// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
// SPDX-License-Identifier: BSD-3-Clause
#include "vtkDGRenderResponder.h"

#include "vtkActor.h"
#include "vtkBoundingBox.h"
#include "vtkCamera.h"
#include "vtkCellAttributeInformation.h"
#include "vtkCellGrid.h"
#include "vtkCellGridMapper.h"
#include "vtkCellMetadata.h"
#include "vtkCollectionIterator.h"
#include "vtkDGAttributeInformation.h"
#include "vtkDGCell.h"
#include "vtkGLSLModCamera.h"
#include "vtkGLSLModCoincidentTopology.h"
#include "vtkGLSLModLight.h"
#include "vtkGLSLModPixelDebugger.h"
#include "vtkGLSLModifierFactory.h"
#include "vtkHardwareSelector.h"
#include "vtkInformation.h"
#include "vtkMatrix4x4.h"
#include "vtkObjectFactory.h"
#include "vtkOpenGLRenderPass.h"
#include "vtkOpenGLRenderWindow.h"
#include "vtkOpenGLRenderer.h"
#include "vtkOpenGLShaderCache.h"
#include "vtkOpenGLState.h"
#include "vtkPBRPrefilterTexture.h"
#include "vtkProperty.h"
#include "vtkRenderer.h"
#include "vtkShader.h"
#include "vtkShaderProgram.h"
#include "vtkShaderProperty.h"
#include "vtkSmartPointer.h"
#include "vtkTypeFloat32Array.h"
#include "vtkTypeInt32Array.h"
#include "vtkUniforms.h"

#include "vtk_fmt.h"
#include <iterator>
// Keep clang-format from adding spaces around the '/' path separator:
// clang-format off
#include VTK_FMT(fmt/args.h)
#include VTK_FMT(fmt/core.h)
#include VTK_FMT(fmt/format.h)
#include VTK_FMT(fmt/ostream.h)
// clang-format on

#include "vtk_glad.h"

#include <string>

// Generated files (from glsl source)
#include "vtkCellGridShaderBases.h"
#include "vtkCellGridShaderCommonDefs.h"
#include "vtkCellGridShaderFragment.h"
#include "vtkCellGridShaderTessellationControl.h"
#include "vtkCellGridShaderTessellationDebugGeometry.h"
#include "vtkCellGridShaderTessellationEvaluation.h"
#include "vtkCellGridShaderUtil.h"
#include "vtkCellGridShaderVertex.h"

// Uncomment to print shader/color info to cout
// #define vtkDGRenderResponder_DEBUG

#ifdef vtkDGRenderResponder_DEBUG
#include <sstream>
#endif

VTK_ABI_NAMESPACE_BEGIN

using namespace vtk::literals;

vtkDGRenderResponder::ScalarVisualizationOverrideType
  vtkDGRenderResponder::ScalarVisualizationOverride =
    vtkDGRenderResponder::ScalarVisualizationOverrideType::NONE;

bool vtkDGRenderResponder::VisualizeTessellation = false;

namespace
{
void ReplaceShaderRenderPass(std::string& vsSrc, std::string& gsSrc, std::string& fsSrc,
  vtkAbstractMapper* mapper, vtkActor* actor, bool prePass)
{
  vtkInformation* info = actor->GetPropertyKeys();
  if (info && info->Has(vtkOpenGLRenderPass::RenderPasses()))
  {
    int numRenderPasses = info->Length(vtkOpenGLRenderPass::RenderPasses());
    for (int i = 0; i < numRenderPasses; ++i)
    {
      vtkObjectBase* rpBase = info->Get(vtkOpenGLRenderPass::RenderPasses(), i);
      vtkOpenGLRenderPass* rp = static_cast<vtkOpenGLRenderPass*>(rpBase);
      if (prePass)
      {
        if (!rp->PreReplaceShaderValues(vsSrc, gsSrc, fsSrc, mapper, actor))
        {
          vtkErrorWithObjectMacro(
            mapper, "vtkOpenGLRenderPass::ReplaceShaderValues failed for " << rp->GetClassName());
        }
      }
      else
      {
        if (!rp->PostReplaceShaderValues(vsSrc, gsSrc, fsSrc, mapper, actor))
        {
          vtkErrorWithObjectMacro(
            mapper, "vtkOpenGLRenderPass::ReplaceShaderValues failed for " << rp->GetClassName());
        }
      }
    }
  }
}

vtkMTimeType GetRenderPassStageMTime(vtkActor* actor, vtkInformation* lastRpInfo)
{
  vtkInformation* info = actor->GetPropertyKeys();
  vtkMTimeType renderPassMTime = 0;

  int curRenderPasses = 0;
  if (info && info->Has(vtkOpenGLRenderPass::RenderPasses()))
  {
    curRenderPasses = info->Length(vtkOpenGLRenderPass::RenderPasses());
  }

  int lastRenderPasses = 0;
  if (lastRpInfo->Has(vtkOpenGLRenderPass::RenderPasses()))
  {
    lastRenderPasses = lastRpInfo->Length(vtkOpenGLRenderPass::RenderPasses());
  }
  else // have no last pass
  {
    if (!info) // have no current pass
    {
      return 0; // short circuit
    }
  }

