/**************************************************************************/
/*  renderer_scene_occlusion_cull.cpp                                     */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/* 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:                                              */
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/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
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/**************************************************************************/

#include "renderer_scene_occlusion_cull.h"

RendererSceneOcclusionCull *RendererSceneOcclusionCull::singleton = nullptr;

bool RendererSceneOcclusionCull::HZBuffer::occlusion_jitter_enabled = false;

void RendererSceneOcclusionCull::HZBuffer::clear() {
	if (sizes.is_empty()) {
		return; // Already cleared
	}

	data.clear();
	sizes.clear();
	mips.clear();

	debug_data.clear();
	if (debug_image.is_valid()) {
		debug_image.unref();
	}

	ERR_FAIL_NULL(RenderingServer::get_singleton());
	RS::get_singleton()->free_rid(debug_texture);
}

void RendererSceneOcclusionCull::HZBuffer::resize(const Size2i &p_size) {
	occlusion_buffer_size = p_size;

	if (p_size == Size2i()) {
		clear();
		return;
	}

	if (!sizes.is_empty() && p_size == sizes[0]) {
		return; // Size didn't change
	}

	int mip_count = 0;
	int data_size = 0;
	int w = p_size.x;
	int h = p_size.y;

	while (true) {
		data_size += h * w;

		w = MAX(1, w >> 1);
		h = MAX(1, h >> 1);

		mip_count++;

		if (w == 1U && h == 1U) {
			data_size += 1U;
			mip_count++;
			break;
		}
	}

	data.resize(data_size);
	mips.resize(mip_count);
	sizes.resize(mip_count);

	w = p_size.x;
	h = p_size.y;
	float *ptr = data.ptr();

	for (int i = 0; i < mip_count; i++) {
		sizes[i] = Size2i(w, h);
		mips[i] = ptr;

		ptr = &ptr[w * h];
		w = MAX(1, w >> 1);
		h = MAX(1, h >> 1);
	}

	for (int i = 0; i < data_size; i++) {
		data[i] = FLT_MAX;
	}

	debug_data.resize(sizes[0].x * sizes[0].y);
	if (debug_texture.is_valid()) {
		RS::get_singleton()->free_rid(debug_texture);
		debug_texture = RID();
	}
}

void RendererSceneOcclusionCull::HZBuffer::update_mips() {
	// Keep this up to date as a local to be used for occlusion timers.
	occlusion_frame = Engine::get_singleton()->get_frames_drawn();

	if (sizes.is_empty()) {
		return;
	}

	for (uint32_t mip = 1; mip < mips.size(); mip++) {
		for (int y = 0; y < sizes[mip].y; y++) {
			for (int x = 0; x < sizes[mip].x; x++) {
				int prev_x = x * 2;
				int prev_y = y * 2;

				int prev_w = sizes[mip - 1].width;
				int prev_h = sizes[mip - 1].height;

				bool odd_w = (prev_w % 2) != 0;
				bool odd_h = (prev_h % 2) != 0;

#define CHECK_OFFSET(xx, yy) max_depth = MAX(max_depth, mips[mip - 1][MIN(prev_h - 1, prev_y + (yy)) * prev_w + MIN(prev_w - 1, prev_x + (xx))])

				float max_depth = mips[mip - 1][prev_y * sizes[mip - 1].x + prev_x];
				CHECK_OFFSET(0, 1);
				CHECK_OFFSET(1, 0);
				CHECK_OFFSET(1, 1);

				if (odd_w) {
					CHECK_OFFSET(2, 0);
					CHECK_OFFSET(2, 1);
				}

				if (odd_h) {
					CHECK_OFFSET(0, 2);
					CHECK_OFFSET(1, 2);
				}

				if (odd_w && odd_h) {
					CHECK_OFFSET(2, 2);
				}

				mips[mip][y * sizes[mip].x + x] = max_depth;
#undef CHECK_OFFSET
			}
		}
	}
}

RID RendererSceneOcclusionCull::HZBuffer::get_debug_texture() {
	if (sizes.is_empty() || sizes[0] == Size2i()) {
		return RID();
	}

	if (debug_image.is_null()) {
		debug_image.instantiate();
	}

	unsigned char *ptrw = debug_data.ptrw();
	for (int i = 0; i < debug_data.size(); i++) {
		ptrw[i] = MIN(Math::log(1.0 + mips[0][i]) / Math::log(1.0 + debug_tex_range), 1.0) * 255;
	}

	debug_image->set_data(sizes[0].x, sizes[0].y, false, Image::FORMAT_L8, debug_data);

	if (debug_texture.is_null()) {
		debug_texture = RS::get_singleton()->texture_2d_create(debug_image);
	} else {
		RenderingServer::get_singleton()->texture_2d_update(debug_texture, debug_image);
	}

	return debug_texture;
}
