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

  Program:   Visualization Toolkit
  Module:    TimeRenderer.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 "vtkActor.h"
#include "vtkCamera.h"
#include "vtkCellArray.h"
#include "vtkConeSource.h"
#include "vtkCubeSource.h"
#include "vtkCullerCollection.h"
#include "vtkGlyph3D.h"
#include "vtkPoints.h"
#include "vtkPolyData.h"
#include "vtkPolyDataMapper.h"
#include "vtkProperty.h"
#include "vtkRenderWindow.h"
#include "vtkRenderer.h"
#include "vtkStripper.h"
#include "vtkTimerLog.h"
#include "vtkTriangleFilter.h"

int main( int argc, char *argv[] )
{
  // For timings
  int i;
  int l, w, nActors, N, n;
  vtkIdType aPnts;
  
  if (argc != 5) 
    {
    l = 10;
    w = 10;
    aPnts = 15;
    nActors = 100;
    }
  else
    {
    l = atoi(argv[1]);
    w = atoi(argv[2]);
    aPnts = atoi(argv[3]);
    nActors = atoi(argv[4]);
    }

  // n is the number of points per level 
  n = l * w;
  // N is the total number of points 
  N = aPnts * nActors;

  float x, y, z;
  vtkIdType *cdata = new vtkIdType [aPnts];
  for (int j = 0; j < aPnts; j++)
    {
    cdata[j] = j;
    }
  
  vtkProperty *prop = vtkProperty::New();
  
  // create a rendering window and both renderers
  vtkRenderer *ren1 = vtkRenderer::New();
  ren1->GetCullers()->InitTraversal();
//  ren1->RemoveCuller(ren1->GetCullers()->GetNextItem());
  vtkRenderWindow *renWindow = vtkRenderWindow::New();
  renWindow->AddRenderer(ren1);

  // Create a cube polydata
  vtkPoints *cpnts = vtkPoints::New();
  cpnts->SetNumberOfPoints(14);
  
  vtkCellArray *ccells = vtkCellArray::New();
  
  cpnts->SetPoint(0,   .1, -.1, -.1);
  cpnts->SetPoint(1,  -.1, -.1, -.1);
  cpnts->SetPoint(2,   .1,  .1, -.1);
  cpnts->SetPoint(3,  -.1,  .1, -.1);
  cpnts->SetPoint(4,  -.1,  .1,  .1);
  cpnts->SetPoint(5,  -.1, -.1, -.1);
  cpnts->SetPoint(6,  -.1, -.1,  .1);
  cpnts->SetPoint(7,   .1, -.1, -.1);
  cpnts->SetPoint(8,   .1, -.1,  .1);
  cpnts->SetPoint(9,   .1,  .1, -.1);
  cpnts->SetPoint(10,  .1,  .1,  .1);
  cpnts->SetPoint(11, -.1,  .1,  .1);
  cpnts->SetPoint(12,  .1, -.1,  .1);
  cpnts->SetPoint(13, -.1, -.1,  .1);

  vtkIdType a[14];
  for (i = 0; i < 14; i++)
    {
    a[i] = i;
    }
  
  ccells->InsertNextCell(14L, a);
  ccells->Squeeze();

  vtkPolyData *cube = vtkPolyData::New();
  cube->SetPoints(cpnts);
  cube->SetStrips(ccells);
  
  vtkPolyDataMapper *mapper;
  vtkCellArray *cells;
  vtkActor *actor;
  vtkGlyph3D *filter = NULL;
  vtkPolyData *data;
  vtkPoints *pnts = 0;
  vtkTriangleFilter *tfilter;
  vtkStripper *stripper;

  x = 0.0;
  y = 0.0;
  z = 0.0;
  for (i = 0; i < N; i ++) 
    {
    // See if we need to start a new actor
    if ((i % aPnts) == 0) 
      {
      if (pnts)
        {
        pnts->Delete();
        }
      
      pnts = vtkPoints::New();
      cells = vtkCellArray::New();
      data = vtkPolyData::New();
      filter = vtkGlyph3D::New();
      mapper = vtkPolyDataMapper::New();
      actor = vtkActor::New();
      tfilter = vtkTriangleFilter::New();
      stripper = vtkStripper::New();

      prop->SetInterpolationToFlat();
      actor->SetProperty(prop);

      pnts->SetNumberOfPoints(aPnts);
      cells->Allocate(aPnts);
      cells->InsertNextCell(aPnts, cdata);
      data->SetVerts(cells);
      data->SetPoints(pnts);
      tfilter->SetInput(cube);
      stripper->SetInput(tfilter->GetOutput());
      filter->SetSource(stripper->GetOutput());
      filter->SetInput(data);
      mapper->SetInput(filter->GetOutput());
      actor->SetMapper(mapper);
      ren1->AddActor(actor);

      cells->Delete();
      data->Delete();
      filter->Delete();
      mapper->Delete();
      actor->Delete();
    }

    // See if we are on a new level)
    if ((i % n) == 0) 
      {
      z += 1.0;
      x = 0.0;
      y = 0.0;
      } 
    else 
      {
      if ((i % l) == 0) 
        {
        x += 1.0;
        y = 0.0;
        } 
      else 
        {
        y += 1.0;
        }
      }
  
    pnts->SetPoint(i % aPnts, x, y, z);
    pnts->Modified();
    }

  
  // set the size of our window
  renWindow->SetSize(500,500);
  
  // set the viewports and background of the renderers
  //  ren1->SetViewport(0,0,0.5,1);
  ren1->SetBackground(0.2,0.3,0.5);

  // draw the resulting scene
  renWindow->Render();
  ren1->GetActiveCamera()->Azimuth(3);
  renWindow->Render();
  
  // Set up times
  vtkTimerLog *tl = vtkTimerLog::New();
  
  tl->StartTimer();
  
  // do a azimuth of the cameras 3 degrees per iteration
  for (i = 0; i < 360; i += 3) 
    {
    ren1->GetActiveCamera()->Azimuth(3);
    renWindow->Render();
    }

  tl->StopTimer();
  
  cerr << "Wall Time = " << tl->GetElapsedTime() << "\n";
  cerr << "FrameRate = " << 120.0 / tl->GetElapsedTime() << "\n";

  // Clean up
  ren1->Delete();
  renWindow->Delete();
  tl->Delete();
  return 1;
}
