// non fixed Opengl pipeline rendering
//
// Written by Harald JOHNSEN, started Jully 2005.
//
// Copyright (C) 2005  Harald JOHNSEN
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
//
//

#ifdef HAVE_CONFIG_H
#  include <simgear_config.h>
#endif

#include <map>

#include <osg/Group>
#include <osg/Program>
#include <osg/Shader>
#include <osg/StateSet>
#include <osg/TextureCubeMap>
#include <osg/TexEnvCombine>
#include <osg/TexGen>
#include <osg/Texture1D>
#include <osgUtil/HighlightMapGenerator>

#include <OpenThreads/Mutex>
#include <OpenThreads/ScopedLock>

#include <simgear/scene/util/SGUpdateVisitor.hxx>

#include <simgear/props/condition.hxx>
#include <simgear/props/props.hxx>

#include <simgear/debug/logstream.hxx>

#include "animation.hxx"
#include "model.hxx"

using OpenThreads::Mutex;
using OpenThreads::ScopedLock;

/*
    <animation>
        <type>shader</type>
        <shader>fresnel</shader>
        <object-name>...</object-name>
    </animation>

    <animation>
        <type>shader</type>
        <shader>heat-haze</shader>
        <object-name>...</object-name>
        <speed>...</speed>
        <speed-prop>...</speed-prop>
        <factor>...</factor>
        <factor-prop>...</factor-prop>
    </animation>

    <animation>
        <type>shader</type>
        <shader>chrome</shader>
        <texture>...</texture>
        <object-name>...</object-name>
    </animation>

    <animation>
        <type>shader</type>
        <shader></shader>
        <object-name>...</object-name>
        <depth-test>false</depth-test>
    </animation>

*/


class SGMapGenCallback :
  public osg::StateAttribute::Callback {
public:
  virtual void operator () (osg::StateAttribute* sa, osg::NodeVisitor* nv)
  {
    SGUpdateVisitor* updateVisitor = dynamic_cast<SGUpdateVisitor*>(nv);
    if (!updateVisitor)
      return;

    if (distSqr(_lastLightDirection, updateVisitor->getLightDirection()) < 1e-4
        && distSqr(_lastLightColor, updateVisitor->getAmbientLight()) < 1e-4)
      return;

    _lastLightDirection = updateVisitor->getLightDirection();
    _lastLightColor = updateVisitor->getAmbientLight();

    osg::TextureCubeMap *tcm = static_cast<osg::TextureCubeMap*>(sa);

    // FIXME: need an update or callback ...
    // generate the six highlight map images (light direction = [1, 1, -1])
    osg::ref_ptr<osgUtil::HighlightMapGenerator> mapgen;
    mapgen = new osgUtil::HighlightMapGenerator(toOsg(_lastLightDirection),
                                                toOsg(_lastLightColor), 5);
    mapgen->generateMap();

    // assign the six images to the texture object
    tcm->setImage(osg::TextureCubeMap::POSITIVE_X,
                  mapgen->getImage(osg::TextureCubeMap::POSITIVE_X));
    tcm->setImage(osg::TextureCubeMap::NEGATIVE_X,
                  mapgen->getImage(osg::TextureCubeMap::NEGATIVE_X));
    tcm->setImage(osg::TextureCubeMap::POSITIVE_Y,
                  mapgen->getImage(osg::TextureCubeMap::POSITIVE_Y));
    tcm->setImage(osg::TextureCubeMap::NEGATIVE_Y,
                  mapgen->getImage(osg::TextureCubeMap::NEGATIVE_Y));
    tcm->setImage(osg::TextureCubeMap::POSITIVE_Z,
                  mapgen->getImage(osg::TextureCubeMap::POSITIVE_Z));
    tcm->setImage(osg::TextureCubeMap::NEGATIVE_Z,
                  mapgen->getImage(osg::TextureCubeMap::NEGATIVE_Z));
  }
private:
  SGVec3f _lastLightDirection;
  SGVec4f _lastLightColor;
};

static Mutex cubeMutex;

#if 0
static osg::TextureCubeMap*
getOrCreateTextureCubeMap()
{
  static osg::ref_ptr<osg::TextureCubeMap> textureCubeMap;
  if (textureCubeMap.get())
    return textureCubeMap.get();

