/****************************************************************************
* MeshLab                                                           o o     *
* A versatile mesh processing toolbox                             o     o   *
*                                                                _   O  _   *
* Copyright(C) 2005                                                \/)\/    *
* Visual Computing Lab                                            /\/|      *
* ISTI - Italian National Research Council                           |      *
*                                                                    \      *
* All rights reserved.                                                      *
*                                                                           *
* This program is free software; you can redistribute it and/or modify      *
* it under the terms of the GNU General Public License as published by      *
* the Free Software Foundation; either version 2 of the License, or         *
* (at your option) any later version.                                       *
*                                                                           *
* This program is distributed in the hope that it will be useful,           *
* but WITHOUT ANY WARRANTY; without even the implied warranty of            *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the             *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt)          *
* for more details.                                                         *
*                                                                           *
****************************************************************************/

#include <common/GLExtensionsManager.h>
#include "filter_ao.h"
#include <QGLFramebufferObject>
#include <QElapsedTimer>
#include <QTextStream>
#include <vcg/math/gen_normal.h>

#include <wrap/qt/checkGLError.h>

#include <iostream>
#include <random>

#define AMBOCC_MAX_TEXTURE_SIZE 2048
#define AMBOCC_DEFAULT_TEXTURE_SIZE 512
#define AMBOCC_DEFAULT_NUM_VIEWS 128
#define AMBOCC_USEGPU_BY_DEFAULT false
#define AMBOCC_USEVBO_BY_DEFAULT true

using namespace std;
using namespace vcg;
static GLuint vs, fs, shdrID;

AmbientOcclusionPlugin::AmbientOcclusionPlugin()
{
	typeList = {
		FP_AMBIENT_OCCLUSION
	};

	for(ActionIDType tt : types())
		actionList.push_back(new QAction(filterName(tt), this));

    init = false;
    useGPU = AMBOCC_USEGPU_BY_DEFAULT;
    numViews = AMBOCC_DEFAULT_NUM_VIEWS;
    depthTexSize = AMBOCC_DEFAULT_TEXTURE_SIZE;
    depthTexArea = depthTexSize*depthTexSize;
    maxTexSize = 16;

    colorFormat = GL_RGBA32F_ARB;
    dataTypeFP = GL_FLOAT;
}

AmbientOcclusionPlugin::~AmbientOcclusionPlugin()
{
}

QString AmbientOcclusionPlugin::pluginName() const
{
    return "FilterAmbientOcclusion";
}

QString AmbientOcclusionPlugin::filterName(ActionIDType filterId) const
{
	switch (filterId) {
	case FP_AMBIENT_OCCLUSION: return QString("Ambient Occlusion");
	default: assert(0); return QString();
	}
}

QString AmbientOcclusionPlugin::pythonFilterName(ActionIDType f) const
{
	switch (f) {
	case FP_AMBIENT_OCCLUSION: return QString("compute_scalar_ambient_occlusion_gpu");
	default: assert(0); return QString();
	}
}

QString AmbientOcclusionPlugin::filterInfo(ActionIDType filterId) const
{
	switch(filterId) {
	case FP_AMBIENT_OCCLUSION: 
		return QString("Compute ambient occlusions values; it takes a number of well distributed view direction and for point of the surface it computes how many time it is visible from these directions. This value is saved into quality and automatically mapped into a gray shade. The average direction is saved into an attribute named 'BentNormal'");
	default : assert(0);
	}
	return QString("");
}

int AmbientOcclusionPlugin::getRequirements(const QAction * /*action*/)
{
	//no requirements needed
	return 0;
}

bool AmbientOcclusionPlugin::requiresGLContext(const QAction* action) const
{
	switch (ID(action)) {
	case FP_AMBIENT_OCCLUSION:
		return true;
	default:
		assert(0);
	}
	return false;
}

FilterPlugin::FilterArity AmbientOcclusionPlugin::filterArity(const QAction*) const
{
	return SINGLE_MESH;
}

int getRequirements(QAction *action);

FilterPlugin::FilterClass AmbientOcclusionPlugin::getClass(const QAction * /*filter*/) const
{
	return FilterPlugin::VertexColoring;
	//return MeshFilterInterface::FilterClass(MeshFilterInterface::FaceColoring | MeshFilterInterface::VertexColoring);
};

