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// # RTC Kernel:
// ** Volume Alpha-Gradient Shading Raycaster **

// # Summary:
// Computes the alpha gradient of the volume & transfer function along a ray and applies Phong
// shading above a user defined threshold.

// Define the user-defined data structure
struct Isoraycast_params
{
  // common lighting params
  int light_mode;  // 0=headlight, 1=orbital
  float angle;     // 0.0 angle
  float elevation; // 0.0 elevation

  float diff_h; // 0.0f [0, 2] [GUI] transfer function gradient threshold to trigger phong shading
  uint use_shading; // 1 [GUI] use local phong-blinn model

  // shading [GUI / scene]
  float3 spec_color; // make_float3(1.0f) specular color
  float spec_fac;    // specular factor
  float shininess;   // 50.0f shininess parameter (phong)
  float amb_fac;     // 0.2f ambient factor
  float diff_exp;    // 2.0f diffuse falloff (like edge enhance)
};

NV_IDX_VOLUME_SAMPLE_PROGRAM_PREFIX
class NV_IDX_volume_sample_program
{
  NV_IDX_VOLUME_SAMPLE_PROGRAM

  const float3 ray_dir = state.m_ray_direction;

public:
  const Isoraycast_params* m_isoraycast_params; // define variables to bind user-defined buffer to

public:
  NV_IDX_DEVICE_INLINE_MEMBER
  void init_instance()
  {
    // Bind the contents of the buffer slot 0 to the variable
    m_isoraycast_params = NV_IDX_bind_parameter_buffer<Isoraycast_params>(0);
  }

  NV_IDX_DEVICE_INLINE_MEMBER
  int execute(const NV_IDX_sample_info_self& sample_info, float4& output_color)
  {
    const NV_IDX_volume& volume = state.self;
    const float3& sample_position = sample_info.sample_position;
    const NV_IDX_colormap& colormap = volume.get_colormap();

    const float volume_sample = volume.sample<float>(sample_position);

    // get spatial sample points for each dimensions
    const float rh = state.m_ray_stepsize_min; // ray sampling difference
    const float vs_dr_p = volume.sample<float>(sample_position + ray_dir * rh);
    const float vs_dr_n = volume.sample<float>(sample_position - ray_dir * rh);

    const float4 c0 = colormap.lookup(vs_dr_p);
    const float4 c1 = colormap.lookup(volume_sample);
    const float4 c2 = colormap.lookup(vs_dr_n);

    // sum up threshold exceeds in both directions
    const float smin = min(c0.w, min(c1.w, c2.w));
    const float smax = max(c0.w, max(c1.w, c2.w));

    // check for iso intersections
    if ((smax - smin) >= m_isoraycast_params->diff_h)
    {
      // valid intersection found
      if (m_isoraycast_params->use_shading)
      {
        output_color = blinn_shader(sample_position, c1);
      }
      else
      {
        // use sample color
        output_color = c1;
        output_color.w = 1.0f;
      }

      return NV_IDX_PROG_OK;
    }
    else
    {
      // use sample color
      output_color = c1;
    }

    return NV_IDX_PROG_OK;
  }

  NV_IDX_DEVICE_INLINE_MEMBER
  void gamma(float4& out_color, const float gamma)
  {
    // apply gamma correction
    out_color.x = powf(out_color.x, float(1.0f / gamma));
    out_color.y = powf(out_color.y, float(1.0f / gamma));
    out_color.z = powf(out_color.z, float(1.0f / gamma));
  }

  NV_IDX_DEVICE_INLINE_MEMBER
  float4 blinn_shader(const float3& sample_position, const float4& sample_color)
  {
    // get isosurface normal
    const float3 iso_normal = -normalize(state.self.get_gradient(sample_position));

    float3 light_dir;
    if (m_isoraycast_params->light_mode == 0)
    {
      light_dir = ray_dir;
    }
    else
    {
      const float theta = m_isoraycast_params->angle;
      const float phi = m_isoraycast_params->elevation;
      light_dir = make_float3(sinf(phi) * cosf(theta), sinf(phi) * sinf(theta), cosf(phi));
    }

    // diffuse term correction (edge enhance)
    const float diff_amnt = fabsf(dot(light_dir, iso_normal));
    const float diff_fac = powf(diff_amnt, m_isoraycast_params->diff_exp);

    // specular term
    float spec_amnt = 0.0f;

    if (diff_amnt > 0.0f)
    {
      const float3 H = normalize(light_dir + ray_dir);
      const float NH = fabsf(dot(H, iso_normal));
      spec_amnt = powf(NH, m_isoraycast_params->shininess);
    }

    // compute final color (RGB)
    const float3 shade_color =
      make_float3(sample_color) * (m_isoraycast_params->amb_fac + diff_amnt * diff_fac) +
      m_isoraycast_params->spec_color * (spec_amnt * m_isoraycast_params->spec_fac);

    return clamp(
      make_float4(shade_color.x, shade_color.y, shade_color.z, sample_color.w), 0.0f, 1.0f);
  }
}; // class NV_IDX_volume_sample_program
