/*==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==*/
#include "HeadSpin.h"
#include "plParticleMtl.h"
#include "../resource.h"
//extern ClassDesc2* GetMaxLayerDesc();
#include "../Shaders.h"

#include "iparamm2.h"

#include "MaxMain/plPlasmaRefMsgs.h"
#include "../plBMSampler.h"
#include "stdmat.h"
#include "../Layers/plLayerTex.h"
#include "../Layers/plLayerTexBitmapPB.h"
#include "MaxMain/MaxCompat.h"

extern HINSTANCE hInstance;

class plParticleMtlClassDesc : public ClassDesc2
{
public:
    int             IsPublic()      { return TRUE; }
    void*           Create(BOOL loading) { return new plParticleMtl(loading); }
    const TCHAR*    ClassName()     { return GetString(IDS_PARTICLE_MTL); }
    SClass_ID       SuperClassID()  { return MATERIAL_CLASS_ID; }
    Class_ID        ClassID()       { return PARTICLE_MTL_CLASS_ID; }
    const TCHAR*    Category()      { return NULL; }
    const TCHAR*    InternalName()  { return _T("ParticleMaterial"); }
    HINSTANCE       HInstance()     { return hInstance; }
};
static plParticleMtlClassDesc plParticleMtlDesc;
ClassDesc2* GetParticleMtlDesc() { return &plParticleMtlDesc; }

// For initializing paramblock descriptor
ParamBlockDesc2 *GetParticlePB();
#include "plParticleMtlPBDec.h"

const char *plParticleMtl::NormalStrings[] = // Make sure these match up in order with the Normal enum (in the header)
{
    "Normal: View Facing",
    "Normal: Up",
    "Normal: Nearest Light",
    "Normal: From Center",
    "Normal: Vel x Up x Vel",
    "Emissive"
};

plParticleMtl::plParticleMtl(BOOL loading) : fBasicPB(NULL)//, fBM(NULL), fUVGen(NULL)
{
#if 0 // This wasn't working on load
    // Initialize the paramblock descriptors only once
    static bool descInit = false;
    if (!descInit)
    {
        descInit = true;
        GetParticlePB()->SetClassDesc(GetParticleMtlDesc());
    }
#endif

    plParticleMtlDesc.MakeAutoParamBlocks(this);

//  if (!loading)
    {
        Reset();
        plLayerTex *tex = new plLayerTex;
        //tex->GetParamBlockByID(kBlkBasic)->SetValue(kBmpUseBitmap, 0, 1);
        fBasicPB->SetValue(kTexmap, 0, tex);

    }
    //fUVGen = GetNewDefaultUVGen();
}

void plParticleMtl::Reset() 
{
    fIValid.SetEmpty();
}

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

    return (ParamDlg*)masterDlg;    
}

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

Interval plParticleMtl::Validity(TimeValue t)
{
#if 0 // mf horse
    Interval valid = FOREVER;       

/*  for (int i = 0; i < fSubTexmap.Count(); i++) 
    {
        if (fSubTexmap[i]) 
            valid &= fSubTexmap[i]->Validity(t);
    }
*/  
//  float u;
//  fPBlock->GetValue(pb_spin,t,u,valid);
    return valid;
#else // mf horse
    const char* name = GetName();

    // mf horse - Hacking in something like real validity checking
    // to get material animations working. No warranty, this is just
    // better than nothing.
    Interval v = FOREVER;
    fBasicPB->GetValidity(t, v);

    return v;
#endif // mf horse
}

/*===========================================================================*\
 |  Subanim & References support
\*===========================================================================*/

int plParticleMtl::NumSubs()
{
    return 2;
}

TSTR plParticleMtl::SubAnimName(int i) 
{
    switch (i)
    {
    case 0: return fBasicPB->GetLocalName();
    case 1: return "Texmap";
    }

    return "";
}

Animatable* plParticleMtl::SubAnim(int i)
{
    switch (i)
    {
    case 0: return fBasicPB;
    case 1: return fBasicPB->GetTexmap(kTexmap);
    }

    return NULL;
}

int plParticleMtl::NumRefs()
{
    return 1;
}

RefTargetHandle plParticleMtl::GetReference(int i)
{
    switch (i)
    {
    case kRefBasic:  return fBasicPB;
    }

    return NULL;
}

void plParticleMtl::SetReference(int i, RefTargetHandle rtarg)
{
    if (i == kRefBasic)
        fBasicPB = (IParamBlock2 *)rtarg;
}

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

IParamBlock2* plParticleMtl::GetParamBlock(int i)
{
    return (IParamBlock2*)GetReference(i);
}

