/** Example 027 Post Processing

This tutorial shows how to implement post processing for D3D9 and OpenGL with 
the engine. In order to do post processing, scene objects are firstly rendered
to render target. With the help of screen quad, the render target texture
is then drawn on the quad with shader-defined effects applied.

This tutorial shows how to create a screen quad. It also shows how to create a 
render target texture and associate it with the quad. Effects are defined as
shaders which are applied during rendering the quad with the render target 
texture attached to it.

A simple color inverse example is presented in this tutorial. The effect is 
written in HLSL and GLSL.

@author Boshen Guan

We include all headers and define necessary variables as we have done before.
*/
#include "driverChoice.h"
#include "exampleHelper.h"

#include <irrlicht.h>

using namespace irr;

#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif

/*
We write a class derived from IShaderConstantSetCallBack class and implement
OnSetConstants callback interface. In this callback, we will set constants 
used by the shader.
In this example, our HLSL shader needs texture size as input in its vertex 
shader. Therefore, we set texture size in OnSetConstants callback using
setVertexShaderConstant function.
*/

IrrlichtDevice* device = 0;
video::ITexture* rt = 0;

class QuadShaderCallBack : public video::IShaderConstantSetCallBack
{
public:
	QuadShaderCallBack() : FirstUpdate(true), TextureSizeID(-1), TextureSamplerID(-1)
	{ }

    virtual void OnSetConstants(video::IMaterialRendererServices* services,
            s32 userData)
    {
        core::dimension2d<u32> size = rt->getSize();

        // get texture size array
        f32 textureSize[] = 
        {
            (f32)size.Width, (f32)size.Height
        };

		if ( FirstUpdate )
		{
			TextureSizeID = services->getVertexShaderConstantID("TextureSize");
			TextureSamplerID = services->getPixelShaderConstantID("TextureSampler");
		}

        // set texture size to vertex shader
        services->setVertexShaderConstant(TextureSizeID, reinterpret_cast<f32*>(textureSize), 2);
        
        // set texture for an OpenGL driver
        s32 textureLayer = 0;
        services->setPixelShaderConstant(TextureSamplerID, &textureLayer, 1);
    }

private:
	bool FirstUpdate;
	s32 TextureSizeID;
	s32 TextureSamplerID;
};

class ScreenQuad : public IReferenceCounted
{
public:

    ScreenQuad(video::IVideoDriver* driver)
        : Driver(driver)
    {
        // --------------------------------> u
        // |[1](-1, 1)----------[2](1, 1)
        // | | ( 0, 0)         / | (1, 0)
        // | |               /   |
        // | |             /     |
        // | |           /       |
        // | |         /         |
        // | |       /           |
        // | |     /             |
        // | |   /               |
        // | | /                 |
        // |[0](-1, -1)---------[3](1, -1)
        // |   ( 0,  1)            (1,  1)
        // V 
        // v

        /*
        A screen quad is composed of two adjacent triangles with 4 vertices.
        Vertex [0], [1] and [2] create the first triangle and Vertex [0], 
        [2] and [3] create the second one. To map texture on the quad, UV 
        coordinates are assigned to the vertices. The origin of UV coordinate 
        locates on the top-left corner. And the value of UVs range from 0 to 1.
        */

        // define vertices array

        Vertices[0] = irr::video::S3DVertex(-1.0f, -1.0f, 0.0f, 1, 1, 0, irr::video::SColor(0,255,255,255), 0.0f, 1.0f);
        Vertices[1] = irr::video::S3DVertex(-1.0f,  1.0f, 0.0f, 1, 1, 0, irr::video::SColor(0,255,255,255), 0.0f, 0.0f);
        Vertices[2] = irr::video::S3DVertex( 1.0f,  1.0f, 0.0f, 1, 1, 0, irr::video::SColor(0,255,255,255), 1.0f, 0.0f);
        Vertices[3] = irr::video::S3DVertex( 1.0f, -1.0f, 0.0f, 1, 1, 0, irr::video::SColor(0,255,255,255), 1.0f, 1.0f);

        // define indices for triangles

        Indices[0] = 0;
        Indices[1] = 1;
        Indices[2] = 2;
        Indices[3] = 0;
        Indices[4] = 2;
        Indices[5] = 3;

