//-------------------------------------------------------------------------------
///
/// \file       viewport.cpp 
/// \author     Cem Yuksel (www.cemyuksel.com)
/// \version    13.0
/// \date       August 21, 2019
///
/// \brief Example source for CS 6620 - University of Utah.
///
//-------------------------------------------------------------------------------

#ifdef __GNUC__
#pragma GCC diagnostic ignored "-Wdeprecated-declarations"
#endif

#include "scene.h"
#include "objects.h"
#include "lights.h"
#include "materials.h"
#include "texture.h"
#include <stdlib.h>
#include <time.h>

#ifdef USE_GLUT
# ifdef __APPLE__
#  include <GLUT/glut.h>
# else
#  include <GL/glut.h>
# endif
#else
# include <GL/freeglut.h>
#endif

//-------------------------------------------------------------------------------

void BeginRender();	// Called to start rendering (renderer must run in a separate thread)
void StopRender();	// Called to end rendering (if it is not already finished)

extern Node rootNode;
extern Camera camera;
extern RenderImage renderImage;
extern LightList lights;
extern TexturedColor background;

//-------------------------------------------------------------------------------

enum Mode {
	MODE_READY,			// Ready to render
	MODE_RENDERING,		// Rendering the image
	MODE_RENDER_DONE	// Rendering is finished
};

enum ViewMode
{
	VIEWMODE_OPENGL,
	VIEWMODE_IMAGE,
	VIEWMODE_Z,
	VIEWMODE_SAMPLECOUNT,
	VIEWMODE_IRRADCOMP,
};

enum MouseMode {
	MOUSEMODE_NONE,
	MOUSEMODE_DEBUG,
	MOUSEMODE_ROTATE,
};

static Mode		mode		= MODE_READY;		// Rendering mode
static ViewMode	viewMode	= VIEWMODE_OPENGL;	// Display mode
static MouseMode mouseMode	= MOUSEMODE_NONE;	// Mouse mode
static int		startTime;						// Start time of rendering
static int mouseX=0, mouseY=0;
static float viewAngle1=0, viewAngle2=0;
static GLuint viewTexture;

static int		dofDrawCount = 0;
static Color	*dofImage = nullptr;
static Color24 *dofBuffer = nullptr;

#define MAX_DOF_DRAW	32

//-------------------------------------------------------------------------------

void GlutDisplay();
void GlutReshape(int w, int h);
void GlutIdle();
void GlutKeyboard(unsigned char key, int x, int y);
void GlutMouse(int button, int state, int x, int y);
void GlutMotion(int x, int y);

//-------------------------------------------------------------------------------

void ShowViewport()
{
	int argc = 1;
	char argstr[] = "raytrace";
	char *argv = argstr;
	glutInit(&argc,&argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH );
	if (glutGet(GLUT_SCREEN_WIDTH) > 0 && glutGet(GLUT_SCREEN_HEIGHT) > 0){
		glutInitWindowPosition( (glutGet(GLUT_SCREEN_WIDTH) - camera.imgWidth)/2, (glutGet(GLUT_SCREEN_HEIGHT) - camera.imgHeight)/2 );
	}
	else glutInitWindowPosition( 50, 50 );
	glutInitWindowSize(camera.imgWidth, camera.imgHeight);

	glutCreateWindow("Ray Tracer - CS 6620");
	glutDisplayFunc(GlutDisplay);
	glutReshapeFunc(GlutReshape);
	glutIdleFunc(GlutIdle);
	glutKeyboardFunc(GlutKeyboard);
	glutMouseFunc(GlutMouse);
	glutMotionFunc(GlutMotion);