  // Determine the last time a render pass changed stages:
  if (curRenderPasses != lastRenderPasses)
  {
    // Number of passes changed, definitely need to update.
    // Fake the time to force an update:
    renderPassMTime = VTK_MTIME_MAX;
  }
  else
  {
    // Compare the current to the previous render passes:
    for (int i = 0; i < curRenderPasses; ++i)
    {
      vtkObjectBase* curRP = info->Get(vtkOpenGLRenderPass::RenderPasses(), i);
      vtkObjectBase* lastRP = lastRpInfo->Get(vtkOpenGLRenderPass::RenderPasses(), i);

      if (curRP != lastRP)
      {
        // Render passes have changed. Force update:
        renderPassMTime = VTK_MTIME_MAX;
        break;
      }
      else
      {
        // Render passes have not changed -- check MTime.
        vtkOpenGLRenderPass* rp = static_cast<vtkOpenGLRenderPass*>(curRP);
        renderPassMTime = std::max(renderPassMTime, rp->GetShaderStageMTime());
      }
    }
  }

  // Cache the current set of render passes for next time:
  if (info)
  {
    lastRpInfo->CopyEntry(info, vtkOpenGLRenderPass::RenderPasses());
  }
  else
  {
    lastRpInfo->Clear();
  }

  return renderPassMTime;
}

int GetHardwareSelectorPass(vtkRenderer* renderer)
{
  if (!renderer)
  {
    return vtkHardwareSelector::PassTypes::MIN_KNOWN_PASS - 1;
  }
  if (auto selector = renderer->GetSelector())
  {
    return selector->GetCurrentPass();
  }
  else
  {
    return vtkHardwareSelector::PassTypes::MIN_KNOWN_PASS - 1;
  }
}
}

bool vtkDGRenderResponder::CacheEntry::IsUpToDate(vtkRenderer* renderer, vtkActor* actor,
  vtkMapper* mapper, vtkDGRenderResponder* responder /*=nullptr*/) const
{
  if (this->ShapeTime < this->Shape->GetMTime())
  {
    vtkDebugWithObjectMacro(responder, << "Shape is outdated");
    return false;
  }
  if (this->Color && this->ColorTime < this->Color->GetMTime())
  {
    vtkDebugWithObjectMacro(responder, << "Color is outdated");
    return false;
  }
  if (this->GridTime < this->CellType->GetCellGrid()->GetMTime())
  {
    vtkDebugWithObjectMacro(responder, << "CellGrid is outdated");
    return false;
  }
  if (this->PropertyTime < actor->GetProperty()->GetMTime())
  {
    vtkDebugWithObjectMacro(responder, << "Actor is outdated");
    return false;
  }
  if (this->MapperTime < mapper->GetMTime())
  {
    vtkDebugWithObjectMacro(responder, << "Mapper is outdated");
    return false;
  }
  if (this->RenderPassStageTime < ::GetRenderPassStageMTime(actor, this->LastRenderPassInfo))
  {
    vtkDebugWithObjectMacro(responder, << "RenderPassStage is outdated");
    return false;
  }
  if (this->UsesGeometryShaders != responder->VisualizeTessellation)
  {
    vtkDebugWithObjectMacro(responder, << "Shader pipeline is outdated");
    return false;
  }
  auto modsIter = vtk::TakeSmartPointer(this->RenderHelper->GetGLSLModCollection()->NewIterator());
  auto oglRen = static_cast<vtkOpenGLRenderer*>(renderer);
  for (modsIter->InitTraversal(); !modsIter->IsDoneWithTraversal(); modsIter->GoToNextItem())
  {
    auto mod = static_cast<vtkGLSLModifierBase*>(modsIter->GetCurrentObject());
    if (!mod->IsUpToDate(oglRen, mapper, actor))
    {
      vtkDebugWithObjectMacro(nullptr, << mod->GetClassName() << " is outdated");
      // if any mod is outdated, entire shader program must be re-compiled.
      return false;
    }
  }
  return true;
}

void vtkDGRenderResponder::CacheEntry::PrepareHelper(
  vtkRenderer* renderer, vtkActor* actor, vtkMapper* mapper) const
{
  auto* cgMapper = vtkCellGridMapper::SafeDownCast(mapper);
  this->RenderHelper = std::unique_ptr<vtkDrawTexturedElements>(new vtkDrawTexturedElements);
  auto primType = vtkDGRenderResponder::PrimitiveFromShape(this->CellSource->SourceShape);
#ifdef vtkDGRenderResponder_DEBUG
  std::cout << "    Primitive type " << primType << " for shape "
            << vtkDGCell::GetShapeName(this->CellSource->SourceShape).Data() << "\n";
#endif
  this->RenderHelper->SetElementType(primType);
  vtkStringToken cellTypeToken = this->CellType->GetClassName();

  auto shapeInfo = this->CellType->GetCaches()->AttributeCalculator<vtkCellAttributeInformation>(
    this->CellType, this->Shape, this->CellType->GetAttributeTags(this->Shape, true));
  auto shapeTypeInfo = this->Shape->GetCellTypeInfo(cellTypeToken);
#ifdef GL_ES_VERSION_3_0
  this->UsesTessellationShaders = false;
  this->UsesGeometryShaders = false;
#else
  this->UsesTessellationShaders = shapeInfo->GetBasisOrder() > 1 ||
    this->CellSource->SourceShape == vtkDGCell::Shape::Quadrilateral;
  this->UsesGeometryShaders =
    this->UsesTessellationShaders && vtkDGRenderResponder::VisualizeTessellation;
#endif
  switch (this->CellSource->SourceShape)
  {
      // Volume cells should never be rendered directly:
    case vtkDGCell::Shape::None:
    case vtkDGCell::Shape::Hexahedron:
    case vtkDGCell::Shape::Tetrahedron:
    case vtkDGCell::Shape::Wedge:
    case vtkDGCell::Shape::Pyramid:
    {
      vtkErrorWithObjectMacro(cgMapper, "Volume/invalid cells should never be rendered directly.");
    }
    break;
      // Prismatic 2-/3-d shapes require 1 quad per side/cell (respectively).
    case vtkDGCell::Shape::Quadrilateral:
      this->RenderHelper->SetNumberOfElements(1);
      break;
      // Simplicial shapes require just 1 primitive per side/cell (of any dimension).
    case vtkDGCell::Shape::Triangle:
    case vtkDGCell::Shape::Edge:
    case vtkDGCell::Shape::Vertex:
      this->RenderHelper->SetNumberOfElements(1);
      break;
  }
  auto* vertShader = this->RenderHelper->GetShader(vtkShader::Vertex);
  auto* tessControlShader = this->RenderHelper->GetShader(vtkShader::TessControl);
  auto* tessEvalShader = this->RenderHelper->GetShader(vtkShader::TessEvaluation);
  auto* geomShader = this->RenderHelper->GetShader(vtkShader::Geometry);
  auto* fragShader = this->RenderHelper->GetShader(vtkShader::Fragment);