  ScopedLock<Mutex> lock(cubeMutex);
  if (textureCubeMap.get())
    return textureCubeMap.get();

  // create and setup the texture object
  textureCubeMap = new osg::TextureCubeMap;

  textureCubeMap->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP);
  textureCubeMap->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP);
  textureCubeMap->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP);
  textureCubeMap->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR);
  textureCubeMap->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);    
  
  textureCubeMap->setUpdateCallback(new SGMapGenCallback);

  return textureCubeMap.get();
}

static void create_specular_highlights(osg::Node *node)
{
  osg::StateSet *ss = node->getOrCreateStateSet();
  
  // create and setup the texture object
  osg::TextureCubeMap *tcm = getOrCreateTextureCubeMap();
  
  // enable texturing, replacing any textures in the subgraphs
  ss->setTextureAttributeAndModes(0, tcm, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
  
  // texture coordinate generation
  osg::TexGen *tg = new osg::TexGen;
  tg->setMode(osg::TexGen::REFLECTION_MAP);
  ss->setTextureAttributeAndModes(0, tg, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
  
  // use TexEnvCombine to add the highlights to the original lighting
  osg::TexEnvCombine *te = new osg::TexEnvCombine;
  te->setCombine_RGB(osg::TexEnvCombine::ADD);
  te->setSource0_RGB(osg::TexEnvCombine::TEXTURE);
  te->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
  te->setSource1_RGB(osg::TexEnvCombine::PRIMARY_COLOR);
  te->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
  ss->setTextureAttributeAndModes(0, te, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
}
#endif


SGShaderAnimation::SGShaderAnimation(simgear::SGTransientModelData &modelData) :
  SGAnimation(modelData)
{
  const SGPropertyNode* node = modelData.getConfigNode()->getChild("texture");
  if (node)
    _effect_texture = SGLoadTexture2D(node->getStringValue(), modelData.getOptions());
}

namespace {
class ChromeLightingCallback :
  public osg::StateAttribute::Callback {
public:
  virtual void operator () (osg::StateAttribute* sa, osg::NodeVisitor* nv)
  {
    SGUpdateVisitor* updateVisitor = dynamic_cast<SGUpdateVisitor*>(nv);
    if (!updateVisitor)
      return;
    osg::TexEnvCombine *combine = dynamic_cast<osg::TexEnvCombine *>(sa);
    if (!combine)
	return;
    // An approximation for light reflected back by chrome.
    osg::Vec4 globalColor = toOsg(updateVisitor->getAmbientLight() * .4f
                                  + updateVisitor->getDiffuseLight());
    globalColor.a() = 1.0f;
    combine->setConstantColor(globalColor);
  }
};
    
typedef std::map<osg::ref_ptr<osg::Texture2D>, osg::ref_ptr<osg::StateSet> >
StateSetMap;
}

static Mutex chromeMutex;

// The chrome effect is mixed by the alpha channel of the texture
// on the model, which will be attached to a node lower in the scene
// graph: 0 -> completely chrome, 1 -> completely model texture.
static void create_chrome(osg::Group* group, osg::Texture2D* texture)
{
    ScopedLock<Mutex> lock(chromeMutex);
    static StateSetMap chromeMap;
    osg::StateSet *stateSet;
    StateSetMap::iterator iterator = chromeMap.find(texture);
    if (iterator != chromeMap.end()) {
	stateSet = iterator->second.get();
    } else {
	stateSet = new osg::StateSet;
	// If the model doesn't have any texture, we need to have one
	// activated so that we don't need a separate combiner
	// attribute for the non-textured case. This texture will be
	// shadowed by any attached to the model.
	osg::Image *dummyImage = new osg::Image;
	dummyImage->allocateImage(1, 1, 1, GL_LUMINANCE_ALPHA,
				  GL_UNSIGNED_BYTE);
	unsigned char* imageBytes = dummyImage->data(0, 0);
	imageBytes[0] = 255;
	imageBytes[1] = 0;
	osg::Texture2D* dummyTexture = new osg::Texture2D;
	dummyTexture->setImage(dummyImage);
	dummyTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
	dummyTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
	stateSet->setTextureAttributeAndModes(0, dummyTexture,
					      osg::StateAttribute::ON);
	osg::TexEnvCombine* combine0 = new osg::TexEnvCombine;
	osg::TexEnvCombine* combine1 = new osg::TexEnvCombine;
	osg::TexGen* texGen = new osg::TexGen;
	// Mix the environmental light color and the chrome map on texture
	// unit 0
	combine0->setCombine_RGB(osg::TexEnvCombine::MODULATE);
	combine0->setSource0_RGB(osg::TexEnvCombine::CONSTANT);
	combine0->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
	combine0->setSource1_RGB(osg::TexEnvCombine::TEXTURE1);
	combine0->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
	combine0->setDataVariance(osg::Object::DYNAMIC);
	combine0->setUpdateCallback(new ChromeLightingCallback);