	Color bg = background.GetColor();
	glClearColor(bg.r,bg.g,bg.b,0);

	glPointSize(3.0);
	glEnable( GL_CULL_FACE );

	float zero[] = {0,0,0,0};
	glLightModelfv( GL_LIGHT_MODEL_AMBIENT, zero );

	glEnable(GL_NORMALIZE);

	glLineWidth(2);

	if ( camera.dof > 0 ) {
		dofBuffer = new Color24[ camera.imgWidth * camera.imgHeight ];
		dofImage = new Color[ camera.imgWidth * camera.imgHeight ];
		memset( dofImage, 0, camera.imgWidth * camera.imgHeight * sizeof(Color) );
	}

	glGenTextures(1,&viewTexture);
	glBindTexture(GL_TEXTURE_2D, viewTexture);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

	glutMainLoop();
}

//-------------------------------------------------------------------------------

void GlutReshape(int w, int h)
{
	if( w != camera.imgWidth || h != camera.imgHeight ) {
		glutReshapeWindow( camera.imgWidth, camera.imgHeight);
	} else {
		glViewport( 0, 0, w, h );

		glMatrixMode( GL_PROJECTION );
		glLoadIdentity();
		float r = (float) w / float (h);
		gluPerspective( camera.fov, r, 0.02, 1000.0);

		glMatrixMode( GL_MODELVIEW );
		glLoadIdentity();
	}
}

//-------------------------------------------------------------------------------

void DrawNode( Node *node )
{
	glPushMatrix();

	const Material *mtl = node->GetMaterial();
	if ( mtl ) mtl->SetViewportMaterial();

	Matrix3f tm = node->GetTransform();
	Vec3f p = node->GetPosition();
	float m[16] = { tm[0],tm[1],tm[2],0, tm[3],tm[4],tm[5],0, tm[6],tm[7],tm[8],0, p.x,p.y,p.z,1 };
	glMultMatrixf( m );

	Object *obj = node->GetNodeObj();
	if ( obj ) obj->ViewportDisplay(mtl);

	for ( int i=0; i<node->GetNumChild(); i++ ) {
		DrawNode( node->GetChild(i) );
	}

	glPopMatrix();
}

//-------------------------------------------------------------------------------

void DrawScene()
{
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );

	const TextureMap *bgMap = background.GetTexture();
	if ( bgMap ) {
		glDepthMask(GL_FALSE);
		glMatrixMode(GL_PROJECTION);
		glPushMatrix();
		glLoadIdentity();
		glMatrixMode(GL_MODELVIEW);
		Color c = background.GetColor();
		glColor3f(c.r,c.g,c.b);
		if ( bgMap->SetViewportTexture() ) {
			glEnable( GL_TEXTURE_2D );
			glMatrixMode( GL_TEXTURE );
			Matrix3f tm = bgMap->GetInverseTransform();
			Vec3f p = tm * bgMap->GetPosition();
			float m[16] = { tm[0],tm[1],tm[2],0, tm[3],tm[4],tm[5],0, tm[6],tm[7],tm[8],0, -p.x,-p.y,-p.z,1 };
			glLoadMatrixf( m );
			glMatrixMode( GL_MODELVIEW );
		} else {
			glDisable( GL_TEXTURE_2D );
		}
		glBegin(GL_QUADS);
		glTexCoord2f(0,1);
		glVertex2f(-1,-1);
		glTexCoord2f(1,1);
		glVertex2f( 1,-1);
		glTexCoord2f(1,0);
		glVertex2f( 1, 1);
		glTexCoord2f(0,0);
		glVertex2f(-1, 1);
		glEnd();
		glMatrixMode(GL_PROJECTION);
		glPopMatrix();
		glMatrixMode(GL_MODELVIEW);
		glDepthMask(GL_TRUE);

		glDisable( GL_TEXTURE_2D );
	}

	glEnable( GL_LIGHTING );
	glEnable( GL_DEPTH_TEST );

	glPushMatrix();
	Vec3f p = camera.pos;
	Vec3f t = camera.pos + camera.dir*camera.focaldist;
	Vec3f u = camera.up;
	if ( camera.dof > 0 ) {
		Vec3f v = camera.dir ^ camera.up;
		float r = sqrtf(float(rand())/RAND_MAX)*camera.dof;
		float a = float(M_PI) * 2.0f * float(rand())/RAND_MAX;
		p += r*cosf(a)*v + r*sinf(a)*u;
	}
	gluLookAt( p.x, p.y, p.z,  t.x, t.y, t.z,  u.x, u.y, u.z );

