///////////////////////////////////////////////////////////////////////////////
// 
//  Copyright (2013) Alexander Stukowski
//
//  This file is part of OVITO (Open Visualization Tool).
//
//  OVITO 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 3 of the License, or
//  (at your option) any later version.
//
//  OVITO 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, see <http://www.gnu.org/licenses/>.
//
///////////////////////////////////////////////////////////////////////////////

// Inputs from calling program
uniform mat4 projection_matrix;
uniform mat4 inverse_projection_matrix;
uniform bool is_perspective;			// Specifies the projection mode.
uniform vec2 viewport_origin;			// Specifies the transformation from screen coordinates to viewport coordinates.
uniform vec2 inverse_viewport_size;		// Specifies the transformation from screen coordinates to viewport coordinates.

#if __VERSION__ < 130
	#define in varying
	#define flat
	#define FragColor gl_FragColor
#else
	out vec4 FragColor;
#endif

// Inputs from vertex shader
flat in vec4 cylinder_color_fs;			// The base color of the cylinder.
flat in vec3 cylinder_view_base;		// Transformed cylinder position in view coordinates
flat in vec3 cylinder_view_axis;		// Transformed cylinder axis in view coordinates
flat in float cylinder_radius_sq_fs;	// The squared radius of the cylinder
flat in float cylinder_length;			// The length of the cylinder

const float ambient = 0.4;
const float diffuse_strength = 1.0 - ambient;
const float shininess = 6.0;
const vec3 specular_lightdir = normalize(vec3(-1.8, 1.5, -0.2));

void main() 
{
	// Calculate the pixel coordinate in viewport space.
	vec2 view_c = ((gl_FragCoord.xy - viewport_origin) * inverse_viewport_size) - 1.0;

	// Calculate viewing ray direction in view space
	vec3 ray_dir;
	vec3 ray_origin;
	if(is_perspective) {
		ray_dir = normalize(vec3(inverse_projection_matrix * vec4(view_c.x, view_c.y, 1.0, 1.0)));
		ray_origin = vec3(0.0);
	}
	else {
		ray_origin = vec3(inverse_projection_matrix * vec4(view_c.x, view_c.y, 0.0, 1.0));
		// This is to improve numeric precision of intersection calculation:
		ray_origin.z = cylinder_view_base.z;
		ray_dir = vec3(0.0, 0.0, -1.0);
	}

	// Perform ray-cylinder intersection test.
	vec3 n = cross(ray_dir, cylinder_view_axis);
	float ln = length(n);
	vec3 RC = ray_origin - cylinder_view_base;
	
	vec3 view_intersection_pnt = ray_origin;
	vec3 surface_normal;
	
	if(ln < 1e-7) {	
		// Handle case where view ray is parallel to cylinder axis:
		
		float t = dot(RC, ray_dir);
		float v = dot(RC, RC);
		if(v-t*t > cylinder_radius_sq_fs) {
			discard;
		}
		else {
			view_intersection_pnt -= t * ray_dir;		
			surface_normal = -cylinder_view_axis;
			float tfar = dot(cylinder_view_axis, ray_dir);
			if(tfar < 0.0) {
				view_intersection_pnt += tfar * ray_dir;
				surface_normal = cylinder_view_axis;
			}
		}
	}
	else {
	
		n /= ln;
		float d = dot(RC,n);
		d *= d;
		
		// Test if ray missed the cylinder.
		if(d > cylinder_radius_sq_fs) {
			discard;
		}
		else {

			// Calculate closest intersection position.
			float t = dot(cross(cylinder_view_axis, RC), n) / ln;
			float s = abs(sqrt(cylinder_radius_sq_fs - d) / dot(cross(n, cylinder_view_axis),ray_dir) * cylinder_length);
			float tnear = t - s;
		
			// Calculate intersection point in view coordinate system.
			view_intersection_pnt += tnear * ray_dir;
		
			// Find intersection position along cylinder axis.
			float anear = dot(view_intersection_pnt - cylinder_view_base, cylinder_view_axis) / (cylinder_length*cylinder_length);
			if(anear >= 0 && anear <= 1.0) {

				// Calculate surface normal in view coordinate system.
				surface_normal = (view_intersection_pnt - (cylinder_view_base + anear * cylinder_view_axis));
			}
			else {
				// Calculate second intersection point.
				float tfar = t + s;
				vec3 far_view_intersection_pnt = ray_origin + tfar * ray_dir;
				float afar = dot(far_view_intersection_pnt - cylinder_view_base, cylinder_view_axis) / (cylinder_length*cylinder_length);
				
				// Compute intersection with cylinder caps.
				if(anear < 0 && afar > 0) {
					view_intersection_pnt += (anear / (anear - afar) * 2.0 * s + 1e-6) * ray_dir;
					surface_normal = -cylinder_view_axis;
				}
				else if(anear > 1.0 && afar < 1.0) {
					view_intersection_pnt += ((anear - 1.0) / (anear - afar) * 2.0 * s + 1e-6) * ray_dir;
					surface_normal = cylinder_view_axis;
				}
				else {
					discard;
				}
			}
		}
	}
		
	// Output the ray-cylinder intersection point as the fragment depth 
	// rather than the depth of the bounding box polygons.
	// The eye coordinate Z value must be transformed to normalized device 
	// coordinates before being assigned as the final fragment depth.
	vec4 projected_intersection = projection_matrix * vec4(view_intersection_pnt, 1.0);
	gl_FragDepth = ((gl_DepthRange.diff * (projected_intersection.z / projected_intersection.w)) + gl_DepthRange.near + gl_DepthRange.far) * 0.5;
	
	surface_normal = normalize(surface_normal);
	float diffuse = abs(surface_normal.z) * diffuse_strength;
	float specular = pow(max(0.0, dot(reflect(specular_lightdir, surface_normal), ray_dir)), shininess) * 0.25;
	
	FragColor = vec4(cylinder_color_fs.rgb * (diffuse + ambient) + vec3(specular), cylinder_color_fs.a);
}