	// Interpolate the colored chrome map with the texture on the
	// model, using the model texture's alpha.
	combine1->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);
	combine1->setSource0_RGB(osg::TexEnvCombine::TEXTURE0);
	combine1->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
	combine1->setSource1_RGB(osg::TexEnvCombine::PREVIOUS);
	combine1->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
	combine1->setSource2_RGB(osg::TexEnvCombine::TEXTURE0);
	combine1->setOperand2_RGB(osg::TexEnvCombine::SRC_ALPHA);
	// Are these used for anything?
	combine1->setCombine_Alpha(osg::TexEnvCombine::REPLACE);
	combine1->setSource0_Alpha(osg::TexEnvCombine::TEXTURE1);
	combine1->setOperand0_Alpha(osg::TexEnvCombine::SRC_ALPHA);
    
	texGen->setMode(osg::TexGen::SPHERE_MAP);
	stateSet->setTextureAttribute(0, combine0);
	stateSet->setTextureAttribute(1, combine1);
	stateSet->setTextureAttributeAndModes(1, texture,
					      osg::StateAttribute::ON);
	stateSet->setTextureAttributeAndModes(1, texGen,
					      osg::StateAttribute::ON);
	chromeMap[texture] = stateSet;
    }
    group->setStateSet(stateSet);
}

osg::Group*
SGShaderAnimation::createAnimationGroup(osg::Group& parent)
{
  osg::Group* group = new osg::Group;
  group->setName("shader animation");
  parent.addChild(group);

  std::string shader_name = getConfig()->getStringValue("shader", "");
//   if( shader_name == "fresnel" || shader_name == "reflection" )
//     _shader_type = 1;
//   else if( shader_name == "heat-haze" )
//     _shader_type = 2;
//   else
  if( shader_name == "chrome")
#if 0
    create_specular_highlights(group);
#endif
  create_chrome(group, _effect_texture.get());
  return group;
}

#if 0
// static Shader *shFresnel=NULL;
// static GLuint texFresnel = 0;

// static GLuint texBackground = 0;
// static int texBackgroundWidth = 1024, texBackgroundHeight = 1024;
// static GLenum texBackgroundTarget = GL_TEXTURE_2D;
// static bool isRectangleTextureSupported = false;
// static bool istexBackgroundRectangle = false;
// static bool initDone = false;
static bool haveBackground = false;

// static glActiveTextureProc glActiveTexturePtr = 0;
// static sgMat4 shadIdentMatrix;


// static int null_shader_callback( ssgEntity *e ) {
//  	GLuint dlist = 0;
//     ssgLeaf *leaf = (ssgLeaf *) e;
// #ifdef _SSG_USE_DLIST
//     dlist = leaf->getDListIndex();
//     if( ! dlist ) {
//         leaf->makeDList();
//         dlist = leaf->getDListIndex();
//     }
// #endif
//     if( ! dlist )
//         return true;
//     ssgSimpleState *sst = ((ssgSimpleState *)leaf->getState());
//     if ( sst )
//         sst->apply();

//     SGShaderAnimation *my_shader = (SGShaderAnimation *) ( e->getUserData() );
//     if( ! my_shader->_depth_test )
//         glDisable( GL_DEPTH_TEST );
//     glCallList ( dlist ) ;
//     // restore states
//     if( ! my_shader->_depth_test )
//         glEnable( GL_DEPTH_TEST );

//     // don't draw !
//     return false;
// }

// static int heat_haze_shader_callback( ssgEntity *e ) {
//    if( ! ((SGShadowAnimation *)e->getUserData())->get_condition_value() )
//        return true;

