/*
 * (c) Copyright 1993, Silicon Graphics, Inc.
 *               1993-1995 Microsoft Corporation
 *
 * ALL RIGHTS RESERVED
 *
 * Please refer to OpenGL/readme.txt for additional information
 *
 */

#include "glos.h"

#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include <gl\glaux.h>

#define PI 3.14159265358979323846

#define GETCOORD(frame, x, y) (&(theMesh.coords[frame*theMesh.numCoords+(x)+(y)*(theMesh.widthX+1)]))
#define GETFACET(frame, x, y) (&(theMesh.facets[frame*theMesh.numFacets+(x)+(y)*theMesh.widthX]))

static void CALLBACK Animate(void );
static void SetColorMap(void );
static void InitMesh(void );
static void InitMaterials(void );
static void InitTexture(void );
static void Init(void );
static void CALLBACK Reshape(int width,int height);
static void CALLBACK Key_c(void );
static void CALLBACK Key_s(void );
static void CALLBACK Key_l(void );
static void CALLBACK Key_d(void );
static void CALLBACK Key_SPACE(void );
static void CALLBACK Key_n(void );
static void CALLBACK Key_a(void );
static GLenum Args(int argc,char **argv );

GLenum rgb, doubleBuffer;

GLint colorIndexes1[3];
GLint colorIndexes2[3];
GLenum clearMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;

GLenum smooth = GL_TRUE;
GLenum lighting = GL_TRUE;
GLenum depth = GL_TRUE;
GLenum stepMode = GL_FALSE;
GLenum spinMode = GL_FALSE;
GLint contouring = 0;

GLint widthX, widthY;
GLint checkerSize;
float height;

GLint frames, curFrame = 0, nextFrame = 0;

struct facet {
    float color[3];
    float normal[3];
};
struct coord {
    float vertex[3];
    float normal[3];
};
struct mesh {
    GLint widthX, widthY;
    GLint numFacets;
    GLint numCoords;
    GLint frames;
    struct coord *coords;
    struct facet *facets;
} theMesh;

GLubyte contourTexture1[] = {
    255, 255, 255, 255,
    255, 255, 255, 255,
    255, 255, 255, 255,
    127, 127, 127, 127,
};
GLubyte contourTexture2[] = {
    255, 255, 255, 255,
    255, 127, 127, 127,
    255, 127, 127, 127,
    255, 127, 127, 127,
};


static void CALLBACK Animate(void)
{
    struct coord *coord;
    struct facet *facet;
    float *lastColor;
    float *thisColor;
    GLint i, j;

    glClear(clearMask);

    if (nextFrame || !stepMode) {
    curFrame++;
    }
    if (curFrame >= theMesh.frames) {
    curFrame = 0;
    }

    if ((nextFrame || !stepMode) && spinMode) {
    glRotatef(5.0, 0.0, 0.0, 1.0);
    }
    nextFrame = 0;

    for (i = 0; i < theMesh.widthX; i++) {
    glBegin(GL_QUAD_STRIP);
    lastColor = NULL;
    for (j = 0; j < theMesh.widthY; j++) {
        facet = GETFACET(curFrame, i, j);
        if (!smooth && lighting) {
        glNormal3fv(facet->normal);
        }
        if (lighting) {
        if (rgb) {
            thisColor = facet->color;
            glColor3fv(facet->color);
        } else {
            thisColor = facet->color;
            glMaterialfv(GL_FRONT_AND_BACK, GL_COLOR_INDEXES, 
                 facet->color);
        }
        } else {
        if (rgb) {
            thisColor = facet->color;
            glColor3fv(facet->color);
        } else {
            thisColor = facet->color;
            glIndexf(facet->color[1]);
        }
        }

        if (!lastColor || (thisColor[0] != lastColor[0] && smooth)) {
        if (lastColor) {
            glEnd();
            glBegin(GL_QUAD_STRIP);
        }
        coord = GETCOORD(curFrame, i, j);
        if (smooth && lighting) {
            glNormal3fv(coord->normal);
        }
        glVertex3fv(coord->vertex);

        coord = GETCOORD(curFrame, i+1, j);
        if (smooth && lighting) {
            glNormal3fv(coord->normal);
        }
        glVertex3fv(coord->vertex);
        }

        coord = GETCOORD(curFrame, i, j+1);
        if (smooth && lighting) {
        glNormal3fv(coord->normal);
        }
        glVertex3fv(coord->vertex);

        coord = GETCOORD(curFrame, i+1, j+1);
        if (smooth && lighting) {
        glNormal3fv(coord->normal);
        }
        glVertex3fv(coord->vertex);