  std::string shaderCommonTemplate = vtkCellGridShaderCommonDefs;
  std::string shaderBasisTemplate = vtkCellGridShaderBases;
  std::string shaderUtilTemplate = vtkCellGridShaderUtil;
  std::string vertShaderTemplate = vtkCellGridShaderVertex;
  std::string tessControlShaderTemplate = vtkCellGridShaderTessellationControl;
  std::string tessEvalShaderTemplate = vtkCellGridShaderTessellationEvaluation;
  std::string geomShaderTemplate = vtkCellGridShaderTessellationDebugGeometry;
  std::string fragShaderTemplate = vtkCellGridShaderFragment;

  // Set up substitutions for shaders.
  fmt::dynamic_format_arg_store<fmt::format_context> store;
  store.push_back(
    fmt::arg("ScalarVisualizationOverride_NONE", int(ScalarVisualizationOverrideType::NONE)));
  store.push_back(
    fmt::arg("ScalarVisualizationOverride_R", int(ScalarVisualizationOverrideType::R)));
  store.push_back(
    fmt::arg("ScalarVisualizationOverride_S", int(ScalarVisualizationOverrideType::S)));
  store.push_back(
    fmt::arg("ScalarVisualizationOverride_T", int(ScalarVisualizationOverrideType::T)));
  store.push_back(fmt::arg(
    "ScalarVisualizationOverride_L2_NORM_R_S", int(ScalarVisualizationOverrideType::L2_NORM_R_S)));
  store.push_back(fmt::arg(
    "ScalarVisualizationOverride_L2_NORM_S_T", int(ScalarVisualizationOverrideType::L2_NORM_S_T)));
  store.push_back(fmt::arg(
    "ScalarVisualizationOverride_L2_NORM_T_R", int(ScalarVisualizationOverrideType::L2_NORM_T_R)));
  store.push_back(fmt::arg("UsesTessellationShaders", this->UsesTessellationShaders ? 1 : 0));
  store.push_back(fmt::arg("UsesGeometryShaders", this->UsesGeometryShaders ? 1 : 0));
  if (this->UsesTessellationShaders)
  {
    // Draw patches instead of concrete shapes.
    this->RenderHelper->SetElementType(vtkDrawTexturedElements::AbstractPatches);
    // A patch gets tessellated into lines/tris/quads.
    const auto patchPrimtive =
      vtkDGRenderResponder::PatchPrimitiveFromShape(this->CellSource->SourceShape);
    const auto patchSize = vtkDrawTexturedElements::PatchVertexCountFromPrimitive(patchPrimtive);
    this->RenderHelper->SetPatchType(patchPrimtive);
    // build the tessellation options.
    std::string tessellationOpts;
    if (patchPrimtive == vtkDrawTexturedElements::PatchLine)
    {
      tessellationOpts += "isolines";
    }
    else if (patchPrimtive == vtkDrawTexturedElements::PatchQuadrilateral)
    {
      tessellationOpts += "quads";
    }
    else if (patchPrimtive == vtkDrawTexturedElements::PatchTriangle)
    {
      tessellationOpts += "triangles";
    }
    store.push_back(fmt::arg("PatchSize", patchSize));
    store.push_back(fmt::arg("TessellationOptions", tessellationOpts));
    if (this->UsesGeometryShaders)
    {
      if (patchPrimtive == vtkDrawTexturedElements::PatchLine)
      {
        store.push_back(fmt::arg("GSInputPrimitive", "lines"));
        store.push_back(fmt::arg("GSOutputPrimitive", "line_strip"));
        store.push_back(fmt::arg("GSOutputMaxVertices", 2));
      }
      else
      {
        // everything else is input as triangles.
        store.push_back(fmt::arg("GSInputPrimitive", "triangles"));
        store.push_back(fmt::arg("GSOutputPrimitive", "triangle_strip"));
        store.push_back(fmt::arg("GSOutputMaxVertices", 3));
      }
    }
    else
    {
      // needed because frag shader uses this argument.
      store.push_back(fmt::arg("GSOutputMaxVertices", 0));
    }
  }
  else
  {
    // needed because frag shader uses this argument.
    store.push_back(fmt::arg("GSOutputMaxVertices", 0));
    store.push_back(fmt::arg("PatchSize", 0));
  }
  store.push_back(fmt::arg("NumPtsPerSide",
    this->CellSource->SideType < 0
      ? this->CellType->GetNumberOfCorners()
      : vtkDGCell::GetShapeCornerCount(this->CellSource->SourceShape)));
  store.push_back(fmt::arg("NumPtsPerCell", this->CellType->GetNumberOfCorners()));
  store.push_back(fmt::arg(
    "ShapeIndex", this->CellSource->SideType + (this->CellType->GetDimension() < 3 ? 1 : 0)));
  store.push_back(fmt::arg("SideOffset",
    this->CellSource->SideType < 0