//  	GLuint dlist = 0;
//     ssgLeaf *leaf = (ssgLeaf *) e;
// #ifdef _SSG_USE_DLIST
//     dlist = leaf->getDListIndex();
//     if( ! dlist ) {
//         leaf->makeDList();
//         dlist = leaf->getDListIndex();
//     }
// #endif
//     if( ! dlist )
//         return true;

//     GLint viewport[4];
//     glGetIntegerv( GL_VIEWPORT, viewport );
//     const int screen_width = viewport[2];
//     const int screen_height = viewport[3];
//     if( ! haveBackground ) {
//         // store the backbuffer in a texture
//         if( ! texBackground ) {
//             // allocate our texture here so we don't waste memory if no model use that effect
//             // check if we need a rectangle texture and if the card support it
//             if( (screen_width > 1024 || screen_height > 1024) && isRectangleTextureSupported ) {
//                 // Note that the 3 (same) extensions use the same enumerants
//                 texBackgroundTarget = GL_TEXTURE_RECTANGLE_NV;
//                 istexBackgroundRectangle = true;
//                 texBackgroundWidth = screen_width;
//                 texBackgroundHeight = screen_height;
//             }
//             glGenTextures(1, &texBackground);
//             glEnable(texBackgroundTarget);
//             glBindTexture(texBackgroundTarget, texBackground);
//             // trying to match the backbuffer pixel format
//             GLint internalFormat = GL_RGB8;
//             GLint colorBits = 0, alphaBits = 0;
//             glGetIntegerv( GL_BLUE_BITS, &colorBits );
//             glGetIntegerv( GL_ALPHA_BITS, &alphaBits );
//             if(colorBits == 5) {
//                 if( alphaBits == 0 )
//                     internalFormat = GL_RGB5;
//                 else
//                     internalFormat = GL_RGB5_A1;
//             } else {
//                 if( alphaBits != 0 )
//                     internalFormat = GL_RGBA8;
//             }
//             glTexImage2D(texBackgroundTarget, 0, internalFormat, 
//                             texBackgroundWidth, texBackgroundHeight, 0, GL_RGB, GL_FLOAT, NULL);

//             glTexParameteri(texBackgroundTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
//             glTexParameteri(texBackgroundTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//             glTexParameteri(texBackgroundTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//             glTexParameteri(texBackgroundTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//         }
//         glEnable(texBackgroundTarget);
//         glBindTexture(texBackgroundTarget, texBackground);
//         // center of texture = center of screen
//         // obviously we don't have the whole screen if screen_width > texBackgroundWidth
//         // if rectangle textures are not supported, this give some artifacts on the borders
//         if( istexBackgroundRectangle ) {
//             glCopyTexSubImage2D( texBackgroundTarget, 0, 0, 0, 
//                 0, 0, texBackgroundWidth, texBackgroundHeight );
//         } else {
//             glCopyTexSubImage2D( texBackgroundTarget, 0, 0, 0, 
//                 (screen_width - texBackgroundWidth) / 2, 
//                 (screen_height - texBackgroundHeight) / 2, 
//                 texBackgroundWidth, texBackgroundHeight );
//         }
//         haveBackground = true;
//         glBindTexture(texBackgroundTarget, 0);
//         glDisable(texBackgroundTarget);
//     }
//     ssgSimpleState *sst = ((ssgSimpleState *)leaf->getState());
//     if ( sst )
//         sst->apply();

//     SGShaderAnimation *my_shader = (SGShaderAnimation *) ( e->getUserData() );
//     if( ! my_shader->_depth_test )
//         glDisable( GL_DEPTH_TEST );
//     glDepthMask( GL_FALSE );
//     glDisable( GL_LIGHTING );
//     if(1) {
//         // noise texture, tex coord from the model translated by a time factor
//         glActiveTexturePtr( GL_TEXTURE0_ARB );
//         glEnable(GL_TEXTURE_2D);
//         const float noiseDist = fmod(- totalTime * my_shader->_factor * my_shader->_speed, 4.0);
//         glMatrixMode(GL_TEXTURE);
//             glLoadIdentity();
//             glTranslatef( noiseDist, 0.0f, 0.0f );
//         glMatrixMode(GL_MODELVIEW);

