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/*
   model/vertexarray.cc
   This file is part of the Osirion project and is distributed under
   the terms of the GNU General Public License version 2
*/

#include <cstring>
#include <cassert>

#include "math/mathlib.h"
#include "model/vertexarray.h"
#include "sys/sys.h"

namespace model
{

VertexArray *VertexArray::vertexarray_instance = 0 ;

VertexArray::VertexArray(size_t size)
{
	assert(size > 0);
	
	vertexarray_instance = this;

	vertexarray_size = size * 1024 * 1024;		// megabytes
	vertexarray_size = vertexarray_size / sizeof(float);	// sizeof float
	
	vertexarray_data = (float *) malloc(vertexarray_size * sizeof(float));

	con_print << "^BInitializing vertex array..." << std::endl;
	con_print << "  " << (vertexarray_size * sizeof(float)) / (1024 * 1024) << " Mb allocated" << std::endl;

	clear();
}

VertexArray::~VertexArray()
{
	free(vertexarray_data);

	vertexarray_instance = 0 ;
}

void VertexArray::clear()
{
	vertexarray_dirty = true;
	vertexarray_index = 0;
	vertexarray_overflow = false;

	memset(vertexarray_data, 0, sizeof(*vertexarray_data));

	add_sphere();
}

void VertexArray::add_sphere()
{
	// load sphere vertices into the VertexArray

	// build sin/cos table
	float  *sintable;
	float  *costable;

	sintable = new float[SPHERESEGMENTS];
	costable = new float[SPHERESEGMENTS];
	float d = 2 * M_PI / (SPHERESEGMENTS - 1);

	for (int i = 0; i < SPHERESEGMENTS; i++) {
		sintable[i] = sin(d * (float) i);
		costable[i] = cos(d * (float) i);
	}

	// draw body
	math::Vector3f v;
	math::Vector3f n;
	float texx, texy;

	int quad_count = 0;

	// add sphere
	for (int j = 0; j < (SPHERESEGMENTS - 1) / 2; j++) {

		float r = sintable[j];
		float r1 = sintable[j+1];

		for (int i = 0; i < SPHERESEGMENTS; i++) {
			v = math::Vector3f(r * costable[i], r * sintable[i], costable[j]);
			n = v;
			n.normalize();
			
			texx = (float)i / (float)(SPHERESEGMENTS - 1);
			texy = 2.0f * (float) j / (float)(SPHERESEGMENTS - 1);
			add_vertex(v, n,  texx, texy);

			v = math::Vector3f(r1 * costable[i], r1 * sintable[i], costable[j+1]);
			n = v;
			n.normalize();
			texx = (float)i / (float)(SPHERESEGMENTS - 1);
			texy = 2.0f * (float)(j + 1) / (float)(SPHERESEGMENTS - 1);
			add_vertex(v, n,  texx, texy);

			quad_count++;
		}
		quad_count--;
	}

	delete[] sintable;
	delete[] costable;
}

size_t VertexArray::add_vertex(math::Vector3f const &v, math::Vector3f const &n, float tex_x, float tex_y)
{

	if (vertexarray_index + 8 >= vertexarray_size) {
		if (!vertexarray_overflow) {
			con_warn << "VertexArray overflow!" << std::endl;
			vertexarray_overflow = true;
		}
		return 0;
	}

	// GL_T2F_N3F_V3F
	
	// texture coordinates
	vertexarray_data[vertexarray_index] = tex_x;
	vertexarray_data[vertexarray_index+1] = tex_y;

	for (int i = 0; i < 3; i ++) {
		// normal
		vertexarray_data[vertexarray_index+2+i] = n[i];
		// vertex coordinates
		vertexarray_data[vertexarray_index+5+i] = v[i];
	}
	
	vertexarray_index += 8;
	
	vertexarray_dirty = true;

	return 1;
}

void VertexArray::info() {
	const size_t mbfl = 1024 * 1024 / sizeof(float);

	con_print << "  vertex array "
		<< vertexarray_index / mbfl << "/" << vertexarray_size / mbfl << "Mib "
		<< vertexarray_index / 8 << "/" << vertexarray_size / 8 << " verts "
		<< "^B" << vertexarray_index * 100 / vertexarray_size << "%^N used" << std::endl;
}

}