/* OpenSceneGraph example, osgshaders.
*
*  Permission is hereby granted, free of charge, to any person obtaining a copy
*  of this software and associated documentation files (the "Software"), to deal
*  in the Software without restriction, including without limitation the rights
*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*  copies of the Software, and to permit persons to whom the Software is
*  furnished to do so, subject to the following conditions:
*
*  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*  THE SOFTWARE.
*/

/************************************************************************
 *                                                                      *
 *                   Copyright (C) 2002  3Dlabs Inc. Ltd.               *
 *                                                                      *
 ************************************************************************/

/* Adapted from osgshaders example by Robert Osfield for use as part of osgUtil.*/

#include <math.h>
#include <stdlib.h>

#include <osgUtil/PerlinNoise>

using namespace osgUtil;

/* Coherent noise function over 1, 2 or 3 dimensions */
/* (copyright Ken Perlin) */

#define N 0x1000
#define NP 12   /* 2^N */
#define NM 0xfff

#define s_curve(t) ( t * t * (3. - 2. * t) )
#define lerp(t, a, b) ( a + t * (b - a) )
#define setup(i,b0,b1,r0,r1)\
        t = vec[i] + N;\
        b0 = ((int)t) & BM;\
        b1 = (b0+1) & BM;\
        r0 = t - (int)t;\
        r1 = r0 - 1.;
#define at2(rx,ry) ( rx * q[0] + ry * q[1] )
#define at3(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] )


PerlinNoise::PerlinNoise()
{
    SetNoiseFrequency(1);
}

void PerlinNoise::SetNoiseFrequency(int frequency)
{
        start = 1;
        B = frequency;
        BM = B-1;
}

double PerlinNoise::noise1(double arg)
{
   int bx0, bx1;
   double rx0, rx1, sx, t, u, v, vec[1];

   vec[0] = arg;
   if (start) {
      start = 0;
      initNoise();
   }

   setup(0,bx0,bx1,rx0,rx1);

   sx = s_curve(rx0);
   u = rx0 * g1[ p[ bx0 ] ];
   v = rx1 * g1[ p[ bx1 ] ];

   return(lerp(sx, u, v));
}

double PerlinNoise::noise2(double vec[2])
{
   int bx0, bx1, by0, by1, b00, b10, b01, b11;
   double rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v;
   int i, j;

   if (start) {
      start = 0;
      initNoise();
   }

   setup(0, bx0,bx1, rx0,rx1);
   setup(1, by0,by1, ry0,ry1);

   i = p[ bx0 ];
   j = p[ bx1 ];

   b00 = p[ i + by0 ];
   b10 = p[ j + by0 ];
   b01 = p[ i + by1 ];
   b11 = p[ j + by1 ];

   sx = s_curve(rx0);
   sy = s_curve(ry0);

   q = g2[ b00 ] ; u = at2(rx0,ry0);
   q = g2[ b10 ] ; v = at2(rx1,ry0);
   a = lerp(sx, u, v);

   q = g2[ b01 ] ; u = at2(rx0,ry1);
   q = g2[ b11 ] ; v = at2(rx1,ry1);
   b = lerp(sx, u, v);

   return lerp(sy, a, b);
}

double PerlinNoise::noise3(double vec[3])
{
   int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
   double rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v;
   int i, j;

   if (start) {
      start = 0;
      initNoise();
   }

   setup(0, bx0,bx1, rx0,rx1);
   setup(1, by0,by1, ry0,ry1);
   setup(2, bz0,bz1, rz0,rz1);

   i = p[ bx0 ];
   j = p[ bx1 ];

   b00 = p[ i + by0 ];
   b10 = p[ j + by0 ];
   b01 = p[ i + by1 ];
   b11 = p[ j + by1 ];

   t  = s_curve(rx0);
   sy = s_curve(ry0);
   sz = s_curve(rz0);

   q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0);
   q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0);
   a = lerp(t, u, v);

   q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0);
   q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0);
   b = lerp(t, u, v);

   c = lerp(sy, a, b);

   q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1);
   q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1);
   a = lerp(t, u, v);

   q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1);
   q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1);
   b = lerp(t, u, v);

   d = lerp(sy, a, b);