//         glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );

//         // background texture
//         glActiveTexturePtr( GL_TEXTURE1_ARB );
//         glEnable(texBackgroundTarget);
//         glBindTexture(texBackgroundTarget, texBackground);

//         // automatic generation of texture coordinates
//         // map to screen space
//         sgMat4 CameraProjM, CameraViewM;
//         glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat *) CameraProjM);
//         glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) CameraViewM);
//         // const float dummy_scale = 1.0f; //0.95f;
//         const float deltaPos = 0.05f;
//         glMatrixMode(GL_TEXTURE);
//             glLoadIdentity();
//             if( istexBackgroundRectangle ) {
//                 // coords go from 0.0 to n, not from 0.0 to 1.0
//                 glTranslatef( texBackgroundWidth * 0.5f, texBackgroundHeight * 0.5f, 0.0f );
//                 glScalef( texBackgroundWidth * 0.5f,
//                     texBackgroundHeight * 0.5f, 1.0f );
//             } else {
//                 glTranslatef( 0.5f, 0.5f, 0.0f );
//                 glScalef( float( screen_width ) / float( texBackgroundWidth ) * 0.5f,
//                     float( screen_height ) / float( texBackgroundHeight ) * 0.5f, 1.0f );
//             }
//             glMultMatrixf( (GLfloat *) CameraProjM );
//             glMultMatrixf( (GLfloat *) CameraViewM );
//             glTranslatef( deltaPos, deltaPos, deltaPos );
//         glMatrixMode(GL_MODELVIEW);

//         glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
//         glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
//         glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
//         glTexGeni( GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
//         glTexGenfv( GL_S, GL_EYE_PLANE, shadIdentMatrix[0] );
//         glTexGenfv( GL_T, GL_EYE_PLANE, shadIdentMatrix[1] );
//         glTexGenfv( GL_R, GL_EYE_PLANE, shadIdentMatrix[2] );
//         glTexGenfv( GL_Q, GL_EYE_PLANE, shadIdentMatrix[3] );
//         glEnable( GL_TEXTURE_GEN_S );
//         glEnable( GL_TEXTURE_GEN_T );
//         glEnable( GL_TEXTURE_GEN_R );
//         glEnable( GL_TEXTURE_GEN_Q );

//         sgVec4 enviro = {1.00f, 1.00f, 1.00f, 0.85f};

//         glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
//         glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE ); 
//         glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
//         glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR ); 
//         glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT_ARB );
//         glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR ); 
// 		glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, enviro);

//         glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
//         glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE0_ARB);
//         glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
//         glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PRIMARY_COLOR_ARB );
//         glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA ); 

//         glCallList ( dlist ) ;
//         glMatrixMode(GL_TEXTURE);
//         glTranslatef( - deltaPos*2.0f, -deltaPos*2.5f, -deltaPos*2.0f );
//         glMatrixMode(GL_MODELVIEW);
//         glCallList ( dlist ) ;

//         // alter colors only on last rendering
//         // sgVec4 fLight = {0.93f, 0.93f, 1.00f, 0.85f};
//         glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB );
//         glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR ); 

//         glMatrixMode(GL_TEXTURE);
//         glTranslatef( deltaPos*0.7f, deltaPos*1.7f, deltaPos*0.7f );
//         glMatrixMode(GL_MODELVIEW);
//         glCallList ( dlist ) ;


//         glActiveTexturePtr( GL_TEXTURE1_ARB );
//         glDisable( GL_TEXTURE_GEN_S );
//         glDisable( GL_TEXTURE_GEN_T );
//         glDisable( GL_TEXTURE_GEN_R );
//         glDisable( GL_TEXTURE_GEN_Q );
//         glMatrixMode(GL_TEXTURE);
//             glLoadIdentity();
//         glMatrixMode(GL_MODELVIEW);
//         glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
//         glDisable(texBackgroundTarget);
//         glActiveTexturePtr( GL_TEXTURE0_ARB );
//         glMatrixMode(GL_TEXTURE);
//             glLoadIdentity();
//         glMatrixMode(GL_MODELVIEW);
//         glEnable(GL_TEXTURE_2D);
//         glBindTexture(GL_TEXTURE_2D, 0);
//     }
//     // restore states
//     if( ! my_shader->_depth_test )
//         glEnable( GL_DEPTH_TEST );