        lastColor = thisColor;
    }
    glEnd();
    }

    glFlush();
    if (doubleBuffer) {
    auxSwapBuffers();
    }
}

static void SetColorMap(void) 
{
    static float green[3] = {0.2, 1.0, 0.2};
    static float red[3] = {1.0, 0.2, 0.2};
    float *color, percent;
    GLint *indexes, entries, i, j;

    entries = auxGetColorMapSize();

    colorIndexes1[0] = 1;
    colorIndexes1[1] = 1 + (GLint)((entries - 1) * 0.3);
    colorIndexes1[2] = (GLint)((entries - 1) * 0.5);
    colorIndexes2[0] = 1 + (GLint)((entries - 1) * 0.5);
    colorIndexes2[1] = 1 + (GLint)((entries - 1) * 0.8);
    colorIndexes2[2] = entries - 1;

    for (i = 0; i < 2; i++) {
    switch (i) {
      case 0:
        color = green;
        indexes = colorIndexes1;
        break;
      case 1:
        color = red;
        indexes = colorIndexes2;
        break;
    }

    for (j = indexes[0]; j < indexes[1]; j++) {
        percent = 0.2 + 0.8 * (j - indexes[0]) /
              (float)(indexes[1] - indexes[0]);
        auxSetOneColor(j, percent*color[0], percent*color[1],
               percent*color[2]);
    }
    for (j=indexes[1]; j<=indexes[2]; j++) {
        percent = (j - indexes[1]) / (float)(indexes[2] - indexes[1]);
        auxSetOneColor(j, percent*(1-color[0])+color[0],
               percent*(1-color[1])+color[1],
               percent*(1-color[2])+color[2]);
    }
    }
}

static void InitMesh(void)
{
    struct coord *coord;
    struct facet *facet;
    float dp1[3], dp2[3];
    float *pt1, *pt2, *pt3;
    float angle, d, x, y;
    GLint numFacets, numCoords, frameNum, i, j;

    theMesh.widthX = widthX;
    theMesh.widthY = widthY;
    theMesh.frames = frames;

    numFacets = widthX * widthY;
    numCoords = (widthX + 1) * (widthY + 1);

    theMesh.numCoords = numCoords;
    theMesh.numFacets = numFacets;

    theMesh.coords = (struct coord *)malloc(frames*numCoords*
                        sizeof(struct coord));
    theMesh.facets = (struct facet *)malloc(frames*numFacets*
                        sizeof(struct facet));
    if (theMesh.coords == NULL || theMesh.facets == NULL) {
    //printf("Out of memory.\n");
    auxQuit();
    }

    for (frameNum = 0; frameNum < frames; frameNum++) {
    for (i = 0; i <= widthX; i++) {
        x = i / (float)widthX;
        for (j = 0; j <= widthY; j++) {
        y = j / (float)widthY;

        d = sqrt(x*x+y*y);
        if (d == 0.0) {
            d = 0.0001;
        }
        angle = 2 * PI * d + (2 * PI / frames * frameNum);

        coord = GETCOORD(frameNum, i, j);

        coord->vertex[0] = x - 0.5;
        coord->vertex[1] = y - 0.5;
        coord->vertex[2] = (height - height * d) * cos(angle);

        coord->normal[0] = -(height / d) * x * ((1 - d) * 2 * PI *
                   sin(angle) + cos(angle));
        coord->normal[1] = -(height / d) * y * ((1 - d) * 2 * PI *
                   sin(angle) + cos(angle));
        coord->normal[2] = -1;

        d = 1.0 / sqrt(coord->normal[0]*coord->normal[0]+
                   coord->normal[1]*coord->normal[1]+1);
        coord->normal[0] *= d;
        coord->normal[1] *= d;
        coord->normal[2] *= d;
        }
    }
    for (i = 0; i < widthX; i++) {
        for (j = 0; j < widthY; j++) {
        facet = GETFACET(frameNum, i, j);
        if (((i/checkerSize)%2)^(j/checkerSize)%2) {
            if (rgb) {
            facet->color[0] = 1.0;
            facet->color[1] = 0.2;
            facet->color[2] = 0.2;
            } else {
            facet->color[0] = colorIndexes1[0];
            facet->color[1] = colorIndexes1[1];
            facet->color[2] = colorIndexes1[2];
            }
        } else {
            if (rgb) {
            facet->color[0] = 0.2;
            facet->color[1] = 1.0;
            facet->color[2] = 0.2;
            } else {
            facet->color[0] = colorIndexes2[0];
            facet->color[1] = colorIndexes2[1];
            facet->color[2] = colorIndexes2[2];
            }
        }
        pt1 = GETCOORD(frameNum, i, j)->vertex;
        pt2 = GETCOORD(frameNum, i, j+1)->vertex;
        pt3 = GETCOORD(frameNum, i+1, j+1)->vertex;