IParamBlock2* plParticleMtl::GetParamBlockByID(BlockID id)
{
    if (fBasicPB->ID() == id)
        return fBasicPB;

    return NULL;
}

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

            // see if this message came from a changing parameter in the pblock,
            // if so, limit rollout update to the changing item
            if (hTarget == fBasicPB)
            {
                IParamBlock2 *pb = (IParamBlock2*)hTarget;

                ParamID changingParam = pb->LastNotifyParamID();
                pb->GetDesc()->InvalidateUI(changingParam);
                
                // And let the SceneWatcher know that the material on some of it's
                // referenced objects changed.
                NotifyDependents(FOREVER, PART_ALL, REFMSG_USER_MAT);
            }
            break;
    }

    return REF_SUCCEED;
}

////////////////////////////////////////////////////////////////////////////////
// Subtexmap access

int plParticleMtl::NumSubTexmaps()
{
    return 1;
}

Texmap* plParticleMtl::GetSubTexmap(int i)
{
    if (i == 0)
        return fBasicPB->GetTexmap(kTexmap);

    return NULL;
}

void plParticleMtl::SetSubTexmap(int i, Texmap *m)
{
    if (i == 0)
        fBasicPB->SetValue(kTexmap, 0, m);
}

TSTR plParticleMtl::GetSubTexmapSlotName(int i)
{
    if (i == 0)
        return "Texmap";

    return "";
}

TSTR plParticleMtl::GetSubTexmapTVName(int i)
{
    return GetSubTexmapSlotName(i);
}


/*===========================================================================*\
 |  Standard IO
\*===========================================================================*/

#define MTL_HDR_CHUNK 0x4000

IOResult plParticleMtl::Save(ISave *isave)
{ 
    IOResult res;
    isave->BeginChunk(MTL_HDR_CHUNK);
    res = MtlBase::Save(isave);
    if (res!=IO_OK) return res;
    isave->EndChunk();

    return IO_OK;
}   

IOResult plParticleMtl::Load(ILoad *iload)
{
    IOResult res;
    int id;
    while (IO_OK==(res=iload->OpenChunk()))
    {
        switch(id = iload->CurChunkID())
        {
            case MTL_HDR_CHUNK:
                res = MtlBase::Load(iload);
                break;
        }
        iload->CloseChunk();
        if (res!=IO_OK) 
            return res;
    }

    return IO_OK;
}

/*===========================================================================*\
 |  Updating and cloning
\*===========================================================================*/

RefTargetHandle plParticleMtl::Clone(RemapDir &remap)
{
    plParticleMtl *mnew = new plParticleMtl(FALSE);
    *((MtlBase*)mnew) = *((MtlBase*)this); 
    mnew->ReplaceReference(kRefBasic, remap.CloneRef(fBasicPB));

    BaseClone(this, mnew, remap);
    mnew->fIValid.SetEmpty();   

    return (RefTargetHandle)mnew;
}

void plParticleMtl::NotifyChanged() 
{
    NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE);
}

void plParticleMtl::Update(TimeValue t, Interval& valid) 
{   
    //StdUVGen *gen = (StdUVGen *)fUVGen;
    //gen->SetUScl(1.0f, t);
    //gen->SetVScl(1.0f, t);
    //gen->Update(t, fIValid);
    valid &= fIValid;
}

/*===========================================================================*\
 |  Determine the characteristics of the material
\*===========================================================================*/

void plParticleMtl::SetAmbient(Color c, TimeValue t) {}     
void plParticleMtl::SetDiffuse(Color c, TimeValue t) {}     
void plParticleMtl::SetSpecular(Color c, TimeValue t) {}
void plParticleMtl::SetShininess(float v, TimeValue t) {}
                
Color plParticleMtl::GetAmbient(int mtlNum, BOOL backFace)  { return Color(0,0,0); }
Color plParticleMtl::GetDiffuse(int mtlNum, BOOL backFace)  { return Color(0,0,0); }
Color plParticleMtl::GetSpecular(int mtlNum, BOOL backFace) { return Color(0,0,0); }

float plParticleMtl::GetXParency(int mtlNum, BOOL backFace)
{
    int         opacity = fBasicPB->GetInt( kOpacity, 0 );
    float       alpha = 1.0f - ( (float)opacity / 100.0f );

    return alpha;
}

float plParticleMtl::GetShininess(int mtlNum, BOOL backFace)    { return 0.0f; }
float plParticleMtl::GetShinStr(int mtlNum, BOOL backFace)  { return 0.0f; }
float plParticleMtl::WireSize(int mtlNum, BOOL backFace)        { return 0.0f; }