      ? 0
      : this->CellType->GetSideRangeForType(this->CellSource->SideType).first));
  store.push_back(fmt::arg("DrawingCellsNotSides", this->CellSource->SideType == -1));
  store.push_back(fmt::arg("HaveColors", !!this->Color));
  store.push_back(
    fmt::arg("ShapeName", vtkDGCell::GetShapeName(this->CellType->GetShape()).Data()));
  if (shapeInfo)
  {
    store.push_back(fmt::arg("ShapeNumBasisFun", shapeInfo->GetNumberOfBasisFunctions()));
    store.push_back(fmt::arg("ShapeBasisSize", shapeInfo->GetBasisValueSize()));
    store.push_back(fmt::arg(
      "ShapeMultiplicity", shapeInfo->GetDegreeOfFreedomSize())); // NB: Only works for HGrad
    store.push_back(fmt::arg("ShapeCoeffPerCell",
      shapeInfo->GetNumberOfBasisFunctions() * shapeInfo->GetDegreeOfFreedomSize()));
    store.push_back(fmt::arg(
      "ShapeNumValPP", shapeInfo->GetBasisValueSize() * shapeInfo->GetDegreeOfFreedomSize()));
    store.push_back(fmt::arg("ShapeCellBasisSize",
      shapeInfo->GetNumberOfBasisFunctions() * shapeInfo->GetBasisValueSize()));
    store.push_back(fmt::arg("ShapeBasisName", shapeInfo->GetBasisName()));
  }
  else
  {
    store.push_back(fmt::arg("ShapeNumBasisFun", 1));
    store.push_back(fmt::arg("ShapeBasisSize", 1));
    store.push_back(fmt::arg("ShapeMultiplicity", 3)); // NB: Only works for HGrad
    store.push_back(fmt::arg("ShapeCoeffPerCell", this->CellType->GetNumberOfCorners() * 3));
    store.push_back(fmt::arg("ShapeNumValPP", 3));
    store.push_back(fmt::arg("ShapeCellBasisSize", 8));
    store.push_back(fmt::arg(
      "ShapeBasisName", "None" + vtkDGAttributeInformation::BasisShapeName(this->CellType) + "I0"));
  }
  vtkSmartPointer<vtkCellAttributeInformation> colorInfo;
  vtkCellAttribute::CellTypeInfo colorTypeInfo;
  vtkDGOperatorEntry colorBasisOp;
  if (this->Color)
  {
    colorInfo = this->CellType->GetCaches()->AttributeCalculator<vtkCellAttributeInformation>(
      this->CellType, this->Color, this->CellType->GetAttributeTags(this->Color, true));
    colorTypeInfo = this->Color->GetCellTypeInfo(cellTypeToken);
    colorBasisOp = this->CellType->GetOperatorEntry("Basis", colorTypeInfo);
  }
  store.push_back(fmt::arg("ColorBasisName",
    colorInfo ? colorInfo->GetBasisName()
              : "None" + vtkDGAttributeInformation::BasisShapeName(this->CellType) + "I0"));
  // store.push_back(fmt::arg("ColorBasisSize", colorInfo ? colorInfo->GetBasisValueSize() : 9));
  store.push_back(fmt::arg("ColorBasisSize", colorBasisOp.OperatorSize));
  store.push_back(
    fmt::arg("ColorMultiplicity", colorInfo ? colorInfo->GetDegreeOfFreedomSize() : 1));
  store.push_back(
    fmt::arg("ColorNumBasisFun", colorInfo ? colorInfo->GetNumberOfBasisFunctions() : 1));
  store.push_back(
    fmt::arg("ColorContinuous", colorInfo ? colorInfo->GetSharedDegreesOfFreedom() : false));
  store.push_back(fmt::arg("ColorCoeffPerCell",
    colorInfo ? colorInfo->GetNumberOfBasisFunctions() * colorInfo->GetDegreeOfFreedomSize() : 24));
  store.push_back(fmt::arg("ColorNumValPP",
    colorInfo ? colorInfo->GetBasisValueSize() * colorInfo->GetDegreeOfFreedomSize() : 9));
  store.push_back(fmt::arg("ColorCellBasisSize",
    colorInfo ? colorInfo->GetNumberOfBasisFunctions() * colorInfo->GetBasisValueSize() : 1));
  // When we have a vector-valued basis function, we should scale by the shape's inverse Jacobian.
  store.push_back(fmt::arg("ColorScaleInverseJacobian",
    this->Color ? (colorTypeInfo.FunctionSpace == "HCURL"_token ? 1 : 0) : 0));
  store.push_back(fmt::arg("ColorScaleScaledJacobian",
    this->Color ? (colorTypeInfo.FunctionSpace == "HDIV"_token ? 1 : 0) : 0));
  this->RenderHelper->SetIncludeColormap(!!this->Color);
#ifdef vtkDGRenderResponder_DEBUG
  std::cout << "Color cell-attribute: " << this->Color << "\n";
#endif
  std::string shaderCommonSource = fmt::vformat(shaderCommonTemplate, store);
  store.push_back(fmt::arg("commonDefs", shaderCommonSource));

  std::string shaderUtilSource = fmt::vformat(shaderUtilTemplate, store);
  store.push_back(fmt::arg("cellUtil", shaderUtilSource));