//     glEnable( GL_LIGHTING );
//     glDepthMask( GL_TRUE );
//     if( sst )
//         sst->force();

//    // don't draw !
//     return false;
// }

// static int fresnel_shader_callback( ssgEntity *e ) {
//    if( ! ((SGShadowAnimation *)e->getUserData())->get_condition_value() )
//        return true;

//  	GLuint dlist = 0;
//     ssgLeaf *leaf = (ssgLeaf *) e;
// #ifdef _SSG_USE_DLIST
//     dlist = leaf->getDListIndex();
//     if( ! dlist ) {
//         leaf->makeDList();
//         dlist = leaf->getDListIndex();
//     }
// #endif
//     if( ! dlist )
//         return true;
//     ssgSimpleState *sst = ((ssgSimpleState *)leaf->getState());
//     if ( sst )
//         sst->apply();

//     sgVec4 sunColor, ambientColor;
//     ssgGetLight( 0 )->getColour(GL_DIFFUSE, sunColor );
//     ssgGetLight( 0 )->getColour(GL_AMBIENT, ambientColor );

//     // SGShaderAnimation *my_shader = (SGShaderAnimation *) ( e->getUserData() );
//     glEnable(GL_BLEND);
// 	glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
// 	glEnable(GL_ALPHA_TEST);
// 	glAlphaFunc(GL_GREATER, 0.0f);

// 	if( true ) {
// //        sgVec4 R = {0.5,0.0,0.0,0.0};
//         sgVec4 enviro = {1.0,0.0,0.0,1.0};
// //        sgCopyVec4( enviro, sunColor );
//         glActiveTexturePtr( GL_TEXTURE0_ARB );
//         glEnable(GL_TEXTURE_2D);
//         glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
//         glActiveTexturePtr( GL_TEXTURE1_ARB );
//         glDisable(GL_TEXTURE_2D);
//         glEnable(GL_TEXTURE_1D);
//         glBindTexture(GL_TEXTURE_1D, texFresnel);
//         // c = a0 * a2 + a1 * (1-a2)
// //        glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
// //        glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
//         glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
//         glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB ); 
//         glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_CONSTANT_ARB );
//         glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR ); 
//         glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
//         glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR ); 
//         glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE );
//         glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR ); 
// 		glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, enviro);
//         shFresnel->enable();
//             shFresnel->bind();
//             glCallList ( dlist ) ;
//         shFresnel->disable();
//         glActiveTexturePtr( GL_TEXTURE1_ARB );
//         glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
//         glDisable(GL_TEXTURE_1D);
//         glActiveTexturePtr( GL_TEXTURE0_ARB );
//         glDisable(GL_TEXTURE_1D);
//         glEnable(GL_TEXTURE_2D);
//     }
//     // restore states
// //    glBindTexture(GL_TEXTURE_2D, 0);
// //    glDepthFunc(GL_LESS);
// //    glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
//    if( sst )
// 	    sst->force();

//     // don't draw !
//     return false;
// }



// static int chrome_shader_callback( ssgEntity *e ) {
//    if( ! ((SGShadowAnimation *)e->getUserData())->get_condition_value() )
//        return true;

//  	GLuint dlist = 0;
//     ssgLeaf *leaf = (ssgLeaf *) e;
// #ifdef _SSG_USE_DLIST
//     dlist = leaf->getDListIndex();
//     if( ! dlist ) {
//         leaf->makeDList();
//         dlist = leaf->getDListIndex();
//     }
// #endif
//     if( ! dlist )
//         return true;
//     ssgSimpleState *sst = ((ssgSimpleState *)leaf->getState());
//     if ( sst )
//         sst->apply();

//     SGShaderAnimation *my_shader = (SGShaderAnimation *) ( e->getUserData() );
//     if( ! my_shader->_depth_test )
//         glDisable( GL_DEPTH_TEST );

//     GLint maskTexComponent = 3;
//     glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_COMPONENTS, &maskTexComponent);