/////////////////////////////////////////////////////////////////

void plParticleMtl::SetupGfxMultiMaps(TimeValue t, Material *mtl, MtlMakerCallback &cb)
{
#if 0
    if (texHandleValid.InInterval(t)) {
        mtl->texture.SetCount(numTexHandlesUsed);
        for (int i=0; i<numTexHandlesUsed; i++) {
            if (texHandle[i]) {
                mtl->texture[i].textHandle = texHandle[i]->GetHandle();
                Texmap *tx = (*maps)[useSubForTex[i]].map;
                cb.GetGfxTexInfoFromTexmap(t, mtl->texture[i], tx );        
                SetTexOps(mtl,i,texOpsType[i]);
                }
            }
        return;
        }
#endif

#if 0   // WTF?!?!?!?
    Texmap *tx[2];
    int diffChan = stdIDToChannel[ ID_DI ];
    int opacChan = stdIDToChannel[ ID_OP ];
    tx[0] = (*maps)[diffChan].IsActive()?(*maps)[diffChan].map:NULL;
    tx[1] = (*maps)[opacChan].IsActive()?(*maps)[opacChan].map:NULL;
#endif

    int nsupport = cb.NumberTexturesSupported();
#if 0
    BITMAPINFO *bmi[NTEXHANDLES];

    int nmaps=0;
    for (int i=0; i<NTEXHANDLES; i++) {
        if (tx[i]) nmaps ++;
        bmi[i] = NULL;
        }
    mtl->texture.SetCount(nmaps);
    if (nmaps==0) 
        return;
    for (i=0; i<nmaps; i++)
        mtl->texture[i].textHandle = NULL;
    texHandleValid.SetInfinite();
    Interval  valid;
    BOOL needDecal = FALSE;
    int ntx = 0;
    int op; 

    int forceW = 0;
    int forceH = 0;
    if (tx[0]) {
        cb.GetGfxTexInfoFromTexmap(t, mtl->texture[0], tx[0]);      
        TextureInfo &ti = mtl->texture[0];
        if (ti.tiling[0]==GW_TEX_NO_TILING||ti.tiling[1]==GW_TEX_NO_TILING)
            needDecal = TRUE;
        op = needDecal?TXOP_ALPHABLEND:TXOP_MODULATE;
        bmi[0] = tx[0]->GetVPDisplayDIB(t,cb,valid,FALSE); 
        if (bmi[0]) {
            texHandleValid &= valid;
            useSubForTex[0] = diffChan;
            ntx = 1;
            forceW = bmi[0]->bmiHeader.biWidth;
            forceH = bmi[0]->bmiHeader.biHeight;
            }
        }
    if (tx[1]) {
        cb.GetGfxTexInfoFromTexmap(t, mtl->texture[ntx], tx[1]);        
        if (nsupport>ntx) {
            bmi[1] = tx[1]->GetVPDisplayDIB(t,cb,valid,TRUE); 
            if (bmi[1]) {
                texHandleValid &= valid;
                StuffAlpha(bmi[1], (*maps)[opacChan].amount, GetOpacity(t),ntx?whiteCol:pShader->GetDiffuseClr(t));
                texHandle[ntx] = cb.MakeHandle(bmi[1]); 
                bmi[1] = NULL; 
                mtl->texture[ntx].textHandle = texHandle[ntx]->GetHandle();
                SetTexOps(mtl,ntx,TXOP_OPACITY);
                useSubForTex[ntx] = opacChan;
                ntx++;
                }
            }
        else {
            if (!needDecal) {
                TextureInfo ti;
//              if (SameUV(mtl->texture[0],mtl->texture[1])) {
                    // Not really correct to combine channels for different UV's but what the heck.
                    bmi[1] = tx[1]->GetVPDisplayDIB(t,cb,valid,TRUE, forceW, forceH); 
                    if (bmi[1]) {
                        texHandleValid &= valid;
                        StuffAlphaInto(bmi[1], bmi[0], (*maps)[opacChan].amount, GetOpacity(t));
                        op = TXOP_OPACITY;
                        free(bmi[1]);
                        bmi[1] = NULL;
                        }
//                  }
                }
            }
        }
    if (bmi[0]) {
        texHandle[0] = cb.MakeHandle(bmi[0]); 
        bmi[0] = NULL; 
        mtl->texture[0].textHandle = texHandle[0]->GetHandle();
        SetTexOps(mtl,0,op);
        }
    mtl->texture.SetCount(ntx);
    numTexHandlesUsed = ntx;
#endif
}

/*===========================================================================*\
 |  Actual shading takes place
\*===========================================================================*/

void plParticleMtl::Shade(ShadeContext& sc) 
{
    // Get the background color
    Color backColor, backTrans;
    sc.GetBGColor(backColor, backTrans);

    ShadeWithBackground(sc, backColor);
}

//// Requirements ////////////////////////////////////////////////////////////
//  Tells MAX what we need to render ourselves properly, such as translucency,
//  two-sidedness, etc. Flags are in imtl.h in the MAX SDK.

