrix(params);
	
	bool tex_setup = false;
	
	//not batching textures or batch has only 1 texture -- might need a texture matrix
	if (params.mTextureMatrix)
	{
		//if (mShiny)
		{
			gGL.getTexUnit(0)->activate();
			gGL.matrixMode(LLRender::MM_TEXTURE);
		}
			
		gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
		gPipeline.mTextureMatrixOps++;
			
		tex_setup = true;
	}
		
	if (mShaderLevel > 1)
	{
		if (params.mTexture.notNull())
		{
			gGL.getTexUnit(diffuse_channel)->bindFast(params.mTexture);
		}
		else
		{
			gGL.getTexUnit(diffuse_channel)->unbindFast(LLTexUnit::TT_TEXTURE);
		}
	}
	
	if (params.mGroup)
	{
		params.mGroup->rebuildMesh();
	}

    // upload matrix palette to shader
    if (rigged && params.mAvatar.notNull())
    {
        const LLVOAvatar::MatrixPaletteCache& mpc = params.mAvatar->updateSkinInfoMatrixPalette(params.mSkinInfo);
        U32 count = mpc.mMatrixPalette.size();

        if (count == 0)
        {
            //skin info not loaded yet, don't render
            return;
        }

        mShader->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX,
            count,
            FALSE,
            (GLfloat*)&(mpc.mGLMp[0]));
    }

	LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test);

	params.mVertexBuffer->setBufferFast(mask);
	params.mVertexBuffer->drawRangeFast(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);

	if (tex_setup)
	{
		gGL.getTexUnit(0)->activate();
		gGL.loadIdentity();
		gGL.matrixMode(LLRender::MM_MODELVIEW);
	}
}