        // turn off lighting as default
        Material.setFlag(video::EMF_LIGHTING, false);

        // set texture warp settings to clamp to edge pixel
        for (u32 i = 0; i < video::MATERIAL_MAX_TEXTURES; i++)
        {
            Material.TextureLayer[i].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
            Material.TextureLayer[i].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
        }
    }

    virtual ~ScreenQuad() {}


    //! render the screen quad
    virtual void render()
    {
        // set the material of screen quad
        Driver->setMaterial(Material);

        // set matrices to fit the quad to full viewport
        Driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
        Driver->setTransform(video::ETS_VIEW, core::IdentityMatrix);
        Driver->setTransform(video::ETS_PROJECTION, core::IdentityMatrix);

        // draw screen quad 
        Driver->drawVertexPrimitiveList(Vertices, 4, Indices, 2);
    }

    //! sets a flag of material to a new value
    virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
    {
        Material.setFlag(flag, newvalue);
    }

    //! sets the texture of the specified layer in material to the new texture.
    void setMaterialTexture(u32 textureLayer, video::ITexture* texture)
    {
        Material.setTexture(textureLayer, texture);
    }

    //! sets the material type to a new material type.
    virtual void setMaterialType(video::E_MATERIAL_TYPE newType)
    {
        Material.MaterialType = newType;
    }

private:

    video::IVideoDriver *Driver;
    video::S3DVertex Vertices[4];
    u16 Indices[6];
    video::SMaterial Material;
};

/*
We start up the engine just like before. Then shader programs are selected
according to the driver type.
*/
int main()
{
    // ask user for driver
    video::E_DRIVER_TYPE driverType=driverChoiceConsole();
    if (driverType==video::EDT_COUNT)
        return 1;

    // create device
    device = createDevice(driverType, core::dimension2d<u32>(640, 480));

    if (device == 0)
        return 1; // could not create selected driver.

    video::IVideoDriver* driver = device->getVideoDriver();
    scene::ISceneManager* smgr = device->getSceneManager();

    /*
    In this example, high level post processing shaders are loaded for both
    Direct3D and OpenGL drivers. 
    File pp_d3d9.hlsl is for Direct3D 9, and pp_opengl.frag/pp_opengl.vert 
    are for OpenGL.
    */

	const io::path mediaPath = getExampleMediaPath();
    io::path vsFileName; // filename for the vertex shader
    io::path psFileName; // filename for the pixel shader

    switch(driverType)
    {
    case video::EDT_DIRECT3D9:
        psFileName = mediaPath + "pp_d3d9.hlsl";
        vsFileName = psFileName; // both shaders are in the same file
        break;

    case video::EDT_OPENGL:
        psFileName = mediaPath + "pp_opengl.frag";
        vsFileName = mediaPath + "pp_opengl.vert";
        break;
    }

    /*
    Check for hardware capability of executing the corresponding shaders
    on selected renderer. This is not necessary though.
    */

    if (!driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
        !driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1))
    {
        device->getLogger()->log("WARNING: Pixel shaders disabled "\
            "because of missing driver/hardware support.");
        psFileName = "";
    }

    if (!driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
        !driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))
    {
        device->getLogger()->log("WARNING: Vertex shaders disabled "\
            "because of missing driver/hardware support.");
        vsFileName = "";
    }

    /*
    An animated mesh is loaded to be displayed. As in most examples,
    we'll take the fairy md2 model.
    */

    // load and display animated fairy mesh

    scene::IAnimatedMeshSceneNode* fairy = smgr->addAnimatedMeshSceneNode(
        smgr->getMesh(mediaPath + "faerie.md2"));

    if (fairy)
    {
        fairy->setMaterialTexture(0,
                driver->getTexture(mediaPath + "faerie2.bmp")); // set diffuse texture
        fairy->setMaterialFlag(video::EMF_LIGHTING, false); // disable dynamic lighting
        fairy->setPosition(core::vector3df(-10,0,-100));
        fairy->setMD2Animation ( scene::EMAT_STAND );
    }

    // add scene camera
    smgr->addCameraSceneNode(0, core::vector3df(10,10,-80),
        core::vector3df(-10,10,-100));