	glRotatef( viewAngle1, 1, 0, 0 );
	glRotatef( viewAngle2, 0, 0, 1 );

	if ( lights.size() > 0 ) {
		for ( unsigned int i=0; i<lights.size(); i++ ) {
			lights[i]->SetViewportLight(i);
		}
	} else {
		float white[] = {1,1,1,1};
		float black[] = {0,0,0,0};
		Vec4f p(camera.pos, 1);
		glEnable ( GL_LIGHT0 );
		glLightfv( GL_LIGHT0, GL_AMBIENT,  black );
		glLightfv( GL_LIGHT0, GL_DIFFUSE,  white );
		glLightfv( GL_LIGHT0, GL_SPECULAR, white );
		glLightfv( GL_LIGHT0, GL_POSITION, &p.x );
	}

	DrawNode(&rootNode);

	glPopMatrix();

	glDisable( GL_DEPTH_TEST );
	glDisable( GL_LIGHTING );
	glDisable( GL_TEXTURE_2D );
}

//-------------------------------------------------------------------------------

void DrawImage( void *data, GLenum type, GLenum format )
{
	glBindTexture(GL_TEXTURE_2D, viewTexture);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, renderImage.GetWidth(), renderImage.GetHeight(), 0, format, type, data); 

	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );

	glEnable(GL_TEXTURE_2D);

	glMatrixMode( GL_TEXTURE );
	glLoadIdentity();

	glMatrixMode( GL_PROJECTION );
	glPushMatrix();
	glLoadIdentity();

	glColor3f(1,1,1);
	glBegin(GL_QUADS);
	glTexCoord2f(0,1);
	glVertex2f(-1,-1);
	glTexCoord2f(1,1);
	glVertex2f(1,-1);
	glTexCoord2f(1,0);
	glVertex2f(1,1);
	glTexCoord2f(0,0);
	glVertex2f(-1,1);
	glEnd();

	glPopMatrix();
	glMatrixMode( GL_MODELVIEW );

	glDisable(GL_TEXTURE_2D);
}

//-------------------------------------------------------------------------------

void DrawProgressBar(float done)
{
	glMatrixMode( GL_PROJECTION );
	glPushMatrix();
	glLoadIdentity();

	glBegin(GL_LINES);
	glColor3f(1,1,1);
	glVertex2f(-1,-1);
	glVertex2f(done*2-1,-1);
	glColor3f(0,0,0);
	glVertex2f(done*2-1,-1);
	glVertex2f(1,-1);
	glEnd();

	glPopMatrix();
	glMatrixMode( GL_MODELVIEW );
}

//-------------------------------------------------------------------------------

void DrawRenderProgressBar()
{
	int rp = renderImage.GetNumRenderedPixels();
	int np = renderImage.GetWidth() * renderImage.GetHeight();
	if ( rp >= np ) return;
	float done = (float) rp / (float) np;
	DrawProgressBar(done);
}

//-------------------------------------------------------------------------------

void GlutDisplay()
{
	switch ( viewMode ) {
	case VIEWMODE_OPENGL:
		if ( dofImage ) {
			if ( dofDrawCount < MAX_DOF_DRAW ) {
				DrawScene();
				glReadPixels( 0, 0, camera.imgWidth, camera.imgHeight, GL_RGB, GL_UNSIGNED_BYTE, dofBuffer );
				for ( int i=0, y=0; y<camera.imgHeight; y++ ) {
					int j = (camera.imgHeight-y-1)*camera.imgWidth;
					for ( int x=0; x<camera.imgWidth; x++, i++, j++ ) {
						dofImage[i] = (dofImage[i]*float(dofDrawCount) + dofBuffer[j].ToColor())/float(dofDrawCount+1);
					}
				}
				dofDrawCount++;
			}
			glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
			DrawImage( dofImage, GL_FLOAT, GL_RGB );
			if ( dofDrawCount < MAX_DOF_DRAW ) {
				DrawProgressBar(float(dofDrawCount)/MAX_DOF_DRAW);
				glutPostRedisplay();
			}
		} else {
			DrawScene();
		}
		break;
	case VIEWMODE_IMAGE:
		DrawImage( renderImage.GetPixels(), GL_UNSIGNED_BYTE, GL_RGB );
		DrawRenderProgressBar();
		break;
	case VIEWMODE_Z:
		if ( ! renderImage.GetZBufferImage() ) renderImage.ComputeZBufferImage();
		DrawImage( renderImage.GetZBufferImage(), GL_UNSIGNED_BYTE, GL_LUMINANCE );
		break;
	case VIEWMODE_SAMPLECOUNT:
		if ( ! renderImage.GetSampleCountImage() ) renderImage.ComputeSampleCountImage();
		DrawImage( renderImage.GetSampleCountImage(), GL_UNSIGNED_BYTE, GL_LUMINANCE );
		break;
	case VIEWMODE_IRRADCOMP:
		if ( renderImage.GetIrradianceComputationImage() ) {
			DrawImage( renderImage.GetIrradianceComputationImage(), GL_UNSIGNED_BYTE, GL_LUMINANCE );
		}
		break;
	}

