/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkOpenGLCamera.cxx

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

=========================================================================*/
#include "vtkOpenGLCamera.h"

#include "vtkMatrix4x4.h"
#include "vtkObjectFactory.h"
#include "vtkOpenGLRenderer.h"
#include "vtkOutputWindow.h"
#include "vtkOpenGLRenderWindow.h"
#include "vtkgluPickMatrix.h"

#include "vtkOpenGL.h"

#include <math.h>

#ifndef VTK_IMPLEMENT_MESA_CXX
vtkCxxRevisionMacro(vtkOpenGLCamera, "1.68");
vtkStandardNewMacro(vtkOpenGLCamera);
#endif

// Implement base class method.
void vtkOpenGLCamera::Render(vtkRenderer *ren)
{
  double aspect[2];
  int  lowerLeft[2];
  int usize, vsize;
  vtkMatrix4x4 *matrix = vtkMatrix4x4::New();

  vtkOpenGLRenderWindow *win=vtkOpenGLRenderWindow::SafeDownCast(ren->GetRenderWindow());
  
  // find out if we should stereo render
  this->Stereo = (ren->GetRenderWindow())->GetStereoRender();
  ren->GetTiledSizeAndOrigin(&usize,&vsize,lowerLeft,lowerLeft+1);
  
  // if were on a stereo renderer draw to special parts of screen
  if (this->Stereo)
    {
    switch ((ren->GetRenderWindow())->GetStereoType())
      {
      case VTK_STEREO_CRYSTAL_EYES:
        if (this->LeftEye)
          {
          if(ren->GetRenderWindow()->GetDoubleBuffer())
            {
            glDrawBuffer(static_cast<GLenum>(win->GetBackLeftBuffer()));
            glReadBuffer(static_cast<GLenum>(win->GetBackLeftBuffer()));
            }
          else
            {
            glDrawBuffer(static_cast<GLenum>(win->GetFrontLeftBuffer()));
            glReadBuffer(static_cast<GLenum>(win->GetFrontLeftBuffer()));
            }
          }
        else
          {
           if(ren->GetRenderWindow()->GetDoubleBuffer())
            {
            glDrawBuffer(static_cast<GLenum>(win->GetBackRightBuffer()));
            glReadBuffer(static_cast<GLenum>(win->GetBackRightBuffer()));
            }
          else
            {
            glDrawBuffer(static_cast<GLenum>(win->GetFrontRightBuffer()));
            glReadBuffer(static_cast<GLenum>(win->GetFrontRightBuffer()));
            }
          }
        break;
      case VTK_STEREO_LEFT:
        this->LeftEye = 1;
        break;
      case VTK_STEREO_RIGHT:
        this->LeftEye = 0;
        break;
      default:
        break;
      }
    }
  else
    {
    if (ren->GetRenderWindow()->GetDoubleBuffer())
      {
      glDrawBuffer(static_cast<GLenum>(win->GetBackBuffer()));
      
      // Reading back buffer means back left. see OpenGL spec.
      // because one can write to two buffers at a time but can only read from
      // one buffer at a time.
      glReadBuffer(static_cast<GLenum>(win->GetBackBuffer()));
      }
    else
      {
      glDrawBuffer(static_cast<GLenum>(win->GetFrontBuffer()));
      
      // Reading front buffer means front left. see OpenGL spec.
      // because one can write to two buffers at a time but can only read from
      // one buffer at a time.
      glReadBuffer(static_cast<GLenum>(win->GetFrontBuffer()));
      }
    }
  
  glViewport(lowerLeft[0],lowerLeft[1], usize, vsize);
  glEnable( GL_SCISSOR_TEST );
  glScissor(lowerLeft[0],lowerLeft[1], usize, vsize);
    
  // some renderer subclasses may have more complicated computations for the
  // aspect ratio. SO take that into account by computing the difference
  // between our simple aspect ratio and what the actual renderer is
  // reporting.
  ren->ComputeAspect();
  ren->GetAspect(aspect);
  double aspect2[2];
  ren->vtkViewport::ComputeAspect();
  ren->vtkViewport::GetAspect(aspect2);
  double aspectModification = aspect[0]*aspect2[1]/(aspect[1]*aspect2[0]);
  
  glMatrixMode( GL_PROJECTION);
  if(usize && vsize)
    {
    matrix->DeepCopy(this->GetPerspectiveTransformMatrix(
                       aspectModification*usize/vsize, -1,1));
    matrix->Transpose();
    }
  if(ren->GetIsPicking())
    {
    int size[2]; size[0] = usize; size[1] = vsize;
    glLoadIdentity();
    vtkgluPickMatrix(ren->GetPickX(), ren->GetPickY(), 
                     ren->GetPickWidth(), ren->GetPickHeight(),
                     lowerLeft, size);
    glMultMatrixd(matrix->Element[0]);
    }
  else
    {
    // insert camera view transformation 
    glLoadMatrixd(matrix->Element[0]);
    }
  
  // push the model view matrix onto the stack, make sure we 
  // adjust the mode first
  glMatrixMode(GL_MODELVIEW);
  glPushMatrix();

  matrix->DeepCopy(this->GetViewTransformMatrix());
  matrix->Transpose();
  
  // insert camera view transformation 
  glMultMatrixd(matrix->Element[0]);

  if ((ren->GetRenderWindow())->GetErase() && ren->GetErase())
    {
    ren->Clear();
    }
  
  matrix->Delete();
}

void vtkOpenGLCamera::UpdateViewport(vtkRenderer *ren)
{
  int  lowerLeft[2];
  int usize, vsize;
  ren->GetTiledSizeAndOrigin(&usize,&vsize,lowerLeft,lowerLeft+1);

  glViewport(lowerLeft[0],lowerLeft[1], usize, vsize);
  glEnable( GL_SCISSOR_TEST );
  glScissor(lowerLeft[0],lowerLeft[1], usize, vsize);
}

//----------------------------------------------------------------------------
void vtkOpenGLCamera::PrintSelf(ostream& os, vtkIndent indent)
{
  this->Superclass::PrintSelf(os,indent);
}