RichParameterList AmbientOcclusionPlugin::initParameterList(const QAction *action, const MeshModel & /*m*/)
{
	RichParameterList parlst;
	switch(ID(action))
	{
		case FP_AMBIENT_OCCLUSION:
			parlst.addParam(RichEnum("occMode", 0,	QStringList() << "per-Vertex" << "per-Face (deprecated)", tr("Occlusion mode:"), tr("Occlusion may be calculated per-vertex or per-face, color and quality will be saved in the chosen component.")));
			parlst.addParam(RichFloat("dirBias",0,"Directional Bias [0..1]","The balance between a uniform and a directionally biased set of lighting direction<br>:"
				" - 0 means light came only uniformly from any direction<br>"
				" - 1 means that all the light cames from the specified cone of directions <br>"
				" - other values mix the two set of lighting directions "));
			parlst.addParam(RichInt ("reqViews",AMBOCC_DEFAULT_NUM_VIEWS,"Requested views", "Number of different views uniformly placed around the mesh. More views means better accuracy at the cost of increased calculation time"));
			parlst.addParam(RichDirection("coneDir",Point3m(0,1,0),"Lighting Direction", "Number of different views placed around the mesh. More views means better accuracy at the cost of increased calculation time"));
			parlst.addParam(RichFloat("coneAngle",30,"Cone amplitude", "Number of different views uniformly placed around the mesh. More views means better accuracy at the cost of increased calculation time"));
			parlst.addParam(RichBool("useGPU",AMBOCC_USEGPU_BY_DEFAULT,"Use GPU acceleration","Only works for per-vertex AO. In order to use GPU-Mode, your hardware must support FBOs, FP32 Textures and Shaders. Normally increases the performance by a factor of 4x-5x"));
			//parlst.addParam(RichBool("useVBO",AMBOCC_USEVBO_BY_DEFAULT,"Use VBO if supported","By using VBO, Meshlab loads all the vertex structure in the VRam, greatly increasing rendering speed (for both CPU and GPU mode). Disable it if problem occurs"));
			parlst.addParam(RichInt ("depthTexSize",AMBOCC_DEFAULT_TEXTURE_SIZE,"Depth texture size(should be 2^n)", "Defines the depth texture size used to compute occlusion from each point of view. Higher values means better accuracy usually with low impact on performance"));
		break;
		default: break; // do not add any parameter for the other filters
	}
	return parlst;
}

std::map<std::string, QVariant> AmbientOcclusionPlugin::applyFilter(const QAction * filter, const RichParameterList & par, MeshDocument &md, unsigned int& /*postConditionMask*/, vcg::CallBackPos *cb)
{
	if (ID(filter) == FP_AMBIENT_OCCLUSION) {
		if (glContext != nullptr) {
			MeshModel &m=*(md.mm());

			int occlusionMode = par.getEnum("occMode");
			if (occlusionMode == 1)
				perFace = true;
			else
				perFace = false;

			useGPU = par.getBool("useGPU");
			if (perFace) //GPU only works per-vertex
				useGPU = false;
			depthTexSize = par.getInt("depthTexSize");
			depthTexArea = depthTexSize*depthTexSize;
			numViews = par.getInt("reqViews");
			errInit = false;
			Scalarm dirBias = par.getFloat("dirBias");
			Point3m coneDir = par.getPoint3m("coneDir");
			Scalarm coneAngle = par.getFloat("coneAngle");

			if(perFace)
				m.updateDataMask(MeshModel::MM_FACEQUALITY | MeshModel::MM_FACECOLOR);
			else
				m.updateDataMask(MeshModel::MM_VERTQUALITY | MeshModel::MM_VERTCOLOR);

			std::vector<Point3m> unifDirVec;
			GenNormal<Scalarm>::Fibonacci(numViews,unifDirVec);

			std::vector<Point3m> coneDirVec;
			GenNormal<Scalarm>::UniformCone(numViews, coneDirVec, math::ToRad(coneAngle), coneDir);

			{
				std::random_device rd;
				std::shuffle(unifDirVec.begin(),unifDirVec.end(),std::mt19937(rd()));
				std::shuffle(coneDirVec.begin(),coneDirVec.end(), std::mt19937(rd()));
			}

			int unifNum = floor(unifDirVec.size() * (1.0 - dirBias ));
			int coneNum = floor(coneDirVec.size() * (dirBias ));

			viewDirVec.clear();
			viewDirVec.insert(viewDirVec.end(),unifDirVec.begin(),unifDirVec.begin()+unifNum);
			viewDirVec.insert(viewDirVec.end(),coneDirVec.begin(),coneDirVec.begin()+coneNum);
			numViews = viewDirVec.size();