//     // The fake env chrome texture
//     glActiveTexturePtr( GL_TEXTURE1_ARB );
//     glEnable(GL_TEXTURE_2D);
//     {
//         // No lighting is computed in spherical mapping mode because the environment
//         // is supposed to be allready lighted. We must reshade our environment texture.
//         sgVec4 sunColor, ambientColor, envColor;
//         ssgGetLight( 0 )->getColour(GL_DIFFUSE, sunColor );
//         ssgGetLight( 0 )->getColour(GL_AMBIENT, ambientColor );
//         sgAddScaledVec3( envColor, ambientColor, sunColor, 0.4f);
//         glBindTexture(GL_TEXTURE_2D, my_shader->_effectTexture->getHandle());

//         sgVec3 delta_light;
//         sgSubVec3(delta_light, envColor, my_shader->_envColor);
//         if( (fabs(delta_light[0]) + fabs(delta_light[1]) + fabs(delta_light[2])) > 0.05f ) {
// 		    sgCopyVec3( my_shader->_envColor, envColor );
//             // reload the texture data and let the driver reshade it for us
//             glPixelTransferf( GL_RED_SCALE, envColor[0] );
//             glPixelTransferf( GL_GREEN_SCALE, envColor[1] );
//             glPixelTransferf( GL_BLUE_SCALE, envColor[2] );
//             glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, my_shader->_texWidth, my_shader->_texHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, my_shader->_textureData);
//             glPixelTransferf( GL_RED_SCALE, 1.0f );
//             glPixelTransferf( GL_GREEN_SCALE, 1.0f );
//             glPixelTransferf( GL_BLUE_SCALE, 1.0f );
//         }
//     }
//     if( maskTexComponent == 4 ) {
//         // c = lerp(model tex, chrome tex, model tex alpha)
//         glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
//         glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB ); 
//         glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB );
//         glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR ); 
//         glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE );
//         glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR ); 
//         glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_PREVIOUS_ARB );
//         glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA ); 

//         glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
//         glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
//         glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
//     } else {
//         // c = chrome tex
//         glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
//         glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
//         glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR ); 

//         glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
//         glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
//         glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
//     }
//     // automatic generation of texture coordinates
//     // from normals

//     glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP );
//     glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP );
//     glEnable( GL_TEXTURE_GEN_S );
//     glEnable( GL_TEXTURE_GEN_T );

//     glCallList ( dlist ) ;

//     glActiveTexturePtr( GL_TEXTURE1_ARB );
//     glDisable( GL_TEXTURE_GEN_S );
//     glDisable( GL_TEXTURE_GEN_T );

//     glMatrixMode(GL_TEXTURE);
//         glLoadIdentity();
//     glMatrixMode(GL_MODELVIEW);

//     glDisable(GL_TEXTURE_2D);
//     glBindTexture(GL_TEXTURE_2D, 0);
//     glActiveTexturePtr( GL_TEXTURE0_ARB );

//     // restore states
//     if( ! my_shader->_depth_test )
//         glEnable( GL_DEPTH_TEST );

//     if( sst )
//         sst->force();

//    // don't draw !
//     return false;
// }

// static void init_shaders(void) {
// 	Shader::Init();
//     if( false && Shader::is_VP_supported() ) {
// 	    shFresnel = new Shader("/FlightGear/data/Textures/fresnel_vp.txt", "fresnel_vp");
//     }
// 	glActiveTexturePtr = (glActiveTextureProc) SGLookupFunction("glActiveTextureARB");
//     const int fresnelSize = 512;
//     unsigned char imageFresnel[ fresnelSize * 3 ];
//     for(int i = 0; i < fresnelSize; i++) {
//         const float R0 = 0.2f;
//         float NdotV = float( i ) / float( fresnelSize );
//         float f = R0 + (1.0f-R0)*pow(1.0f - NdotV, 5);
//         unsigned char ff = (unsigned char) (f * 255.0);
//         imageFresnel[i*3+0] = imageFresnel[i*3+1] = imageFresnel[i*3+2] = ff;
//     }
//     glGenTextures( 1, &texFresnel );
// 	glBindTexture(GL_TEXTURE_1D, texFresnel );
// 	glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
//     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//     glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// 	glTexParameteri(GL_TEXTURE_1D, GL_GENERATE_MIPMAP_SGIS, true);
// 	glTexImage1D(GL_TEXTURE_1D, 0, 3, fresnelSize, 0, GL_RGB, GL_UNSIGNED_BYTE, imageFresnel);
// 	glBindTexture(GL_TEXTURE_1D, 0 );