  std::string shaderBasisSource = fmt::vformat(shaderBasisTemplate, store);
  auto shapeBasisOp = this->CellType->GetOperatorEntry("Basis", shapeTypeInfo);
  auto shapeGradientOp = this->CellType->GetOperatorEntry("BasisGradient", shapeTypeInfo);
  shaderBasisSource += shapeBasisOp.GetShaderString("shapeBasisAt", "basis");
  shaderBasisSource += shapeGradientOp.GetShaderString("shapeBasisGradientAt", "basisGradient");
  if (this->Color)
  {
    shaderBasisSource += colorBasisOp.GetShaderString("colorBasisAt", "basis");
  }
  else
  {
    // Even if we are not coloring fragments by a scalar, we need to define
    // a colorBasisAt() function.
    shaderBasisSource += "void colorBasisAt(in vec3 param, out float basis[1]) { }\n";
  }
  store.push_back(fmt::arg("cellEval", shaderBasisSource));

  std::string vertShaderSource = fmt::vformat(vertShaderTemplate, store);
  std::string tessControlShaderSource =
    this->UsesTessellationShaders ? fmt::vformat(tessControlShaderTemplate, store) : "";
  std::string tessEvalShaderSource =
    this->UsesTessellationShaders ? fmt::vformat(tessEvalShaderTemplate, store) : "";
  std::string geomShaderSource =
    this->UsesGeometryShaders ? fmt::vformat(geomShaderTemplate, store) : "";
  std::string fragShaderSource = fmt::vformat(fragShaderTemplate, store);

  auto oglRenderer = static_cast<vtkOpenGLRenderer*>(renderer);
  // Pre-pass.
  ::ReplaceShaderRenderPass(
    vertShaderSource, geomShaderSource, fragShaderSource, mapper, actor, true);
  // Apply shader mods.
  for (const auto& modName : this->ModNames)
  {
    auto mod = vtk::TakeSmartPointer(vtkGLSLModifierFactory::CreateAMod(modName));
    mod->ReplaceShaderValues(oglRenderer, vertShaderSource, tessControlShaderSource,
      tessEvalShaderSource, geomShaderSource, fragShaderSource, mapper, actor);
    this->RenderHelper->GetGLSLModCollection()->AddItem(mod);
  }
  // Post-pass.
  ::ReplaceShaderRenderPass(
    vertShaderSource, geomShaderSource, fragShaderSource, mapper, actor, false);

  vertShader->SetSource(vertShaderSource);
  tessControlShader->SetSource(tessControlShaderSource);
  tessEvalShader->SetSource(tessEvalShaderSource);
  geomShader->SetSource(geomShaderSource);
  fragShader->SetSource(fragShaderSource);
#if 0
  std::cout
    << "VertexShaderSource\n" << vertShaderSource << "\n"
    << "TessControlShaderSource\n" << tessControlShaderSource << "\n"
    << "TessEvalShaderSource\n" << tessEvalShaderSource << "\n"
    << "GeometryShaderSource\n" << geomShaderSource << "\n"
    << "FragmentShaderSource\n" << fragShaderSource << "\n";
  std::cout.flush();
#endif

  // Now that we've set our shader source strings, we can bind
  // vertex-buffer objects to samplers they reference.
  // 1. Bind arrays defining the shape attribute.
  auto* shapeConn = vtkDataArray::SafeDownCast(
    this->Shape->GetArrayForCellTypeAndRole(cellTypeToken, "connectivity"_token));
  auto* shapeVals = vtkDataArray::SafeDownCast(
    this->Shape->GetArrayForCellTypeAndRole(cellTypeToken, "values"_token));
#ifdef vtkDGRenderResponder_DEBUG
  std::cout << "Binding \"shape_conn\" to array " << shapeConn << " ("
            << shapeConn->GetNumberOfTuples() << "×" << shapeConn->GetNumberOfComponents() << ")\n";
#endif
  this->RenderHelper->BindArrayToTexture("shape_conn"_token, shapeConn, true);
  this->RenderHelper->BindArrayToTexture("shape_vals"_token, shapeVals, true);
  this->ShapeTime = this->Shape->GetMTime();

  // 2. If coloring by a cell-attribute, bind those arrays
  //    as well as the colormap texture and the scalar range
  //    to use for colormap lookups.
  if (this->Color)
  {
    auto* colorConn = vtkDataArray::SafeDownCast(
      this->Color->GetArrayForCellTypeAndRole(cellTypeToken, "connectivity"_token));
    auto* colorVals = vtkDataArray::SafeDownCast(
      this->Color->GetArrayForCellTypeAndRole(cellTypeToken, "values"_token));
    if (colorConn)
    {
      this->RenderHelper->BindArrayToTexture("color_conn"_token, colorConn, true);
    }
    this->RenderHelper->BindArrayToTexture("color_vals"_token, colorVals, true);
    auto cmap = mapper->GetLookupTable();
    if (!cmap)
    {
      this->Color->GetColormap();
    }
    cgMapper->PrepareColormap(cmap); // TODO: Override with actor/mapper cmap?
    // Choose a component to color by (or -1/-2 for L1/L2 norm):
    int colorComp = -2;
    if (cmap)
    {
      colorComp = cmap->GetVectorMode() == vtkScalarsToColors::VectorModes::COMPONENT
        ? cmap->GetVectorComponent()
        : -2;
    }
    else
    {
      colorComp = mapper->GetArrayComponent();
    }
    std::array<double, 3> compRange;
    if (mapper->GetUseLookupTableScalarRange())
    {
      double* cmapRange = cmap->GetRange();
      compRange[0] = cmapRange[0];
      compRange[1] = cmapRange[1];
    }
    else
    {
      this->CellType->GetCellGrid()->GetCellAttributeRange(
        this->Color, colorComp, compRange.data(), true);
      if (compRange[0] > compRange[1])
      {
        compRange[0] = -1e-11;
        compRange[1] = +1e-11;
      }
    }
    compRange[2] = compRange[1] - compRange[0];
#ifdef vtkDGRenderResponder_DEBUG
    std::cout << "  Color range (" << this->Color->GetName().Data() << "[" << colorComp << "]): "
              << "[" << compRange[0] << ", " << compRange[1] << "] delta " << compRange[2] << "\n";
#endif
    actor->GetShaderProperty()->GetFragmentCustomUniforms()->SetUniformi(
      "color_component", colorComp);
    actor->GetShaderProperty()->GetFragmentCustomUniforms()->SetUniform3f(
      "color_range", compRange.data());
    this->ColorTime = this->Color->GetMTime();
  }