			this->glContext->makeCurrent();
			this->initGL(cb,m.cm.vn);
			unsigned int widgetSize = std::min(maxTexSize, depthTexSize);
			QSize fbosize(widgetSize,widgetSize);
			QGLFramebufferObjectFormat frmt;
			frmt.setInternalTextureFormat(GL_RGBA);
			frmt.setAttachment(QGLFramebufferObject::Depth);
			QGLFramebufferObject fbo(fbosize,frmt);
			qDebug("Start Painting window size %i %i", fbo.width(), fbo.height());
			GLenum err;
			fbo.bind();
			processGL(m,viewDirVec);
			fbo.release();
			err = glGetError();
			const GLubyte* errname = gluErrorString(err); (void)errname;
			qDebug("End Painting");
			this->glContext->doneCurrent();
			if (errInit) {
				throw MLException("OpenGL error: " + QString::fromUtf8((char*)errname));
			}
		}
		else {
			throw MLException("Fatal error: glContext not initialized");
			//errorMessage = "Fatal error: glContext not initialized";
			//return false;
		}
	}
	else {
		wrongActionCalled(filter);
	}
	return std::map<std::string, QVariant>();
}

bool AmbientOcclusionPlugin::processGL(MeshModel &m, vector<Point3f> &posVect)
{
	if (errInit)
		return false;

	checkGLError::debugInfo("start");
    int tInitElapsed = 0;
    QElapsedTimer tInit, tAll;
    tInit.start();
    tAll.start();

    vector<vcg::Point3f>::iterator vi;

    vcg::tri::Allocator<CMeshO>::CompactVertexVector(m.cm);
    vcg::tri::Allocator<CMeshO>::CompactFaceVector(m.cm);
    vcg::tri::UpdateNormal<CMeshO>::PerVertexNormalizedPerFaceNormalized(m.cm);

	CMeshO::PerVertexAttributeHandle<Point3m> BN;
	CMeshO::PerFaceAttributeHandle<Point3m> FBN;

	if (perFace)
	{
		FBN = tri::Allocator<CMeshO>::GetPerFaceAttribute<Point3m>(m.cm, "BentNormal");
	}
	else
	{
		BN = tri::Allocator<CMeshO>::GetPerVertexAttribute<Point3m>(m.cm, "BentNormal");
	}

    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);

    glClearColor(0.0, 0.0, 0.0, 0.0);

    //if (useVBO)
    //{
    //    //m.glw.SetHint(vcg::GLW::HNUseVBO);
    //    //m.glw.Update();
    //}

	if (perFace)
		tri::UpdateQuality<CMeshO>::FaceConstant(m.cm, 0);
	else
		tri::UpdateQuality<CMeshO>::VertexConstant(m.cm,0);

    if(useGPU)
    {
        vertexCoordsToTexture( m );
        glEnable(GL_BLEND);
        glBlendFunc(GL_ONE, GL_ONE);  //final.rgba = min(2^31, src.rgba*1 + dest.rgba*1);
    }

    tInitElapsed = tInit.elapsed();
	vector<Point3f> faceCenterVec;
	
	if (perFace)
	{
		faceCenterVec.resize(m.cm.face.size());
		for (int i = 0; i<m.cm.fn; i++)
			faceCenterVec[i].Import(Barycenter(m.cm.face[i]));
	}

    for (vi = posVect.begin(); vi != posVect.end(); vi++)
    {
        setCamera(*vi, m.cm.bbox);

        glEnable(GL_POLYGON_OFFSET_FILL);
        glPolygonOffset(1.0f, 1.0f);

        if (useGPU)
        {
            glEnable(GL_DEPTH_TEST);

            // FIRST PASS - fill depth buffer
            glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboDepth);
            glViewport(0,0,depthTexSize,depthTexSize);
            glClear(GL_DEPTH_BUFFER_BIT);

            glColorMask(0, 0, 0, 0);

            MLRenderingData dt;
            MLRenderingData::RendAtts atts;
            atts[MLRenderingData::ATT_NAMES::ATT_VERTPOSITION] = true;
            dt.set(MLRenderingData::PR_SOLID,atts);
            glContext->setRenderingData(m.id(),dt);
            glContext->drawMeshModel(m.id());

            glColorMask(1, 1, 1, 1);

            glDisable(GL_POLYGON_OFFSET_FILL);

            // SECOND PASS - use depth buffer to check occlusion
            glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboResult);
            glViewport(0,0,maxTexSize,maxTexSize);
            generateOcclusionHW();
        }
        else
        {
            glDisable(GL_BLEND);
            glClear(GL_DEPTH_BUFFER_BIT);
            // FIRST PASS - fill depth buffer
            glColorMask(0, 0, 0, 0);

            MLRenderingData dt;
            MLRenderingData::RendAtts atts;
            atts[MLRenderingData::ATT_NAMES::ATT_VERTPOSITION] = true;
            dt.set(MLRenderingData::PR_SOLID,atts);
            glContext->setRenderingData(m.id(),dt);
            glContext->drawMeshModel(m.id());

            glColorMask(1, 1, 1, 1);

            glDisable(GL_POLYGON_OFFSET_FILL);

