/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011  Cyan Worlds, Inc.

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 3 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, see <http://www.gnu.org/licenses/>.

Additional permissions under GNU GPL version 3 section 7

If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.

You can contact Cyan Worlds, Inc. by email legal@cyan.com
 or by snail mail at:
      Cyan Worlds, Inc.
      14617 N Newport Hwy
      Mead, WA   99021

*==LICENSE==*/
///////////////////////////////////////////////////////////////////////////////
//                                                                           //
//  plDynamicEnvLayer - Dynamic EnvironmentMap MAX Layer                     //
//  Cyan, Inc.                                                               //
//                                                                           //
//// Version History //////////////////////////////////////////////////////////
//                                                                           //
//  8.22.2001 mcn - Created.                                                 //
//                                                                           //
///////////////////////////////////////////////////////////////////////////////

#include "HeadSpin.h"
#include "plDynamicEnvLayer.h"

#include "iparamb2.h"
#include "iparamm2.h"
#include "stdmat.h"

#include "../plBMSampler.h"
#include "MaxMain/plPlasmaRefMsgs.h"


//// Externs //////////////////////////////////////////////////////////////////

extern TCHAR *GetString( int id );
extern HINSTANCE hInstance;

//// ClassDesc Definition /////////////////////////////////////////////////////

class plDynamicEnvLayerClassDesc : public ClassDesc2
{
public:
    int             IsPublic()      { return TRUE; }
    void*           Create(BOOL loading = FALSE) { return new plDynamicEnvLayer(); }
    const TCHAR*    ClassName()     { return GetString(IDS_DYNAMIC_ENVMAP_LAYER); }
    SClass_ID       SuperClassID()  { return TEXMAP_CLASS_ID; }
    Class_ID        ClassID()       { return DYNAMIC_ENV_LAYER_CLASS_ID; }
    const TCHAR*    Category()      { return TEXMAP_CAT_ENV; }
    const TCHAR*    InternalName()  { return _T("PlasmaDynamicEnvMapLayer"); }
    HINSTANCE       HInstance()     { return hInstance; }
};
static plDynamicEnvLayerClassDesc plDynamicEnvLayerDesc;
ClassDesc2* GetDynamicEnvLayerDesc() { return &plDynamicEnvLayerDesc; }

#include "plDynamicEnvLayerBitmapPB.cpp"

//// Constructor/Destructor ///////////////////////////////////////////////////

plDynamicEnvLayer::plDynamicEnvLayer() :
    fBitmapPB(NULL),
    fUVGen(NULL),
    fTexHandle(NULL),
    fTexTime(0),
    fIValid(NEVER)
{
    plDynamicEnvLayerDesc.MakeAutoParamBlocks(this);
    ReplaceReference(kRefUVGen, GetNewDefaultUVGen());  
}

plDynamicEnvLayer::~plDynamicEnvLayer()
{
    IDiscardTexHandle();
}

void    plDynamicEnvLayer::GetClassName( TSTR& s ) 
{
    s = GetString( IDS_DYNAMIC_ENVMAP_LAYER ); 
}

//// Reset ////////////////////////////////////////////////////////////////////

void plDynamicEnvLayer::Reset() 
{
    GetDynamicEnvLayerDesc()->Reset(this, TRUE);    // reset all pb2's
    NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE);

    fIValid.SetEmpty();
}

//// Update ///////////////////////////////////////////////////////////////////

void plDynamicEnvLayer::Update(TimeValue t, Interval& valid) 
{
    if (!fIValid.InInterval(t))
    {
        fIValid.SetInfinite();

        fUVGen->Update(t,fIValid);
        fBitmapPB->GetValidity(t, fIValid);
    }

    valid &= fIValid;
}

//// Validity /////////////////////////////////////////////////////////////////

Interval plDynamicEnvLayer::Validity(TimeValue t)
{
    //TODO: Update fIValid here