  // 3. Bind arrays that specify the reference cell and the linkage between
  //    the reference cell and the shape-attribute's connectivity array.
  this->RenderHelper->BindArrayToTexture(
    "side_offsets"_token, this->CellType->GetSideOffsetsAndShapes());
  this->RenderHelper->BindArrayToTexture("side_local"_token, this->CellType->GetSideConnectivity());
  this->RenderHelper->BindArrayToTexture(
    "cell_parametrics"_token, vtkDataArray::SafeDownCast(this->CellType->GetReferencePoints()));
  if (this->CellSource->SideType < 0)
  {
    this->RenderHelper->SetNumberOfInstances(shapeConn->GetNumberOfTuples());
  }
  else
  {
#ifdef vtkDGRenderResponder_DEBUG
    std::cout << "Binding \"sides\" to array " << this->CellSource->Connectivity << " ("
              << this->CellSource->Connectivity->GetNumberOfTuples() << "×"
              << this->CellSource->Connectivity->GetNumberOfComponents() << ")\n";
#endif
    this->RenderHelper->BindArrayToTexture(
      "sides"_token, vtkDataArray::SafeDownCast(this->CellSource->Connectivity));
    this->RenderHelper->SetNumberOfInstances(this->CellSource->Connectivity->GetNumberOfTuples());
  }
  this->GridTime = this->CellType->GetCellGrid()->GetMTime();
  this->PropertyTime = actor->GetMTime();
  this->MapperTime = mapper->GetMTime();
}

bool vtkDGRenderResponder::CacheEntry::operator<(
  const vtkDGRenderResponder::CacheEntry& other) const
{
  return (this->CellType < other.CellType ||
    (this->CellType == other.CellType &&
      (this->CellSource < other.CellSource ||
        (this->CellSource == other.CellSource &&
          (this->Shape < other.Shape ||
            (this->Shape == other.Shape && this->Color < other.Color))))));
}

vtkStandardNewMacro(vtkDGRenderResponder);

vtkDGRenderResponder::vtkDGRenderResponder()
{
  // Ensure the following tokens have strings in the dictionary so vtkStringToken::Data()
  // will be able to return them.
  vtkStringToken shape_conn = "shape_conn";
  vtkStringToken shape_vals = "shape_vals";
  vtkStringToken color_conn = "color_conn";
  vtkStringToken color_vals = "color_vals";
  vtkStringToken side_offsets = "side_offsets";
  vtkStringToken side_local = "side_local";
  vtkStringToken cell_parametrics = "cell_parametrics";
  vtkStringToken sides = "sides";

  (void)shape_conn;
  (void)shape_vals;
  (void)color_conn;
  (void)color_vals;
  (void)side_offsets;
  (void)side_local;
  (void)cell_parametrics;
  (void)sides;

#ifdef vtkDGRenderResponder_DEBUG
  this->DebugOn();
#endif
}

// When new default mods are added, make sure to register them in
// vtkDGRenderResponder::ResetModsToDefault below.
std::vector<std::string> vtkDGRenderResponder::DefaultModNames = { "vtkGLSLModCamera",
  "vtkGLSLModLight", "vtkGLSLModCoincidentTopology", "vtkGLSLModPixelDebugger" };

void vtkDGRenderResponder::ResetModsToDefault()
{
  // just to be sure.
  this->RemoveAllMods();
  this->AddMods(vtkDGRenderResponder::DefaultModNames);
  vtkGLSLModifierFactory::RegisterAMod(
    DefaultModNames[0], [](void*) { return vtkGLSLModCamera::New(); });
  vtkGLSLModifierFactory::RegisterAMod(
    DefaultModNames[1], [](void*) { return vtkGLSLModLight::New(); });
  vtkGLSLModifierFactory::RegisterAMod(
    DefaultModNames[2], [](void*) { return vtkGLSLModCoincidentTopology::New(); });
  vtkGLSLModifierFactory::RegisterAMod(
    DefaultModNames[3], [](void*) { return vtkGLSLModPixelDebugger::New(); });
}

void vtkDGRenderResponder::AddMod(const std::string& className)
{
  if (!this->ModNamesUnique.count(className))
  {
    this->ModNames.emplace_back(className);
    this->ModNamesUnique.insert(className);
  }
}

void vtkDGRenderResponder::AddMods(const std::vector<std::string>& classNames)
{
  for (const auto& modName : classNames)
  {
    this->AddMod(modName);
  }
}

void vtkDGRenderResponder::RemoveMod(const std::string& className)
{
  if (this->ModNamesUnique.count(className))
  {
    this->ModNamesUnique.erase(className);
    this->ModNames.erase(
      std::remove(this->ModNames.begin(), this->ModNames.end(), className), this->ModNames.end());
  }
}

void vtkDGRenderResponder::RemoveAllMods()
{
  this->ModNamesUnique.clear();
  this->ModNames.clear();
}

bool vtkDGRenderResponder::Query(
  vtkCellGridRenderRequest* request, vtkCellMetadata* metadata, vtkCellGridResponders* caches)
{
  (void)caches;