            // SECOND PASS - use depth buffer to check occlusion
            if(perFace) 
				generateFaceOcclusionSW(m,faceCenterVec);
            else 
				generateOcclusionSW(m);
        }
        checkGLError::debugInfo("Debug AO: ");
    }

    if (useGPU)
    {
        applyOcclusionHW(m);
        glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
        glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );
    }

    if(perFace)
    {
        tri::UpdateColor<CMeshO>::PerFaceQualityGray(m.cm);
        CMeshO::FaceIterator fi;
		for (fi = m.cm.face.begin(); fi != m.cm.face.end(); ++fi)
		{
			(*fi).Q() = (*fi).Q() / numViews;
			FBN[fi].Normalize();
		}
    } 
	else 
	{
        tri::UpdateColor<CMeshO>::PerVertexQualityGray(m.cm,0.0f,0.0f);
        CMeshO::VertexIterator vi;
        for(vi=m.cm.vert.begin();vi!=m.cm.vert.end();++vi)
        {
            (*vi).Q()=(*vi).Q()/numViews;
            BN[vi].Normalize();
        }
    }

    log(GLLogStream::SYSTEM,"Successfully calculated A.O. after %3.2f sec, %3.2f of which is due to initialization", ((float)tAll.elapsed()/1000.0f), ((float)tInitElapsed/1000.0f) );


    /********** Clean up the mess ************/
    if (useGPU)
    {
        glDisable(GL_BLEND);

        glUseProgram(0);

        glDeleteTextures(1, &vertexCoordTex);
        glDeleteTextures(1, &vertexNormalsTex);
        glDeleteTextures(numTexPages, resultBufferTex);

        glDeleteFramebuffersEXT(1, &fboDepth);
        glDeleteFramebuffersEXT(1, &fboResult);

        glDetachShader(shdrID, vs);
        glDetachShader(shdrID, fs);
        glDeleteShader(shdrID);   //executes but gives INVALID_OPERATION ( ?!?!? )
        glGetError();            //patch for clean the gl error state from previous error
        delete [] resultBufferTex;
        delete [] resultBufferMRT;

    }

    glDeleteTextures(1, &depthBufferTex);

    glContext->meshAttributesUpdated(m.id(),true,MLRenderingData::RendAtts());
    /*if (useVBO)
    m.glw.ClearHint(vcg::GLW::HNUseVBO);*/

    return true;
}

void AmbientOcclusionPlugin::initGL(vcg::CallBackPos *cb, unsigned int numVertices)
{
    //******* INIT GLEW ********/
    cb(0, "Initializing: Glew and Hardware Capabilities");
    if (!GLExtensionsManager::initializeGLextensions_notThrowing())
    {
        log(GLLogStream::SYSTEM, "Error initializing OpenGL extensions");
        errInit = true;
        return;
    }

    //******* QUERY HARDWARE FOR: MAX TEX SIZE ********/
    glGetIntegerv(GL_MAX_TEXTURE_SIZE, reinterpret_cast<GLint*>(&maxTexSize) );
    maxTexSize = std::min(maxTexSize, (unsigned int)AMBOCC_MAX_TEXTURE_SIZE);

    if (depthTexSize < 16)
    {
        log(GLLogStream::SYSTEM, "Texture size is too small, 16x16 used instead");
        depthTexSize = 16;
        depthTexArea = depthTexSize*depthTexSize;
    }
    if (depthTexSize > maxTexSize)
    {
        log(GLLogStream::SYSTEM, "Texture size is too large, %dx%d used instead",maxTexSize,maxTexSize);
        depthTexSize = maxTexSize;
        depthTexArea = depthTexSize*depthTexSize;
    }

    //******* SET DEFAULT OPENGL STUFF **********/
    glEnable( GL_DEPTH_TEST );
    glEnable( GL_TEXTURE_2D );
    glEnable( GL_TEXTURE_3D_EXT );