    // mf horse - Hacking this in just to get animations working.
    // No warranty on this not being stupid.
    Interval v = FOREVER;
    fBitmapPB->GetValidity(t, v);
    v &= fUVGen->Validity(t);
    return v;
}

//// CreateParamDlg ///////////////////////////////////////////////////////////

ParamDlg* plDynamicEnvLayer::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) 
{
    fIMtlParams = imp;
    IAutoMParamDlg* masterDlg = plDynamicEnvLayerDesc.CreateParamDlgs(hwMtlEdit, imp, this);

    return masterDlg;   
}

//// SetDlgThing //////////////////////////////////////////////////////////////

BOOL plDynamicEnvLayer::SetDlgThing(ParamDlg* dlg)
{   
    return FALSE;
}

//// Reference Functions //////////////////////////////////////////////////////

int plDynamicEnvLayer::NumRefs()
{
    return 2;
}

RefTargetHandle plDynamicEnvLayer::GetReference( int i ) 
{
    switch( i )
    {
        case kRefUVGen:     return fUVGen;
        case kRefBitmap:    return fBitmapPB;
        default: return NULL;
    }
}

void    plDynamicEnvLayer::SetReference( int i, RefTargetHandle rtarg ) 
{
    Interval    garbage;

    switch( i )
    {
        case kRefUVGen:  
            fUVGen = (UVGen *)rtarg; 
            if( fUVGen )
                fUVGen->Update( TimeValue( 0 ), garbage );
            break;
        case kRefBitmap:
            fBitmapPB = (IParamBlock2 *)rtarg;
            break;
    }
}

//// ParamBlock Functions /////////////////////////////////////////////////////

int plDynamicEnvLayer::NumParamBlocks()
{
    return 1;
}

IParamBlock2    *plDynamicEnvLayer::GetParamBlock( int i )
{
    switch( i )
    {
        case 0: return fBitmapPB;
        default: return NULL;
    }
}

IParamBlock2    *plDynamicEnvLayer::GetParamBlockByID( BlockID id )
{
    if( fBitmapPB->ID() == id )
        return fBitmapPB;
    else
        return NULL;
}

//// Clone ////////////////////////////////////////////////////////////////////

RefTargetHandle plDynamicEnvLayer::Clone( RemapDir &remap ) 
{
    plDynamicEnvLayer *mnew = new plDynamicEnvLayer();
    *((MtlBase*)mnew) = *((MtlBase*)this); // copy superclass stuff
    mnew->ReplaceReference(kRefBitmap, remap.CloneRef(fBitmapPB));
    mnew->ReplaceReference(kRefUVGen, remap.CloneRef(fUVGen));
    BaseClone(this, mnew, remap);
    return (RefTargetHandle)mnew;
}

//// SubAnim Functions ////////////////////////////////////////////////////////

int plDynamicEnvLayer::NumSubs()
{
    return 1;
}

Animatable  *plDynamicEnvLayer::SubAnim( int i ) 
{
    switch( i )
    {
        case kRefBitmap:    return fBitmapPB;
        default: return NULL;
    }
}

TSTR    plDynamicEnvLayer::SubAnimName( int i ) 
{
    switch( i )
    {
        case kRefBitmap:    return fBitmapPB->GetLocalName();
        default: return "";
    }
}

//// NotifyRefChanged /////////////////////////////////////////////////////////

RefResult   plDynamicEnvLayer::NotifyRefChanged( Interval changeInt, RefTargetHandle hTarget, 
                                                   PartID& partID, RefMessage message ) 
{
    switch (message)
    {
        case REFMSG_CHANGE:
        {
            fIValid.SetEmpty();

            if (hTarget == fBitmapPB)
            {
                // see if this message came from a changing parameter in the pblock,
                // if so, limit rollout update to the changing item and update any active viewport texture
                ParamID changingParam = fBitmapPB->LastNotifyParamID();
                fBitmapPB->GetDesc()->InvalidateUI(changingParam);
            }
        }
        break;