  if (request->GetIsReleasingResources())
  {
    return this->ReleaseResources(request, metadata);
  }

  return this->DrawCells(request, metadata);
}

bool vtkDGRenderResponder::DrawCells(vtkCellGridRenderRequest* request, vtkCellMetadata* metadata)
{
  bool didDraw = false;
  auto* dgCell = dynamic_cast<vtkDGCell*>(metadata);
  if (!dgCell || !dgCell->GetNumberOfCells())
  {
    return didDraw;
  }
  // The index of the cell-type within the grid is used instead of the cell type hash
  // because the hash requires full 32-bit range, whereas the mapper can only render
  // 24-bit integers into the RGB framebuffer.
  // We can do a 2-pass render for the extra 8 bits, however it seems
  // wasteful to redraw the entire geometry again.
  int cellTypeIdx = -1;
  std::vector<vtkCellGrid::CellTypeId> cellTypes;
  metadata->GetCellGrid()->CellTypes(cellTypes);
  const auto cellTypeIter = std::find(cellTypes.begin(), cellTypes.end(), metadata->Hash());
  if (cellTypeIter != cellTypes.end())
  {
    cellTypeIdx = std::distance(cellTypes.begin(), cellTypeIter);
  }
  // Find or create cached vtkDrawTexturedElement objects, {Di}.
  // Update Di as needed (when the following have changed):
  //   + cell metadata or involved arrays have been modified since last render.
  //   + render request has been modified since last render.
  // Invoke render method on Di

  // Iterate over CellSpec and SideSpecs, drawing each of them
  // that is well-defined, unblanked, and (TODO) requested.
  if (dgCell->GetCellSpec().Connectivity && !dgCell->GetCellSpec().Blanked)
  {
    didDraw |= this->DrawShapes(request, dgCell, dgCell->GetCellSpec(), cellTypeIdx, /*specIdx=*/0);
  }
  for (std::size_t i = 0; i < dgCell->GetSideSpecs().size(); ++i)
  {
    const auto& sideSpec = dgCell->GetSideSpecs()[i];
    if (sideSpec.Connectivity && !sideSpec.Blanked)
    {
      didDraw |= this->DrawShapes(request, dgCell, sideSpec, cellTypeIdx, /*specIdx=*/i + 1);
    }
  }

  return didDraw;
}

bool vtkDGRenderResponder::ReleaseResources(
  vtkCellGridRenderRequest* request, vtkCellMetadata* metadata)
{
  // Destroy the cache entry when its resources are released.
  // If we don't do this, objects it references (e.g., vtkDrawTexturedElements::ColorTextureGL)
  // will live beyond the scope of information keys those objects refer to.
  auto curr = this->Helpers.begin();
  for (auto next = curr; curr != this->Helpers.end(); curr = next)
  {
    ++next;
    if (curr->CellType == metadata)
    {
      curr->RenderHelper->ReleaseResources(request->GetWindow());
      this->Helpers.erase(curr);
    }
  }
  // TODO
  return true;
}

bool vtkDGRenderResponder::DrawShapes(vtkCellGridRenderRequest* request, vtkDGCell* metadata,
  const vtkDGCell::Source& shape, int cellTypeIdx, std::size_t specIdx)
{
  if (vtkDGCell::GetShapeDimension(shape.SourceShape) > 2)
  {
    // Do not attempt to render any volumetric shape directly.
    return false;
  }
#ifdef vtkDGRenderResponder_DEBUG
  bool justPrepared = false;
#endif // vtkDGRenderResponder_DEBUG
  CacheEntry dummy;
  dummy.CellType = metadata;
  dummy.CellSource = &shape;
  dummy.Shape = metadata->GetCellGrid()->GetShapeAttribute();
  dummy.ModNames = this->ModNames;
  auto* actor = request->GetActor();
  auto* renderer = request->GetRenderer();
  auto* mapper = request->GetMapper();
  if (mapper && mapper->GetScalarVisibility() &&
    (mapper->GetScalarMode() == VTK_SCALAR_MODE_USE_CELL_FIELD_DATA))
  {
    auto* attributeName = mapper->GetArrayName();
    if (attributeName && attributeName[0])
    {
      dummy.Color = metadata->GetCellGrid()->GetCellAttributeByName(attributeName);
    }
  }
  auto cacheEntryIt = this->Helpers.find(dummy);
  // For now, if the cache entry is stale, just delete it.
  if (cacheEntryIt != this->Helpers.end() &&
    !cacheEntryIt->IsUpToDate(renderer, actor, mapper, /*debugAttachment=*/this))
  {
    // std::cout << "Cache hit: but entry is outdated" << std::endl;
    this->Helpers.erase(cacheEntryIt);
    cacheEntryIt = this->Helpers.end();
  }
  if (cacheEntryIt == this->Helpers.end())
  {
    // Insert and prepare the helper we created for the search.
    cacheEntryIt = this->Helpers.emplace(std::move(dummy)).first;
    cacheEntryIt->PrepareHelper(renderer, actor, mapper);
#ifdef vtkDGRenderResponder_DEBUG
    justPrepared = true;
#endif // vtkDGRenderResponder_DEBUG
  }
  if (cacheEntryIt == this->Helpers.end())
  {
    // We couldn't prepare a helper.
    return false;
  }

  if (cacheEntryIt->UsesTessellationShaders)
  {
    // specify the range of tessellation levels
    auto* tessControlUniforms = actor->GetShaderProperty()->GetTessControlCustomUniforms();
    int maxTessGenLevel = 64; // this is the minimum required of a GPU acc. to OpenGL spec.
                              // In case the GPU supports more number of levels, let's use it.
#ifdef GL_ARB_tessellation_shader
    if (auto oglRenWin = vtkOpenGLRenderWindow::SafeDownCast(renderer->GetRenderWindow()))
    {
      oglRenWin->GetState()->vtkglGetIntegerv(GL_MAX_TESS_GEN_LEVEL, &maxTessGenLevel);
    }
#endif
    const std::array<int, 2> tessLevelRange = { 1, maxTessGenLevel };
    tessControlUniforms->SetUniform2i("tessellation_levels_range", tessLevelRange.data());