   //fprintf(stderr, "%f\n", lerp(sz, c, d));

   return lerp(sz, c, d);
}

void PerlinNoise::normalize2(double v[2])
{
   double s;

   s = sqrt(v[0] * v[0] + v[1] * v[1]);
   v[0] = v[0] / s;
   v[1] = v[1] / s;
}

void PerlinNoise::normalize3(double v[3])
{
   double s;

   s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
   v[0] = v[0] / s;
   v[1] = v[1] / s;
   v[2] = v[2] / s;
}

void PerlinNoise::initNoise(void)
{
   int i, j, k;

   srand(30757);
   for (i = 0 ; i < B ; i++) {
      p[i] = i;
      g1[i] = (double)((rand() % (B + B)) - B) / B;

      for (j = 0 ; j < 2 ; j++)
         g2[i][j] = (double)((rand() % (B + B)) - B) / B;
      normalize2(g2[i]);

      for (j = 0 ; j < 3 ; j++)
         g3[i][j] = (double)((rand() % (B + B)) - B) / B;
      normalize3(g3[i]);
   }

   while (--i) {
      k = p[i];
      p[i] = p[j = rand() % B];
      p[j] = k;
   }

   for (i = 0 ; i < B + 2 ; i++) {
      p[B + i] = p[i];
      g1[B + i] = g1[i];
      for (j = 0 ; j < 2 ; j++)
         g2[B + i][j] = g2[i][j];
      for (j = 0 ; j < 3 ; j++)
         g3[B + i][j] = g3[i][j];
   }
}

/* --- My harmonic summing functions - PDB --------------------------*/

/*
   In what follows "alpha" is the weight when the sum is formed.
   Typically it is 2, As this approaches 1 the function is noisier.
   "beta" is the harmonic scaling/spacing, typically 2.
*/

double PerlinNoise::PerlinNoise1D(double x,double alpha,double beta,int n)
{
   int i;
   double val,sum = 0;
   double p,scale = 1;

   p = x;
   for (i=0;i<n;i++) {
      val = noise1(p);
      sum += val / scale;
      scale *= alpha;
      p *= beta;
   }
   return(sum);
}

double PerlinNoise::PerlinNoise2D(double x,double y,double alpha,double beta,int n)
{
   int i;
   double val,sum = 0;
   double p[2],scale = 1;

   p[0] = x;
   p[1] = y;
   for (i=0;i<n;i++) {
      val = noise2(p);
      sum += val / scale;
      scale *= alpha;
      p[0] *= beta;
      p[1] *= beta;
   }
   return(sum);
}

double PerlinNoise::PerlinNoise3D(double x,double y,double z,double alpha,double beta,int n)
{
   int i;
   double val,sum = 0;
   double p[3],scale = 1;

   p[0] = x;
   p[1] = y;
   p[2] = z;
   for (i=0;i<n;i++) {
      val = noise3(p);
      sum += val / scale;
      scale *= alpha;
      p[0] *= beta;
      p[1] *= beta;
      p[2] *= beta;
   }
   return(sum);
}

osg::Image* PerlinNoise::create3DNoiseImage(int texSize)
{
    osg::Image* image = new osg::Image;
    image->setImage(texSize, texSize, texSize,
            4, GL_RGBA, GL_UNSIGNED_BYTE,
            new unsigned char[4 * texSize * texSize * texSize],
            osg::Image::USE_NEW_DELETE);

    const int startFrequency = 4;
    const int numOctaves = 4;

    int f, i, j, k, inc;
    double ni[3];
    double inci, incj, inck;
    int frequency = startFrequency;
    GLubyte *ptr;
    double amp = 0.5;

    osg::notify(osg::INFO) << "creating 3D noise texture... ";

    for (f = 0, inc = 0; f < numOctaves; ++f, frequency *= 2, ++inc, amp *= 0.5)
    {
        SetNoiseFrequency(frequency);
        ptr = image->data();
        ni[0] = ni[1] = ni[2] = 0;

        inci = 1.0 / (texSize / frequency);
        for (i = 0; i < texSize; ++i, ni[0] += inci)
        {
            incj = 1.0 / (texSize / frequency);
            for (j = 0; j < texSize; ++j, ni[1] += incj)
            {
                inck = 1.0 / (texSize / frequency);
                for (k = 0; k < texSize; ++k, ni[2] += inck, ptr += 4)
                {
                    *(ptr+inc) = (GLubyte) (((noise3(ni) + 1.0) * amp) * 128.0);
                }
            }
        }
    }

    osg::notify(osg::INFO) << "DONE" << std::endl;
    return image;
}

osg::Texture3D* PerlinNoise::create3DNoiseTexture(int texSize )
{
    osg::Texture3D* noiseTexture = new osg::Texture3D;
    noiseTexture->setFilter(osg::Texture3D::MIN_FILTER, osg::Texture3D::LINEAR);
    noiseTexture->setFilter(osg::Texture3D::MAG_FILTER, osg::Texture3D::LINEAR);
    noiseTexture->setWrap(osg::Texture3D::WRAP_S, osg::Texture3D::REPEAT);
    noiseTexture->setWrap(osg::Texture3D::WRAP_T, osg::Texture3D::REPEAT);
    noiseTexture->setWrap(osg::Texture3D::WRAP_R, osg::Texture3D::REPEAT);
    noiseTexture->setImage( create3DNoiseImage(texSize) );
    return noiseTexture;
}

