/*==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 "hsTypes.h"
#include "plDynamicTextLayer.h"

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

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

class plDynamicTextLayerClassDesc : public ClassDesc2
{
public:
	int 			IsPublic()		{ return TRUE; }
	void*			Create(BOOL loading = FALSE) { return TRACKED_NEW plDynamicTextLayer(); }
	const TCHAR*	ClassName()		{ return GetString(IDS_DYN_TEXT_LAYER); }
	SClass_ID		SuperClassID()	{ return TEXMAP_CLASS_ID; }
	Class_ID		ClassID()		{ return DYN_TEXT_LAYER_CLASS_ID; }
	const TCHAR* 	Category()		{ return TEXMAP_CAT_2D; }
	const TCHAR*	InternalName()	{ return _T("PlasmaDynamicTextLayer"); }
	HINSTANCE		HInstance()		{ return hInstance; }
};
static plDynamicTextLayerClassDesc plDynamicTextLayerDesc;
ClassDesc2* GetDynamicTextLayerDesc() { return &plDynamicTextLayerDesc; }

#include "plDynamicTextLayerBitmapPB.cpp"

ParamDlg* plDynamicTextLayer::fUVGenDlg = NULL;

plDynamicTextLayer::plDynamicTextLayer() :
	fBitmapPB(NULL),
	fUVGen(NULL),
	fTexHandle(NULL),
	fTexTime(0),
	fIValid(NEVER)
{
	fInitBitmap = NULL;

	plDynamicTextLayerDesc.MakeAutoParamBlocks(this);
	ReplaceReference(kRefUVGen, GetNewDefaultUVGen());	
}

plDynamicTextLayer::~plDynamicTextLayer()
{
	if( fInitBitmap )
		fInitBitmap->DeleteThis();

	IDiscardTexHandle();
}

//From MtlBase
void plDynamicTextLayer::Reset() 
{
	GetDynamicTextLayerDesc()->Reset(this, TRUE);	// reset all pb2's
	NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE);

	fIValid.SetEmpty();
}

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

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

	// Gonna need to do this when we support animated bm's
#if 0
	if (fBM)
	{
		if (bi.FirstFrame()!=bi.LastFrame())
			ivalid.SetInstant(t);
	}
#endif

	valid &= fIValid;
}

Interval plDynamicTextLayer::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;
}

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

	fUVGenDlg = fUVGen->CreateParamDlg(hwMtlEdit, imp);
	masterDlg->AddDlg(fUVGenDlg);

	return masterDlg;	
}

BOOL plDynamicTextLayer::SetDlgThing(ParamDlg* dlg)
{	
	if (dlg == fUVGenDlg)
	{
		fUVGenDlg->SetThing(fUVGen);
		return TRUE;
	}

	return FALSE;
}

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

//From ReferenceMaker
RefTargetHandle plDynamicTextLayer::GetReference(int i) 
{
	switch (i)
	{
		case kRefUVGen:		return fUVGen;
		case kRefBitmap:	return fBitmapPB;
		default: return NULL;
	}
}

void plDynamicTextLayer::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;
			// KLUDGE: If the paramblock is being set chances are we are being created or
			// loaded.  In the case of load, we want to refresh our textures.
			if (fBitmapPB)
				RefreshBitmaps();
			break;
	}
}

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

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

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

//From ReferenceTarget 
RefTargetHandle plDynamicTextLayer::Clone(RemapDir &remap) 
{
	plDynamicTextLayer *mnew = TRACKED_NEW plDynamicTextLayer();
	*((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;
}

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

Animatable* plDynamicTextLayer::SubAnim(int i) 
{
	//TODO: Return 'i-th' sub-anim
	switch (i)
	{
		case kRefUVGen:		return fUVGen;
		case kRefBitmap:	return fBitmapPB;
		default: return NULL;
	}
}