    //******* CHECK THAT EVERYTHING IS SUPPORTED **********/
    if (useGPU)
    {
        if (!glewIsSupported("GL_ARB_vertex_shader GL_ARB_fragment_shader"))
        {
            if (!glewIsSupported("GL_EXT_vertex_shader GL_EXT_fragment_shader"))
            {
                log(GLLogStream::SYSTEM, "Your hardware doesn't support Shaders, which are required for hw occlusion");
                errInit = true;
                return;
            }
        }
        if ( !glewIsSupported("GL_EXT_framebuffer_object") )
        {
            log(GLLogStream::SYSTEM, "Your hardware doesn't support FBOs, which are required for hw occlusion");
            errInit = true;
            return;
        }

        if ( glewIsSupported("GL_ARB_texture_float") )
        {
            if ( !glewIsSupported("GL_EXT_gpu_shader4") )   //Only DX10-grade cards support FP32 blending
            {
                //colorFormat = GL_RGB16F_ARB;
                //dataTypeFP = GL_HALF_FLOAT_ARB;

                log(GLLogStream::SYSTEM,"Your hardware can't do FP32 blending, and currently the FP16 version is not yet implemented.");
                errInit = true;
                return;
            }

            colorFormat = GL_RGB32F_ARB;
            dataTypeFP = GL_FLOAT;
        }
        else
        {
            log(GLLogStream::SYSTEM,"Your hardware doesn't support floating point textures, which are required for hw occlusion");
            errInit = true;
            return;
        }

        unsigned int maxTexPages=1;
        glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, reinterpret_cast<GLint*>(&maxTexPages) );

        //******* CHECK MODEL SIZE ***********/
        if ((maxTexSize*maxTexSize*maxTexPages) < numVertices && useGPU)
        {
            log(GLLogStream::SYSTEM, "That's a really huge model, I can't handle it in hardware, sorry..");
            errInit = true;
            return;
        }

        //******* FIND BEST COMPROMISE BETWEEN TEX SIZE AND MRTs ********/
        unsigned int smartTexSize;
        for (smartTexSize=64; (smartTexSize*smartTexSize) < (numVertices/maxTexPages); smartTexSize*=2 );

        if (smartTexSize > maxTexSize)
        {
            //should ever enter this point, just exit with error
            log(GLLogStream::SYSTEM,"There was an error while determining best texture size, unable to continue");
            errInit = true;
            return;
        }

        //******* LOAD SHADERS *******/
        cb(30, "Initializing: Shaders and Textures");
		QString shad1(":/AmbientOcclusion/shaders/ambient_occlusion4");
		QString shad2(":/AmbientOcclusion/shaders/ambient_occlusion8");
        if (maxTexPages == 4)
            set_shaders(shad1.toLatin1().data(),vs,fs,shdrID);
        else
            set_shaders(shad2.toLatin1().data(),vs,fs,shdrID);  //geforce 8+


        maxTexSize = smartTexSize;
        numTexPages = std::min( (numVertices / (smartTexSize*smartTexSize))+1, maxTexPages);
        resultBufferTex = new GLuint[numTexPages];
        resultBufferMRT = new GLenum[numTexPages];

        //******* INIT TEXTURES **********/
        initTextures();

        //*******INIT FBO*********/
        cb(60, "Initializing: Framebuffer Objects");

        fboDepth = 0;
        glGenFramebuffersEXT(1, &fboDepth);   // FBO for first pass (1 depth attachment)
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboDepth);
        glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depthBufferTex, 0);

        // only in this way it is possible to read back the depth texture correctly(!!)
        glDrawBuffer(GL_NONE);
        glReadBuffer(GL_NONE);

        if (!checkFramebuffer())
        {
            errInit = true;
            return;
        }

        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

        fboResult = 0;
        glGenFramebuffersEXT(1, &fboResult);   // FBO for second pass (1 color attachment)
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboResult);
        for (unsigned int i=0; i<numTexPages; ++i)
        {
            resultBufferMRT[i] = GL_COLOR_ATTACHMENT0_EXT+i;
            glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT+i, GL_TEXTURE_2D, resultBufferTex[i], 0);
        }

        glDrawBuffers(numTexPages, resultBufferMRT);

        if (!checkFramebuffer())
        {
            errInit = true;
            return;
        }

        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
    }

    glViewport(0.0, 0.0, depthTexSize, depthTexSize);

    cb(100, "Initializing: Done.");
}

void AmbientOcclusionPlugin::initTextures()
{
    unsigned int potTexSize = 0;

    vertexCoordTex   = 0;
    vertexNormalsTex = 0;
    resultBufferTex  = new GLuint[numTexPages];

    //**** find nearest POT size for numTexPages in order to use it as depth size in 3D Textures ****/
    for (potTexSize=1; potTexSize<numTexPages; potTexSize*=2);

    glGenTextures (1, &depthBufferTex);
    glGenTextures (1, &vertexCoordTex);
    glGenTextures (1, &vertexNormalsTex);
    glGenTextures (numTexPages, resultBufferTex);


    //*******INIT DEPTH TEXTURE - 2D *********/
    glBindTexture(GL_TEXTURE_2D, depthBufferTex);

    glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,           GL_CLAMP_TO_EDGE);
    glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,           GL_CLAMP_TO_EDGE);
    glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,       GL_NEAREST);
    glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,       GL_NEAREST);
    glTexParameteri (GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB,   GL_LUMINANCE);
    glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
    glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);

    glTexImage2D (GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, depthTexSize, depthTexSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0);