	glutSwapBuffers();
}

//-------------------------------------------------------------------------------

void GlutIdle()
{
	static int lastRenderedPixels = 0;
	if ( mode == MODE_RENDERING ) {
		int nrp = renderImage.GetNumRenderedPixels();
		if ( lastRenderedPixels != nrp ) {
			lastRenderedPixels = nrp;
			if ( renderImage.IsRenderDone() ) {
				mode = MODE_RENDER_DONE;
				int endTime = (int) time(nullptr);
				int t = endTime - startTime;
				int h = t / 3600;
				int m = (t % 3600) / 60;
				int s = t % 60;
				printf("\nRender time is %d:%02d:%02d.\n",h,m,s);
			}
			glutPostRedisplay();
		}
		if ( viewMode == VIEWMODE_IRRADCOMP ) glutPostRedisplay();
	}
}

//-------------------------------------------------------------------------------

void GlutKeyboard(unsigned char key, int x, int y)
{
	switch ( key ) {
	case 27:	// ESC
		exit(0);
		break;
	case ' ':
		switch ( mode ) {
		case MODE_READY: 
			mode = MODE_RENDERING;
			viewMode = VIEWMODE_IMAGE;
			if ( dofImage ) {
				Color24 *p = renderImage.GetPixels();
				for ( int i=0; i<camera.imgWidth*camera.imgHeight; i++ ) p[i] = Color24(dofImage[i]);
			} else {
				DrawScene();
				glReadPixels( 0, 0, renderImage.GetWidth(), renderImage.GetHeight(), GL_RGB, GL_UNSIGNED_BYTE, renderImage.GetPixels() );
				{
					Color24 *c = renderImage.GetPixels();
					for ( int y0=0, y1=renderImage.GetHeight()-1; y0<y1; y0++, y1-- ) {
						int i0 = y0 * renderImage.GetWidth();
						int i1 = y1 * renderImage.GetWidth();
						for ( int x=0; x<renderImage.GetWidth(); x++, i0++, i1++ ) {
							Color24 t=c[i0]; c[i0]=c[i1]; c[i1]=t;
						}
					}
				}
			}
			startTime = (int) time(nullptr);
			BeginRender();
			break;
		case MODE_RENDERING:
			mode = MODE_READY;
			StopRender();
			glutPostRedisplay();
			break;
		case MODE_RENDER_DONE: 
			mode = MODE_READY;
			viewMode = VIEWMODE_OPENGL;
			glutPostRedisplay();
			break;
		}
		break;
	case '1':
		viewAngle1 = viewAngle2 = 0;
		viewMode = VIEWMODE_OPENGL;
		glutPostRedisplay();
		break;
	case '2':
		viewMode = VIEWMODE_IMAGE;
		glutPostRedisplay();
		break;
	case '3':
		viewMode = VIEWMODE_Z;
		glutPostRedisplay();
		break;
	case '4':
		viewMode = VIEWMODE_SAMPLECOUNT;
		glutPostRedisplay();
		break;
	case '5':
		viewMode = VIEWMODE_IRRADCOMP;
		glutPostRedisplay();
		break;
	}
}