    // specify farthest distance of a vertex to the camera for distance-based tessellation
    double bounds[6];
    vtkVector4d cornersWC[8], cornersVC[8]; // WC: World Coordinate, VC: View coord
    auto* wcvc = renderer->GetActiveCamera()->GetModelViewTransformMatrix();
    double maxDistance = VTK_DOUBLE_MIN;
    renderer->ComputeVisiblePropBounds(bounds);

    const vtkBoundingBox bbox(bounds);
    for (int i = 0; i < 8; ++i)
    {
      bbox.GetCorner(i, cornersWC[i].GetData());
      cornersWC[i][3] = 1.0;
      vtkMatrix4x4::MultiplyPoint(wcvc->GetData(), cornersWC[i].GetData(), cornersVC[i].GetData());
      maxDistance = std::max(maxDistance, std::abs(cornersVC[i].GetZ()));
    }
    tessControlUniforms->SetUniformf("max_distance", maxDistance);
  }
  auto fragmentUniforms = actor->GetShaderProperty()->GetFragmentCustomUniforms();
  fragmentUniforms->SetUniformi("color_override_type", int(this->ScalarVisualizationOverride));
  // fragment shader decides the contents of pixels based on the picking pass.
  const int currentPickPass = ::GetHardwareSelectorPass(renderer);
  fragmentUniforms->SetUniformi("picking_pass", currentPickPass);
  if (auto* selector = renderer->GetSelector())
  {
    selector->BeginRenderProp();
    fragmentUniforms->SetUniformi("celltype_idx", cellTypeIdx);
    fragmentUniforms->SetUniformi("sidespec_idx", static_cast<int>(specIdx));
    if (currentPickPass == vtkHardwareSelector::COMPOSITE_INDEX_PASS)
    {
      selector->RenderCompositeIndex(1);
    }
    // selector can already provide the actor/process/composite index in a tuple of 3 8-bit
    // integers.
    fragmentUniforms->SetUniform3f("mapper_idx_components", selector->GetPropColorValue());
    // useful to know if high24 pass is really needed.
    if (currentPickPass == vtkHardwareSelector::CELLGRID_TUPLE_ID_LOW24 ||
      currentPickPass == vtkHardwareSelector::CELLGRID_TUPLE_ID_HIGH24)
    {
      selector->UpdateMaximumCellGridTupleId(cacheEntryIt->RenderHelper->GetNumberOfInstances());
    }
  }
  // Now we can render.
  // TODO: Do not render if translucent during opaque pass or vice-versa.
  cacheEntryIt->RenderHelper->DrawInstancedElements(renderer, actor, mapper);
  if (auto* selector = renderer->GetSelector())
  {
    selector->EndRenderProp();
  }
#ifdef vtkDGRenderResponder_DEBUG
  if (justPrepared)
  {
    std::cout << "***\n***\n  shader " << cacheEntryIt->RenderHelper->GetShaderProgram() << " "
              << cacheEntryIt->CellType->GetClassName() << " "
              << vtkDGCell::GetShapeName(shape.SourceShape).Data() << " " << &shape << "\n***\n";

    std::ostringstream dbgName;
    dbgName << "/tmp/dbg-" << metadata->GetClassName() << "-"
            << vtkDGCell::GetShapeName(shape.SourceShape).Data() << "-"
            << request->GetMapper()->GetArrayName() << "-";
    cacheEntryIt->RenderHelper->GetShaderProgram()->SetFileNamePrefixForDebugging(
      dbgName.str().c_str());
  }
#endif
  return true;
}

vtkDrawTexturedElements::ElementShape vtkDGRenderResponder::PrimitiveFromShape(
  vtkDGCell::Shape shape)
{
  switch (shape)
  {
    case vtkDGCell::Shape::Hexahedron:
    case vtkDGCell::Shape::Quadrilateral:
      return vtkDrawTexturedElements::ElementShape::TriangleFan;
    case vtkDGCell::Shape::Tetrahedron:
    case vtkDGCell::Shape::Triangle:
      return vtkDrawTexturedElements::ElementShape::Triangle;
    case vtkDGCell::Shape::Edge:
      return vtkDrawTexturedElements::ElementShape::Line;
    case vtkDGCell::Shape::Vertex:
    default:
      return vtkDrawTexturedElements::ElementShape::Point;
  }
}

vtkDrawTexturedElements::PatchShape vtkDGRenderResponder::PatchPrimitiveFromShape(
  vtkDGCell::Shape shape)
{
  switch (shape)
  {
    case vtkDGCell::Shape::Hexahedron:
    case vtkDGCell::Shape::Quadrilateral:
      return vtkDrawTexturedElements::PatchQuadrilateral;
    case vtkDGCell::Shape::Tetrahedron:
    case vtkDGCell::Shape::Triangle:
      return vtkDrawTexturedElements::PatchTriangle;
    case vtkDGCell::Shape::Edge:
      return vtkDrawTexturedElements::PatchLine;
    case vtkDGCell::Shape::Vertex:
    default:
      vtkGenericWarningMacro(<< "A vertex cannot be tessellated!");
      return vtkDrawTexturedElements::PatchLine;
  }
}

VTK_ABI_NAMESPACE_END