    //*******INIT VERTEX COORDINATES TEXTURE - 3D *********/
    glBindTexture(GL_TEXTURE_3D, vertexCoordTex);

    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP);
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

    glTexImage3D(GL_TEXTURE_3D, 0, colorFormat, maxTexSize, maxTexSize, potTexSize, 0, GL_RGBA, dataTypeFP, 0);


    //*******INIT NORMAL VECTORS TEXTURE - 3D *********/
    glBindTexture(GL_TEXTURE_3D, vertexNormalsTex);

    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP);
    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP);
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

    glTexImage3D(GL_TEXTURE_3D, 0, colorFormat, maxTexSize, maxTexSize, potTexSize, 0, GL_RGBA, dataTypeFP, 0);


    //*******INIT RESULT TEXTURE - 2D Array *********/
    for (unsigned int i=0; i<numTexPages; ++i)
    {
        glBindTexture(GL_TEXTURE_2D, resultBufferTex[i]);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

        glTexImage2D(GL_TEXTURE_2D, 0, colorFormat, maxTexSize, maxTexSize, 0, GL_RGBA, dataTypeFP, 0);
    }

    glBindTexture(GL_TEXTURE_2D, 0);
}

bool AmbientOcclusionPlugin::checkFramebuffer()
{
    GLenum fboStatus = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);

    if ( fboStatus != GL_FRAMEBUFFER_COMPLETE_EXT)
    {
        switch (fboStatus)
        {
        case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
            log(GLLogStream::SYSTEM, "FBO Incomplete: Attachment");
            break;
        case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
            log(GLLogStream::SYSTEM, "FBO Incomplete: Missing Attachment");
            break;
        case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
            log(GLLogStream::SYSTEM, "FBO Incomplete: Dimensions");
            break;
        case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
            log(GLLogStream::SYSTEM, "FBO Incomplete: Formats");
            break;
        case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
            log(GLLogStream::SYSTEM, "FBO Incomplete: Draw Buffer");
            break;
        case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
            log(GLLogStream::SYSTEM, "FBO Incomplete: Read Buffer");
            break;
        default:
            log(GLLogStream::SYSTEM, "Undefined FBO error");
            assert(0);
        }

        return false;
    }

    return true;
}

void AmbientOcclusionPlugin::vertexCoordsToTexture(MeshModel &m)
{
    unsigned int texSize = maxTexSize*maxTexSize*numTexPages*4;

    GLfloat *vertexPosition= new GLfloat[texSize];
    GLfloat *vertexNormals = new GLfloat[texSize];
    vcg::Point3<CMeshO::ScalarType> vn;

    //Copies each vertex's position and normal in new vectors
    for (int i=0; i < m.cm.vn; ++i)
    {
        //Vertex position
        vertexPosition[i*4+0] = m.cm.vert[i].P().X();
        vertexPosition[i*4+1] = m.cm.vert[i].P().Y();
        vertexPosition[i*4+2] = m.cm.vert[i].P().Z();
        vertexPosition[i*4+3] = 1.0;

        //Normal vector for each vertex
        vn = m.cm.vert[i].N();
        vertexNormals[i*4+0] = vn.X();
        vertexNormals[i*4+1] = vn.Y();
        vertexNormals[i*4+2] = vn.Z();
        vertexNormals[i*4+3] = 1.0;
    }

    //Write vertex coordinates
    glBindTexture(GL_TEXTURE_3D_EXT, vertexCoordTex);
    glTexSubImage3D(GL_TEXTURE_3D_EXT, 0, 0, 0, 0, maxTexSize, maxTexSize, numTexPages, GL_RGBA, dataTypeFP, vertexPosition);

    //Write normal directions
    glBindTexture(GL_TEXTURE_3D_EXT, vertexNormalsTex);
    glTexSubImage3D(GL_TEXTURE_3D_EXT, 0, 0, 0, 0, maxTexSize, maxTexSize, numTexPages, GL_RGBA, dataTypeFP, vertexNormals);

    delete [] vertexNormals;
    delete [] vertexPosition;
}

void AmbientOcclusionPlugin::setCamera(Point3f camDir, Box3m &meshBBox)
{
    cameraDir.Import(camDir);
    GLfloat d = (meshBBox.Diag()/2.0) * 1.1,
        k = 0.1f;
    Point3f eye = Point3f::Construct(meshBBox.Center()) + camDir * (d+k);

    glViewport(0.0, 0.0, depthTexSize, depthTexSize);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(-d, d, -d, d, k, k+(2.0*d) );