        dp1[0] = pt2[0] - pt1[0];
        dp1[1] = pt2[1] - pt1[1];
        dp1[2] = pt2[2] - pt1[2];

        dp2[0] = pt3[0] - pt2[0];
        dp2[1] = pt3[1] - pt2[1];
        dp2[2] = pt3[2] - pt2[2];

        facet->normal[0] = dp1[1] * dp2[2] - dp1[2] * dp2[1];
        facet->normal[1] = dp1[2] * dp2[0] - dp1[0] * dp2[2];
        facet->normal[2] = dp1[0] * dp2[1] - dp1[1] * dp2[0];

        d = 1.0 / sqrt(facet->normal[0]*facet->normal[0]+
                   facet->normal[1]*facet->normal[1]+
                   facet->normal[2]*facet->normal[2]);

        facet->normal[0] *= d;
        facet->normal[1] *= d;
        facet->normal[2] *= d;
        }
    }
    }
}

static void InitMaterials(void)
{
    static float ambient[] = {0.1, 0.1, 0.1, 1.0};
    static float diffuse[] = {0.5, 1.0, 1.0, 1.0};
    static float position[] = {90.0, 90.0, 150.0, 0.0};
    static float front_mat_shininess[] = {60.0};
    static float front_mat_specular[] = {0.2, 0.2, 0.2, 1.0};
    static float front_mat_diffuse[] = {0.5, 0.28, 0.38, 1.0};
    static float back_mat_shininess[] = {60.0};
    static float back_mat_specular[] = {0.5, 0.5, 0.2, 1.0};
    static float back_mat_diffuse[] = {1.0, 1.0, 0.2, 1.0};
    static float lmodel_ambient[] = {1.0, 1.0, 1.0, 1.0};
    static float lmodel_twoside[] = {GL_TRUE};

    glMatrixMode(GL_PROJECTION);
    gluPerspective(450, 1.0, 0.5, 10.0);

    glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
    glLightfv(GL_LIGHT0, GL_POSITION, position);
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
    glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    
    glMaterialfv(GL_FRONT, GL_SHININESS, front_mat_shininess);
    glMaterialfv(GL_FRONT, GL_SPECULAR, front_mat_specular);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse);
    glMaterialfv(GL_BACK, GL_SHININESS, back_mat_shininess);
    glMaterialfv(GL_BACK, GL_SPECULAR, back_mat_specular);
    glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse);
    if (rgb) {
    glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
    }

    if (rgb) {
    glEnable(GL_COLOR_MATERIAL);
    } else {
    SetColorMap();
    }
}

static void InitTexture(void)
{

    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}

static void Init(void)
{

    glClearColor(0.0, 0.0, 0.0, 0.0);

    glShadeModel(GL_SMOOTH);
    
    glFrontFace(GL_CW);

    glDepthFunc(GL_LEQUAL);
    glEnable(GL_DEPTH_TEST);

    InitMaterials();
    InitTexture();
    InitMesh();

    glMatrixMode(GL_MODELVIEW);
    glTranslatef(0.0, 0.4, -1.8);
    glScalef(2.0, 2.0, 2.0);
    glRotatef(-35.0, 1.0, 0.0, 0.0);
    glRotatef(35.0, 0.0, 0.0, 1.0);
}

static void CALLBACK Reshape(int width, int height)
{

    glViewport(0, 0, (GLint)width, (GLint)height);
}

static void CALLBACK Key_c(void)
{
    contouring++;
    if (contouring == 1) {
        static GLfloat map[4] = {0, 0, 20, 0};

        glTexImage2D(GL_TEXTURE_2D, 0, 3, 4, 4, 0, GL_LUMINANCE,
             GL_UNSIGNED_BYTE, (GLvoid *)contourTexture1);
        glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
        glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
        glTexGenfv(GL_S, GL_OBJECT_PLANE, map);
        glTexGenfv(GL_T, GL_OBJECT_PLANE, map);
        glEnable(GL_TEXTURE_2D);
        glEnable(GL_TEXTURE_GEN_S);
        glEnable(GL_TEXTURE_GEN_T);
    } else if (contouring == 2) {
        static GLfloat map[4] = {0, 0, 20, 0};

        glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
        glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
        glPushMatrix();
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        glTexGenfv(GL_S, GL_EYE_PLANE, map);
        glTexGenfv(GL_T, GL_EYE_PLANE, map);
        glPopMatrix();
    } else {
        contouring = 0;
        glDisable(GL_TEXTURE_GEN_S);
        glDisable(GL_TEXTURE_GEN_T);
        glDisable(GL_TEXTURE_2D);
    }
}