    /*
    We create a render target texture (RTT) with the same size as frame buffer. 
    Instead of rendering the scene directly to the frame buffer, we firstly 
    render it to this RTT. Post processing is then applied based on this RTT.
    RTT size needs not to be the same with frame buffer though. However in this 
    example, we expect the result of rendering to RTT to be consistent with the 
    result of rendering directly to the frame buffer. Therefore, the size of 
    RTT keeps the same with frame buffer.
    */

    // create render target

    if (driver->queryFeature(video::EVDF_RENDER_TO_TARGET))
    {
        rt = driver->addRenderTargetTexture(core::dimension2d<u32>(640, 480), "RTT1");
    }
    else
    {
        device->getLogger()->log("Your hardware or this renderer is not able to use the "\
            "render to texture feature. RTT Disabled.");
    }

    /*
    Post processing is achieved by rendering a screen quad with this RTT (with 
    previously rendered result) as a texture on the quad. A screen quad is 
    geometry of flat plane composed of two adjacent triangles covering the 
    entire area of viewport. In this pass of rendering, RTT works just like 
    a normal texture and is drawn on the quad during rendering. We can then 
    take control of this rendering process by applying various shader-defined 
    materials to the quad. In other words, we can achieve different effect by
    writing different shaders.
    This process is called post processing because it normally does not rely 
    on scene geometry. The inputs of this process are just textures, or in
    other words, just images. With the help of screen quad, we can draw these 
    images on the screen with different effects. For example, we can adjust 
    contrast, make grayscale, add noise, do more fancy effect such as blur, 
    bloom, ghost, or just like in this example, we invert the color to produce 
    negative image.
    Note that post processing is not limited to use only one texture. It can 
    take multiple textures as shader inputs to provide desired result. In 
    addition, post processing can also be chained to produce compound result.
    */

    // we create a screen quad
    ScreenQuad *screenQuad = new ScreenQuad(driver);

    // turn off mip maps and bilinear filter since we do not want interpolated result
    screenQuad->setMaterialFlag(video::EMF_USE_MIP_MAPS, false);
    screenQuad->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);

    // set quad texture to RTT we just create
    screenQuad->setMaterialTexture(0, rt);

    /*
    Let's create material for the quad. Like in other example, we create material
    using IGPUProgrammingServices and call addShaderMaterialFromFiles, which
    returns a material type identifier.
    */

    // create materials

    video::IGPUProgrammingServices* gpu = driver->getGPUProgrammingServices();
    s32 ppMaterialType = 0;

    if (gpu)
    {
        // We write a QuadShaderCallBack class that implements OnSetConstants 
        // callback of IShaderConstantSetCallBack class at the beginning of 
        // this tutorial. We set shader constants in this callback.
    
        // create an instance of callback class

        QuadShaderCallBack* mc = new QuadShaderCallBack();

        // create material from post processing shaders

        ppMaterialType = gpu->addHighLevelShaderMaterialFromFiles(
            vsFileName, "vertexMain", video::EVST_VS_1_1,
            psFileName, "pixelMain", video::EPST_PS_1_1, mc);

        mc->drop();
    }

    // set post processing material type to the quad
    screenQuad->setMaterialType((video::E_MATERIAL_TYPE)ppMaterialType);

    /*
    Now draw everything. That's all.
    */

    int lastFPS = -1;

    while(device->run())
    {
        if (device->isWindowActive())
        {
            driver->beginScene(true, true, video::SColor(255,0,0,0));

            if (rt)
            {
                // draw scene into render target

                // set render target to RTT
                driver->setRenderTarget(rt, true, true, video::SColor(255,0,0,0));

                // draw scene to RTT just like normal rendering
                smgr->drawAll();

                // after rendering to RTT, we change render target back
                driver->setRenderTarget(0, true, true, video::SColor(255,0,0,0));

                // render screen quad to apply post processing
                screenQuad->render();
            }
            else
            {
                // draw scene normally
                smgr->drawAll();
            }

            driver->endScene();

            int fps = driver->getFPS();

            if (lastFPS != fps)
            {
                core::stringw str = L"Irrlicht Engine - Post processing example [";
                str += driver->getName();
                str += "] FPS:";
                str += fps;

                device->setWindowCaption(str.c_str());
                lastFPS = fps;
            }
        }
    }

    // do not forget to manually drop the screen quad

    screenQuad->drop();

    device->drop();

    return 0;
}

/*
**/