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(eye.X(), eye.Y(), eye.Z(),
        meshBBox.Center().X(), meshBBox.Center().Y(), meshBBox.Center().Z(),
        0.0, 1.0, 0.0);
}


void AmbientOcclusionPlugin::generateOcclusionHW()
{
    GLfloat mv_pr_Matrix_f[16];  // modelview-projection matrix

    glGetFloatv(GL_MODELVIEW_MATRIX, mv_pr_Matrix_f);
    glMatrixMode(GL_PROJECTION);
    glMultMatrixf(mv_pr_Matrix_f);
    glGetFloatv(GL_PROJECTION_MATRIX, mv_pr_Matrix_f);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    // Need to clear the depthBuffer if we don't
    // want a mesh-shaped hole in the middle of the S.A.Q. :)
    glClear(GL_DEPTH_BUFFER_BIT);

    glDisable(GL_DEPTH_TEST);


    glUseProgram(shdrID);

    // Set depthmap
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, depthBufferTex);
    glUniform1i(glGetUniformLocation(shdrID, "dTexture"), 0);

    // Set vertex position texture
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_3D_EXT, vertexCoordTex);
    glUniform1i(glGetUniformLocation(shdrID, "vTexture"), 1);

    // Set vertex normal texture
    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_3D_EXT, vertexNormalsTex);
    glUniform1i(glGetUniformLocation(shdrID, "nTexture"), 2);

    // Set view direction
    glUniform3f(glGetUniformLocation(shdrID, "viewDirection"), cameraDir.X(), cameraDir.Y(), cameraDir.Z());

    // Set ModelView-Projection Matrix
    glUniformMatrix4fv(glGetUniformLocation(shdrID, "mvprMatrix"), 1, GL_FALSE, (const GLfloat*)mv_pr_Matrix_f);

    // Set total number of texture pages
    glUniform1f(glGetUniformLocation(shdrID, "numTexPages"), static_cast<float>(numTexPages) );

    // Set texture Size
    glUniform1f(glGetUniformLocation(shdrID, "texSize"), static_cast<float>(depthTexSize) );

    // Set viewport Size
    glUniform1f(glGetUniformLocation(shdrID, "viewpSize"), static_cast<float>(maxTexSize) );

    // Screen-aligned Quad
    glBegin(GL_QUADS);
    glVertex3f(-1.0f, -1.0f, 0.0f); //L-L
    glVertex3f( 1.0f, -1.0f, 0.0f); //L-R
    glVertex3f( 1.0f,  1.0f, 0.0f); //U-R
    glVertex3f(-1.0f,  1.0f, 0.0f); //U-L
    glEnd();

    glUseProgram(0);
}

void AmbientOcclusionPlugin::generateOcclusionSW(MeshModel &m)
{
    GLdouble resCoords[3];
    GLdouble mvMatrix_f[16];
    GLdouble prMatrix_f[16];
    GLint viewpSize[4];
    GLfloat *dFloat = new GLfloat[depthTexArea];

    glGetDoublev(GL_MODELVIEW_MATRIX, mvMatrix_f);
    glGetDoublev(GL_PROJECTION_MATRIX, prMatrix_f);
    glGetIntegerv(GL_VIEWPORT, viewpSize);

    glReadPixels(0, 0, depthTexSize, depthTexSize, GL_DEPTH_COMPONENT, GL_FLOAT, dFloat);

    cameraDir.Normalize();
    CMeshO::PerVertexAttributeHandle<Point3m> BN = tri::Allocator<CMeshO>::GetPerVertexAttribute<Point3m>(m.cm, "BentNormal");

    for (int i=0; i<m.cm.vn; ++i)
    {
        Point3<CMeshO::ScalarType> &vp = m.cm.vert[i].P();
        gluProject(vp.X(), vp.Y(), vp.Z(),
            (const GLdouble *) mvMatrix_f, (const GLdouble *) prMatrix_f, (const GLint *) viewpSize,
            &resCoords[0], &resCoords[1], &resCoords[2] );

        int x = floor(resCoords[0]);
        int y = floor(resCoords[1]);

        if (resCoords[2] <= (GLdouble)dFloat[depthTexSize*y+x])
        {
            m.cm.vert[i].Q() += max(Point3f::Construct(m.cm.vert[i].cN()).dot(cameraDir), 0.0f);
            BN[ m.cm.vert[i] ] += cameraDir;
        }
    }