//-------------------------------------------------------------------------------

void PrintPixelData(int x, int y)
{
	if ( x < renderImage.GetWidth() && y < renderImage.GetHeight() ) {
		Color24 *colors = renderImage.GetPixels();
		float *zbuffer = renderImage.GetZBuffer();
		int i = (renderImage.GetHeight() - y - 1 ) *renderImage.GetWidth() + x;
		printf("Pixel [ %d, %d ] Color24: %d, %d, %d   Z: %f\n", x, y, colors[i].r, colors[i].g, colors[i].b, zbuffer[i] );
	} else {
		printf("-- Invalid pixel (%d,%d) --\n",x,y);
	}
}

//-------------------------------------------------------------------------------

void GlutMouse(int button, int state, int x, int y)
{
	if ( state == GLUT_UP ) {
		mouseMode = MOUSEMODE_NONE;
	} else {
		switch ( button ) {
			case GLUT_LEFT_BUTTON:
				mouseMode = MOUSEMODE_DEBUG;
				PrintPixelData(x,y);
				break;
			case GLUT_RIGHT_BUTTON:
				mouseMode = MOUSEMODE_ROTATE;
				mouseX = x;
				mouseY = y;
				break;
		}
	}
}

//-------------------------------------------------------------------------------

void GlutMotion(int x, int y)
{
	switch ( mouseMode ) {
		case MOUSEMODE_DEBUG:
			PrintPixelData(x,y);
			break;
		case GLUT_RIGHT_BUTTON:
			viewAngle1 -= 0.2f * ( mouseY - y );
			viewAngle2 -= 0.2f * ( mouseX - x );
			mouseX = x;
			mouseY = y;
			glutPostRedisplay();
			break;
	}
}