//     sgMakeIdentMat4( shadIdentMatrix );

// 	initDone = true;
// }

// ////////////////////////////////////////////////////////////////////////
// // Implementation of SGShaderAnimation
// ////////////////////////////////////////////////////////////////////////

SGShaderAnimation::SGShaderAnimation ( SGPropertyNode *prop_root,
                   SGPropertyNode_ptr props )
  : SGAnimation(props, new osg::Group),
    _condition(0),
    _condition_value(true),
    _shader_type(0),
    _param_1(props->getFloatValue("param", 1.0f)),
    _depth_test(props->getBoolValue("depth-test", true)),
    _factor(props->getFloatValue("factor", 1.0f)),
    _factor_prop(0),
    _speed(props->getFloatValue("speed", 1.0f)),
    _speed_prop(0),
    _textureData(0),
    _texWidth(0),
    _texHeight(0)

{
    SGPropertyNode_ptr node = props->getChild("condition");
    if (node != 0) {
        _condition = sgReadCondition(prop_root, node);
        _condition_value = false;
    }
    node = props->getChild("factor-prop");
    if( node )
        _factor_prop = prop_root->getNode(node->getStringValue(), true);
    node = props->getChild("speed-prop");
    if( node )
        _speed_prop = prop_root->getNode(node->getStringValue(), true);

    _envColor = osg::Vec4(0, 0, 0, 1);
    node = props->getChild("texture");
    if( node ) {
      _effectTexture = SGLoadTexture2D(node->getStringValue());
//         glBindTexture(GL_TEXTURE_2D, _effectTexture->getHandle() );
//         glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &_texWidth);
//         glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &_texHeight);

//         _textureData = new unsigned char[_texWidth * _texHeight * 3];
//         glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, _textureData);
//         glBindTexture(GL_TEXTURE_2D, 0 );
    }
    string shader_name = props->getStringValue("shader");
    if( shader_name == "fresnel" || shader_name == "reflection" )
        _shader_type = 1;
    else if( shader_name == "heat-haze" )
        _shader_type = 2;
    else if( shader_name == "chrome" && _effectTexture.valid())
        _shader_type = 3;
}

void SGShaderAnimation::init()
{
//     if( ! initDone )
//         init_shaders();
//     if( _shader_type == 1 && Shader::is_VP_supported() && shFresnel)
//         setCallBack( getBranch(), (ssgBase *) this, fresnel_shader_callback );
//     else if( _shader_type == 2 ) {
//         // this is the same extension with different names
//         isRectangleTextureSupported = SGIsOpenGLExtensionSupported("GL_EXT_texture_rectangle") ||
//             SGIsOpenGLExtensionSupported("GL_ARB_texture_rectangle") ||
//             SGIsOpenGLExtensionSupported("GL_NV_texture_rectangle");
//         setCallBack( getBranch(), (ssgBase *) this, heat_haze_shader_callback );
//     }
//     else if( _shader_type == 3 )
//         setCallBack( getBranch(), (ssgBase *) this, chrome_shader_callback );
//     else
//         setCallBack( getBranch(), (ssgBase *) this, null_shader_callback );
}

SGShaderAnimation::~SGShaderAnimation()
{
  delete _condition;
  delete _textureData;
}

void
SGShaderAnimation::operator()(osg::Node* node, osg::NodeVisitor* nv)
{ 
  if (_condition)
    _condition_value = _condition->test();
  if( _factor_prop)
    _factor = _factor_prop->getFloatValue();
  if( _speed_prop)
    _speed = _speed_prop->getFloatValue();

  // OSGFIXME fiddle with totalTime
  totalTime = nv->getFrameStamp()->getReferenceTime();

  // note, callback is responsible for scenegraph traversal so
  // should always include call traverse(node,nv) to ensure 
  // that the rest of cullbacks and the scene graph are traversed.
  traverse(node, nv);
}
#endif