        case REFMSG_UV_SYM_CHANGE:
            IDiscardTexHandle();  
            break;
    }

    return REF_SUCCEED;
}

//// Save/Load ////////////////////////////////////////////////////////////////

#define TEX_HDR_CHUNK 0x5000

IOResult plDynamicEnvLayer::Save(ISave *isave) 
{
    IOResult res;

    isave->BeginChunk(TEX_HDR_CHUNK);
    res = MtlBase::Save(isave);
    if (res != IO_OK)
        return res;
    isave->EndChunk();

    return IO_OK;
}   

IOResult plDynamicEnvLayer::Load(ILoad *iload) 
{
    IOResult res;
    while (IO_OK == (res = iload->OpenChunk()))
    {
        if (iload->CurChunkID() == TEX_HDR_CHUNK)
        {
            res = MtlBase::Load(iload);
        }
        iload->CloseChunk();
        if (res != IO_OK) 
            return res;
    }

    return IO_OK;
}

//// EvalColor ////////////////////////////////////////////////////////////////

inline Point2 CompUV(float x, float y, float z) 
{
    return Point2( 0.5f * ( x / z + 1.0f ), 0.5f * ( y / z + 1.0f ) );
}

AColor plDynamicEnvLayer::EvalColor(ShadeContext& sc)
{
    if (!sc.doMaps) 
        return AColor(0.0f, 0.0f, 0.0f, 1.0f);

    AColor color;
    if (sc.GetCache(this, color)) 
        return color;

    if (gbufID) 
        sc.SetGBufferID(gbufID);

    color.White();

    sc.PutCache(this, color); 
    return color;
}

float plDynamicEnvLayer::EvalMono(ShadeContext& sc)
{
    return Intens(EvalColor(sc));
}

Point3 plDynamicEnvLayer::EvalNormalPerturb(ShadeContext& sc)
{
    // Return the perturbation to apply to a normal for bump mapping
    return Point3(0, 0, 0);
}

ULONG plDynamicEnvLayer::LocalRequirements(int subMtlNum)
{
    return MTLREQ_VIEW_DEP;
}

void plDynamicEnvLayer::IDiscardTexHandle() 
{
    if (fTexHandle)
    {
        fTexHandle->DeleteThis();
        fTexHandle = NULL;
    }
}

void plDynamicEnvLayer::ActivateTexDisplay(BOOL onoff)
{
    if (!onoff)
        IDiscardTexHandle();
}

BITMAPINFO *plDynamicEnvLayer::GetVPDisplayDIB(TimeValue t, TexHandleMaker& thmaker, Interval &valid, BOOL mono, BOOL forceW, BOOL forceH)
{
    return NULL;
}

DWORD plDynamicEnvLayer::GetActiveTexHandle(TimeValue t, TexHandleMaker& thmaker) 
{
    // FIXME: ignore validity for now
    if (fTexHandle && fIValid.InInterval(t))// && texTime == CalcFrame(t)) 
        return fTexHandle->GetHandle();
    else
    {
        IDiscardTexHandle();
        
        fTexTime = 0;//CalcFrame(t);
        fTexHandle = thmaker.MakeHandle(GetVPDisplayDIB(t, thmaker, fIValid));
        if (fTexHandle)
            return fTexHandle->GetHandle();
        else
            return 0;
    }
}

//// MustBeUnique /////////////////////////////////////////////////////////////
//  Fun stuff here. If our anchor is set to nil (i.e. "self"), then we must be 
//  unique for each object we're applied to. However, that means the material 
//  must *ALSO* be unique. Hence why this function is called by
//  hsMaterialConverter::IMustBeUniqueMaterial().

bool    plDynamicEnvLayer::MustBeUnique( void )
{
    if( fBitmapPB->GetINode( kBmpAnchorNode ) == nil )
        return true;

    return false;
}

