//VTK::System::Dec

/*=========================================================================

   Program: VTK
   Module:  vtkEDLShadeFS.glsl

  Copyright (c) Sandia Corporation, Kitware Inc.
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

=========================================================================*/
/*----------------------------------------------------------------------
Acknowledgement:
This algorithm is the result of joint work by Electricité de France,
CNRS, Collège de France and Université J. Fourier as part of the
Ph.D. thesis of Christian BOUCHENY.
------------------------------------------------------------------------*/
//////////////////////////////////////////////////////////////////////////
//
//
//    EyeDome Lighting - Simplified version for use in VTK
//        - oriented light
//        - no focus
//        - some uniforms transformed to local variables
//
//        C.B. - 3 feb. 2009
//
//      IN:    Depth buffer of the scene
//             r = recorded z, in [0:1]
//      OUT:   EDL shaded image
//
//////////////////////////////////////////////////////////////////////////

// the output of this shader
//VTK::Output::Dec

in vec2 tcoordVC;

/**************************************************/
uniform sampler2D    s2_depth; // - Z Map
uniform float        d;        // [1.0 in full res - 2.0 at lower res]
                               //- Extension in image space, in pixels
uniform vec4         N[8];     //- Array of neighbours
                               // [No support for TabUniform in VTK
                               // --> constant array, hereafter]
uniform float        F_scale;  // [5.] - Shading amplification factor

uniform float        SX;      // - pixel horizontal step (image distance: 1/w)
uniform float        SY;      //- pixel vertical step (image distance: 1/h)
uniform float        Znear;     // near clipping plane
uniform float        Zfar;      // far clipping plane
uniform float        SceneSize; // typical scene size, to scale the depth by.

uniform vec3         L;         // [0.,0.,-1.] - Light direction [frontal]
/**************************************************/

/**************************************************/
int    Nnb = 1;  // nombre de voisins par rayon
float  Zm  = 0.; // minimal z in image
float  ZM  = 1.; // maximal z in image
float  Z;        // initial Z

vec3   WHITE3 = vec3(1.,1.,1.);

float    t;
vec4     Zn[8];  // profondeurs des voisins
float    D[8];   // ombrage genere par les voisins
vec4     tn, tnw, tw, tsw, ts, tse, te, tne;
float    dn, dnw, dw, dsw, ds, dse, de, dne;
float    S;      // image step, corresponds to one pixel size
/**************************************************/

//////////////////////////////////////////////////////////////////////////
//
//    Local shading functions
//
//    Pseudo angle, avec S (distance pixel) valant l'unite
//    zi      elevation of current pixel
//    zj      elevation of its neighbour
//    delta   distance between the two
float angleP(float zi, float zj, float delta)
{
  return max(0.,zj-zi) / (delta/S);
}

//    zi      elevation of current pixel
//    zj      elevation of its neighbour
//    delta   distance between the two
float obscurance(float zi, float zj, float delta)
{
  return angleP(zi,zj,delta);
}
//
//    Local shading functions
//
//////////////////////////////////////////////////////////////////////////

//////////////////////////////////////////////////////////////////////////
//
//    Z transformation
//
float zflip(float z)
{
  return 1. - z;
}

float zscale(float z)
{
  return clamp((z-Zm)/(ZM-Zm),0.,1.);
}

//    Inversion of OpenGL perspective projection
//    (should be adapted for orthographic projection)
//
float ztransform(float z)
{
  float Z;
  Z = (z-0.5)*2.;
  Z = -2.*Zfar*Znear/( (Zfar-Znear) * (Z-(Zfar+Znear)/(Zfar-Znear)) );
  Z = (Z-Znear)/SceneSize;
  return 1.-Z;
}
//
//      Z transformation
//
//////////////////////////////////////////////////////////////////////////

//////////////////////////////////////////////////////////////////////////
//
//      NEIGHBORHOOD    SHADING
//
void computeNeighbours8(float dist)
{
  // Plan Lumiere-point
  vec4  P =    vec4( L.xyz , -dot(L.xyz,vec3(0.,0.,t)) );

  // 0 at the back of the scene
  int   c;
  vec2  V;  // pixel voisin
  float di = dist;
  float Znp[8]; // profondeur des 8 voisins sur le plan

  for(c=0; c<8;c++)
    {
    V = tcoordVC.st + di*vec2(SX,SY)*N[c].xy;
    Zn[c].x = ztransform(texture2D(s2_depth,V).r);
    // profondeur du voisin reel dans l'image

    // VERSION qui ombre le fond
    Znp[c] = dot( vec4(di*vec2(SX,SY)*N[c].xy, Zn[c].x, 1.0) , P );
    }

  dn    =  obscurance( 0., Znp[0] ,di*SX);
  dnw   =  obscurance( 0., Znp[1],di*SX);
  dw    =  obscurance( 0., Znp[2] ,di*SX);
  dsw   =  obscurance( 0., Znp[3],di*SX);
  ds    =  obscurance( 0., Znp[4] ,di*SX);
  dse   =  obscurance( 0., Znp[5],di*SX);
  de    =  obscurance( 0., Znp[6] ,di*SX);
  dne   =  obscurance( 0., Znp[7],di*SX);
}

float computeObscurance(float F,float scale,float weight)
{
  computeNeighbours8( scale );

  float S  =  F;
  float WE =  weight;

  S += dn  * WE;
  S += dnw * WE;
  S += dw  * WE;
  S += dsw * WE;
  S += ds  * WE;
  S += dse * WE;
  S += de  * WE;
  S += dne * WE;

  return S;
}

void ambientOcclusion()
{
  float F       = 0.;
  float weight  = 20.; // 2. * 3.14159;

  F = computeObscurance(F,d,weight);
  F = exp(-F_scale*F);

  gl_FragData[0] = vec4(F,F,F,Z);
}

void main (void)
{
  S  = SX;
  Z  = texture2D(s2_depth, tcoordVC.st).r;
  t  = ztransform(Z);

  ambientOcclusion();
}