//-------------------------------------------------------------------------------
// Viewport Methods for various classes
//-------------------------------------------------------------------------------
void Sphere::ViewportDisplay(const Material *mtl) const
{
	static GLUquadric *q = nullptr;
	if ( q == nullptr ) {
		q = gluNewQuadric();
		gluQuadricTexture(q,true);
	}
	gluSphere(q,1,50,50);
}
void Plane::ViewportDisplay(const Material *mtl) const
{
	const int resolution = 32;
	float xyInc = 2.0f / resolution;
	float uvInc = 1.0f / resolution;
	glPushMatrix();
	glNormal3f(0,0,1);
	glBegin(GL_QUADS);
	float y1=-1, y2=xyInc-1, v1=0, v2=uvInc;
	for ( int y=0; y<resolution; y++ ) {
		float x1=-1, x2=xyInc-1, u1=0, u2=uvInc;
		for ( int x=0; x<resolution; x++ ) {
			glTexCoord2f(u1, v1);
			glVertex3f ( x1, y1, 0 );
			glTexCoord2f(u2, v1);
			glVertex3f ( x2, y1, 0 );
			glTexCoord2f(u2, v2);
			glVertex3f ( x2, y2, 0 );
			glTexCoord2f(u1, v2);
			glVertex3f ( x1, y2, 0 );
			x1=x2; x2+=xyInc; u1=u2; u2+=uvInc;
		}
		y1=y2; y2+=xyInc; v1=v2; v2+=uvInc;
	}
	glEnd();
	glPopMatrix();
}
void TriObj::ViewportDisplay(const Material *mtl) const
{
	unsigned int nextMtlID = 0;
	unsigned int nextMtlSwith = NF();
	if ( mtl && NM() > 0 ) {
		mtl->SetViewportMaterial(0);
		nextMtlSwith = GetMaterialFaceCount(0);
		nextMtlID = 1;
	}
	glBegin(GL_TRIANGLES);
	for ( unsigned int i=0; i<NF(); i++ ) {
		while ( i >= nextMtlSwith ) {
			if ( nextMtlID >= NM() ) nextMtlSwith = NF();
			else {
				glEnd();
				nextMtlSwith += GetMaterialFaceCount(nextMtlID);
				mtl->SetViewportMaterial(nextMtlID);
				nextMtlID++;
				glBegin(GL_TRIANGLES);
			}
		}
		for ( int j=0; j<3; j++ ) {
			if ( HasTextureVertices() ) glTexCoord3fv( &VT( FT(i).v[j] ).x );
			if ( HasNormals() ) glNormal3fv( &VN( FN(i).v[j] ).x );
			glVertex3fv( &V( F(i).v[j] ).x );
		}
	}
	glEnd();
}
void MtlBlinn::SetViewportMaterial(int subMtlID) const
{
	ColorA c;
	c = ColorA(diffuse.GetColor());
	glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, &c.r );
	c = ColorA(specular.GetColor());
	glMaterialfv( GL_FRONT, GL_SPECULAR, &c.r );
	glMaterialf( GL_FRONT, GL_SHININESS, glossiness*1.5f );
	c = ColorA(emission.GetColor());
	glMaterialfv( GL_FRONT, GL_EMISSION, &c.r );
	const TextureMap *dm = diffuse.GetTexture();
	if ( dm && dm->SetViewportTexture() ) {
		glEnable( GL_TEXTURE_2D );
		glMatrixMode( GL_TEXTURE );
		Matrix3f tm = dm->GetInverseTransform();
		Vec3f p = tm * dm->GetPosition();
		float m[16] = { tm[0],tm[1],tm[2],0, tm[3],tm[4],tm[5],0, tm[6],tm[7],tm[8],0, -p.x,-p.y,-p.z,1 };
		glLoadMatrixf( m );
		glMatrixMode( GL_MODELVIEW );
	} else {
		glDisable( GL_TEXTURE_2D );
	}
}
void GenLight::SetViewportParam(int lightID, ColorA ambient, ColorA intensity, Vec4f pos) const
{
	glEnable ( GL_LIGHT0 + lightID );
	glLightfv( GL_LIGHT0 + lightID, GL_AMBIENT,  &ambient.r );
	glLightfv( GL_LIGHT0 + lightID, GL_DIFFUSE,  &intensity.r );
	glLightfv( GL_LIGHT0 + lightID, GL_SPECULAR, &intensity.r );
	glLightfv( GL_LIGHT0 + lightID, GL_POSITION, &pos.x );
}
void PointLight::SetViewportLight(int lightID) const
{
	SetViewportParam(lightID,ColorA(0,0,0),ColorA(intensity),Vec4f(position,1.0f));
	glLightf( GL_LIGHT0 + lightID, GL_CONSTANT_ATTENUATION,  0 );
	glLightf( GL_LIGHT0 + lightID, GL_LINEAR_ATTENUATION,    0 );
	glLightf( GL_LIGHT0 + lightID, GL_QUADRATIC_ATTENUATION, 1 );
}
bool TextureFile::SetViewportTexture() const
{
	if ( viewportTextureID == 0 ) {
		glGenTextures(1,&viewportTextureID);
		glBindTexture(GL_TEXTURE_2D,viewportTextureID);
		gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width, height, GL_RGB, GL_UNSIGNED_BYTE, &data[0].r );
		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
	}
	glBindTexture(GL_TEXTURE_2D,viewportTextureID);
	return true;
}
bool TextureChecker::SetViewportTexture() const
{
	if ( viewportTextureID == 0 ) {
		const int texSize = 256;
		glGenTextures(1,&viewportTextureID);
		glBindTexture(GL_TEXTURE_2D,viewportTextureID);
		Color24 c[2] = { Color24(color1), Color24(color2) };
		Color24 *tex = new Color24[texSize*texSize];
		for ( int i=0; i<texSize*texSize; i++ ) {
			int ix = (i%texSize) < 128 ? 0 : 1;
			if ( i/256 >= 128 ) ix = 1 - ix;
			tex[i] = c[ix];
		}
		gluBuild2DMipmaps( GL_TEXTURE_2D, 3, texSize, texSize, GL_RGB, GL_UNSIGNED_BYTE, &tex[0].r );
		delete [] tex;
		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
	}
	glBindTexture(GL_TEXTURE_2D,viewportTextureID);
	return true;
}
//-------------------------------------------------------------------------------
//-------------------------------------------------------------------------------