static void CALLBACK Key_s(void)
{
    smooth = !smooth;
    if (smooth) {
        glShadeModel(GL_SMOOTH);
    } else {
        glShadeModel(GL_FLAT);
    }
}

static void CALLBACK Key_l(void)
{
    lighting = !lighting;
    if (lighting) {
        glEnable(GL_LIGHTING);
        glEnable(GL_LIGHT0);
        if (rgb) {
        glEnable(GL_COLOR_MATERIAL);
        }
    } else {
        glDisable(GL_LIGHTING);
        glDisable(GL_LIGHT0);
        if (rgb) {
        glDisable(GL_COLOR_MATERIAL);
        }
    }
}

static void CALLBACK Key_d(void)
{
    depth = !depth;
    if (depth) {
        glEnable(GL_DEPTH_TEST);
        clearMask |= GL_DEPTH_BUFFER_BIT;
    } else {
        glDisable(GL_DEPTH_TEST);
        clearMask &= ~GL_DEPTH_BUFFER_BIT;
    }
}

static void CALLBACK Key_SPACE(void)
{
    stepMode = !stepMode;

    if (stepMode) {
        auxIdleFunc(0);
/*      tkDisplayFunc(Animate); */
    } else {
        auxIdleFunc(Animate);
/*      tkDisplayFunc(0);*/
    }
}

static void CALLBACK Key_n(void)
{
    if (stepMode) {
        nextFrame = 1;
    }
}

static void CALLBACK Key_a(void)
{
    spinMode = !spinMode;
}

static GLenum Args(int argc, char **argv)
{
    GLint i;

    rgb = GL_TRUE;
    doubleBuffer = GL_TRUE;


    frames = 10;
    widthX = 10;
    widthY = 10;
    checkerSize = 2;
    height = 0.2;

    for (i = 1; i < argc; i++) {
    if (strcmp(argv[i], "-ci") == 0) {
        rgb = GL_FALSE;
    } else if (strcmp(argv[i], "-rgb") == 0) {
        rgb = GL_TRUE;
    } else if (strcmp(argv[i], "-sb") == 0) {
        doubleBuffer = GL_FALSE;
    } else if (strcmp(argv[i], "-db") == 0) {
        doubleBuffer = GL_TRUE;
    } else if (strcmp(argv[i], "-grid") == 0) {
        if (i+2 >= argc || argv[i+1][0] == '-' || argv[i+2][0] == '-') {
        //printf("-grid (No numbers).\n");
        return GL_FALSE;
        } else {
        widthX = atoi(argv[++i]);
        widthY = atoi(argv[++i]);
        }
    } else if (strcmp(argv[i], "-size") == 0) {
        if (i+1 >= argc || argv[i+1][0] == '-') {
        //printf("-checker (No number).\n");
        return GL_FALSE;
        } else {
        checkerSize = atoi(argv[++i]);
        }
    } else if (strcmp(argv[i], "-wave") == 0) {
        if (i+1 >= argc || argv[i+1][0] == '-') {
        //printf("-wave (No number).\n");
        return GL_FALSE;
        } else {
        height = atof(argv[++i]);
        }
    } else if (strcmp(argv[i], "-frames") == 0) {
        if (i+1 >= argc || argv[i+1][0] == '-') {
        //printf("-frames (No number).\n");
        return GL_FALSE;
        } else {
        frames = atoi(argv[++i]);
        }
    } else {
        //printf("%s (Bad option).\n", argv[i]);
        return GL_FALSE;
    }
    }
    return GL_TRUE;
}

void main(int argc, char **argv)
{
    GLenum type;

    if (Args(argc, argv) == GL_FALSE) {
    auxQuit();
    }

    auxInitPosition(0, 0, 300, 300);

    type = AUX_DEPTH16;
    type |= (rgb) ? AUX_RGB : AUX_INDEX;
    type |= (doubleBuffer) ? AUX_DOUBLE : AUX_SINGLE;

    auxInitDisplayMode(type);

    if (auxInitWindow("Wave Demo") == GL_FALSE) {
    auxQuit();
    }

    Init();

    auxExposeFunc((AUXEXPOSEPROC)Reshape);
    auxReshapeFunc((AUXRESHAPEPROC)Reshape);
    auxKeyFunc(AUX_c, Key_c);
    auxKeyFunc(AUX_s, Key_s);
    auxKeyFunc(AUX_l, Key_l);
    auxKeyFunc(AUX_d, Key_d);
    auxKeyFunc(AUX_SPACE, Key_SPACE);
    auxKeyFunc(AUX_n, Key_n);
    auxKeyFunc(AUX_a, Key_a);
    auxIdleFunc(Animate);
    auxMainLoop(Animate);
}