    delete [] dFloat;
}

void AmbientOcclusionPlugin::generateFaceOcclusionSW(MeshModel &m, vector<Point3f> & faceCenterVec)
{
    GLdouble resCoords[3];
    GLdouble mvMatrix_f[16];
    GLdouble prMatrix_f[16];
    GLint viewpSize[4];
    GLfloat *dFloat = new GLfloat[depthTexArea];
    glGetDoublev(GL_MODELVIEW_MATRIX, mvMatrix_f);
    glGetDoublev(GL_PROJECTION_MATRIX, prMatrix_f);
    glGetIntegerv(GL_VIEWPORT, viewpSize);

    glReadPixels(0, 0, depthTexSize, depthTexSize, GL_DEPTH_COMPONENT, GL_FLOAT, dFloat);

    cameraDir.Normalize();
    CMeshO::PerFaceAttributeHandle<Point3m> FBN = tri::Allocator<CMeshO>::GetPerFaceAttribute<Point3m>(m.cm, "BentNormal");

    for (uint i=0; i<faceCenterVec.size(); ++i)
    {
        Point3f &vp = faceCenterVec[i];
        gluProject(vp.X(), vp.Y(), vp.Z(),
            (const GLdouble *) mvMatrix_f, (const GLdouble *) prMatrix_f, (const GLint *) viewpSize,
            &resCoords[0], &resCoords[1], &resCoords[2] );

        int x = floor(resCoords[0]);
        int y = floor(resCoords[1]);

        if (resCoords[2] <= (GLdouble)dFloat[depthTexSize*y+x])
        {
            m.cm.face[i].Q() += max(Point3f::Construct(m.cm.face[i].cN()).dot(cameraDir), 0.0f);
			FBN[m.cm.face[i]] += cameraDir;
        }
    }

    delete [] dFloat;
}

void AmbientOcclusionPlugin::applyOcclusionHW(MeshModel &m)
{
    const unsigned int texelNum = maxTexSize*maxTexSize;

    GLfloat *result = new GLfloat[texelNum*4];

    unsigned int nVert=0;

    for (unsigned int n=0; n<numTexPages; ++n)
    {
        glReadBuffer(GL_COLOR_ATTACHMENT0_EXT+n);
        glReadPixels(0, 0, maxTexSize, maxTexSize, GL_RGBA, GL_FLOAT, result);   //usare GL_RED

        nVert = ( n+1 == numTexPages) ? (m.cm.vn % texelNum) : texelNum;

        for (unsigned int i = 0; i < nVert; i++)
            m.cm.vert[texelNum*n+i].Q() = result[i*4];
    }

    delete [] result;
}


void AmbientOcclusionPlugin::set_shaders(char *shaderName, GLuint &v, GLuint &f, GLuint &pr)
{
    f = glCreateShader(GL_FRAGMENT_SHADER);
    v = glCreateShader(GL_VERTEX_SHADER);

    QString fileName(shaderName);
    QChar nMRT;
    QByteArray ba;
    QFile file;
    char *data;

    nMRT = fileName.at(fileName.size()-1);

    fileName = fileName.left(fileName.size()-1);
    fileName.append(".vert");
    file.setFileName(fileName);
    if (file.open(QIODevice::ReadOnly))
    {
        QTextStream ts(&file);
        ba = ts.readAll().toLocal8Bit();
        data = ba.data();
        glShaderSource(v, 1, (const GLchar**)&data,NULL);
        glCompileShader(v);
        GLint errV;
        glGetShaderiv(v,GL_COMPILE_STATUS,&errV);
        assert(errV==GL_TRUE);
        file.close();
    }

    fileName = fileName.left(fileName.size()-5);
    fileName.append(nMRT);
    fileName.append(".frag");
    file.setFileName(fileName);
    if (file.open(QIODevice::ReadOnly))
    {
        QTextStream ts(&file);
        ba = ts.readAll().toLocal8Bit();
        data = ba.data();
        glShaderSource(f, 1, (const GLchar**)&data,NULL);
        glCompileShader(f);
        GLint errF;
        glGetShaderiv(f,GL_COMPILE_STATUS,&errF);
        assert(errF==GL_TRUE);
        file.close();
    }

    pr = glCreateProgram();

    glAttachShader(pr,v);
    glAttachShader(pr,f);

    glLinkProgram(pr);
}

void AmbientOcclusionPlugin::dumpFloatTexture(QString filename, float *texdata, int elems)
{
    unsigned char *cdata = new unsigned char[elems];

    for (int i=0; i<elems; ++i)
        cdata[i] = (unsigned char)(texdata[i]*255.0);

    FILE *f;
    f=fopen(qUtf8Printable(filename) ,"wb+");
    fwrite(cdata,sizeof(unsigned char),elems,f);
    fclose(f);

    delete [] cdata;
}

MESHLAB_PLUGIN_NAME_EXPORTER(AmbientOcclusionPlugin)