ULONG   plParticleMtl::Requirements( int subMtlNum ) 
{
    ULONG       req = 0;


    req = Mtl::Requirements( subMtlNum );

    // Uncomment this to get the background color fed to our ShadeWithBackground()
    // (slower processing tho)
//  req |= MTLREQ_BGCOL;

    int blendType = fBasicPB->GetInt( kBlend );
    if( blendType == kBlendAdd )
        req |= MTLREQ_ADDITIVE_TRANSP | MTLREQ_TRANSP;
    else if( blendType == kBlendAlpha )
        req |= MTLREQ_TRANSP;
    else if( fBasicPB->GetInt( kOpacity, 0 ) != 100 )
        req |= MTLREQ_TRANSP;

    return req;
}

void plParticleMtl::ShadeWithBackground(ShadeContext &sc, Color background)
{
#if 1
    TimeValue t = sc.CurTime();
    Color color(0, 0, 0);
    float alpha = 0.0;

    // Evaluate Base layer
    Texmap *map = fBasicPB->GetTexmap(kTexmap);
    if (map && map->ClassID() == LAYER_TEX_CLASS_ID)
    {
        plLayerTex *layer = (plLayerTex*)map;
        AColor evalColor = layer->EvalColor(sc);

        color = evalColor;
        alpha = evalColor.a;
    }

#if 1
    AColor black;
    black.Black();
    AColor white;
    white.White();


    SIllumParams ip;
    if( fBasicPB->GetInt( kNormal ) == kEmissive )
    {
        // Emissive objects don't get shaded
        ip.diffIllum = fBasicPB->GetColor(kColorAmb, t) * color;
        ip.diffIllum.ClampMinMax();
        ip.specIllum = black;
    }
    else
    {
        //
        // Shading setup
        //

        // Setup the parameters for the shader
        ip.amb = black;
        ip.diff = fBasicPB->GetColor(kColor, t) * color;
        ip.spec = white;
        ip.diffIllum = black;
        ip.specIllum = black;
        ip.N = sc.Normal();
        ip.V = sc.V();


        //
        // Specularity
        //
        ip.sh_str = 0;
        ip.ph_exp = 0;
        ip.shine = 0;

        ip.softThresh = 0;



        // Do the shading
        Shader *myShader = GetShader(SHADER_BLINN);
        myShader->Illum(sc, ip);

        ip.diffIllum.ClampMinMax();
        ip.specIllum.ClampMinMax();
        ip.diffIllum = ip.amb * sc.ambientLight + ip.diff * ip.diffIllum;
    }

//  AColor returnColor = AColor(opac * ip.diffIllum + ip.specIllum, opac)
#endif

    // Get opacity and combine with alpha
    float opac = float(fBasicPB->GetInt(kOpacity, t)) / 100.0f;
    //float opac = 1.0f;
    alpha *= opac;

    // MAX will do the additive/alpha/no blending for us based on what Requirements()
    // we tell it. However, since MAX's formula is bgnd*sc.out.t + sc.out.c,
    // we have to multiply our output color by the alpha.
    // If we ever need a more complicated blending function, you can request the
    // background color via Requirements() (otherwise it's just black) and then do
    // the blending yourself; however, if the transparency isn't set, the shadows
    // will be opaque, so be careful.
    Color outC = ip.diffIllum + ip.specIllum;

    sc.out.c = ( outC * alpha );
    sc.out.t = Color( 1.f - alpha, 1.f - alpha, 1.f - alpha );

#endif
}

float plParticleMtl::EvalDisplacement(ShadeContext& sc)
{
    return 0.0f;
}

Interval plParticleMtl::DisplacementValidity(TimeValue t)
{
    Interval iv;
    iv.SetInfinite();

    return iv;  
}

Control *plParticleMtl::GetAmbColorController() { return GetParamBlock2Controller(fBasicPB, ParamID(kColorAmb)); }
Control *plParticleMtl::GetColorController() { return GetParamBlock2Controller(fBasicPB, ParamID(kColor)); }
Control *plParticleMtl::GetOpacityController() { return GetParamBlock2Controller(fBasicPB, ParamID(kOpacity)); }
Control *plParticleMtl::GetWidthController() { return GetParamBlock2Controller(fBasicPB, ParamID(kWidth)); }
Control *plParticleMtl::GetHeightController() { return GetParamBlock2Controller(fBasicPB, ParamID(kHeight)); }