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

RefResult plDynamicTextLayer::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);

				if (changingParam != -1)
					IChanged();
			}
		}
		break;

	case REFMSG_UV_SYM_CHANGE:
		IDiscardTexHandle();  
		break;
	}

	return REF_SUCCEED;
}

void plDynamicTextLayer::IChanged()
{
	IDiscardTexHandle();
	// Texture wasn't getting updated in the viewports, and this fixes it.
	// Don't know if it's the right way though.
	NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE);

	// And this is so the SceneWatcher gets notified that the material on some of it's
	// referenced objects changed.
	NotifyDependents(FOREVER, PART_ALL, REFMSG_USER_MAT);
}

#define TEX_HDR_CHUNK 0x5000

IOResult plDynamicTextLayer::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 plDynamicTextLayer::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;
}

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

Bitmap	*plDynamicTextLayer::GetBitmap( TimeValue t )
{
	return fInitBitmap;
}

AColor plDynamicTextLayer::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);

	// Evaluate the Bitmap
	if( fBitmapPB->GetInt( kBmpUseInitImage ) && fInitBitmap )
	{
		plBMSampler mysamp( this, fInitBitmap );
		color = fUVGen->EvalUVMap( sc, &mysamp, TRUE );
	}
	else
		color.White();

	// Invert color if specified
	if( fBitmapPB->GetInt( kBmpInvertColor ) )
	{
		color.r = 1.0f - color.r;
		color.g = 1.0f - color.g;
		color.b = 1.0f - color.b;
	}
	// Discard color if specified
	if( fBitmapPB->GetInt( kBmpDiscardColor ) )
		color.r = color.g = color.b = 1.0f;

	// Invert alpha if specified
	if( fBitmapPB->GetInt( kBmpInvertAlpha ) )
		color.a = 1.0f - color.a;
	// Discard alpha if specified
	if( fBitmapPB->GetInt( kBmpDiscardAlpha ) )
		color.a = 1.0f;

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

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

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

ULONG plDynamicTextLayer::LocalRequirements(int subMtlNum)
{
	return fUVGen->Requirements( subMtlNum );
}

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

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

BITMAPINFO *plDynamicTextLayer::GetVPDisplayDIB(TimeValue t, TexHandleMaker& thmaker, Interval &valid, BOOL mono, BOOL forceW, BOOL forceH)
{
						// FIXME
	fTexTime = 0;//CalcFrame(t);
//	texValid = clipValid;
	BITMAPINFO *bmi = NULL;
	int xflags = 0;

	// Create a bitmap to write into via Windows
	BITMAPINFO tempBMI;
	memset( &tempBMI.bmiHeader, 0, sizeof( BITMAPINFOHEADER ) );
	tempBMI.bmiHeader.biSize = sizeof( BITMAPINFOHEADER );
	tempBMI.bmiHeader.biWidth = fBitmapPB->GetInt( kBmpExportWidth );
	tempBMI.bmiHeader.biHeight = -(int)fBitmapPB->GetInt( kBmpExportHeight );
	tempBMI.bmiHeader.biPlanes = 1;
	tempBMI.bmiHeader.biCompression = BI_RGB;
	tempBMI.bmiHeader.biBitCount = 32;

	DWORD		*bitmapBits;
	HDC winDC = CreateCompatibleDC( nil );
	HBITMAP bitmap = CreateDIBSection( winDC, &tempBMI, DIB_RGB_COLORS, (void **)&bitmapBits, nil, 0 );

	HBITMAP old = (HBITMAP)SelectObject( winDC, bitmap );

	// Write into it now
	RECT	r;
	SetRect( &r, 0, 0, fBitmapPB->GetInt( kBmpExportWidth ) - 1, fBitmapPB->GetInt( kBmpExportHeight ) - 1 );
	HBRUSH brush = CreateSolidBrush( RGB( 255, 0, 0 ) );
	FrameRect( winDC, &r, brush );
	DeleteObject( brush );

	SetMapMode( winDC, MM_TEXT );
	SetBkMode( winDC, TRANSPARENT );
	SetTextAlign( winDC, TA_TOP | TA_LEFT );

	// Background letters
	int nHeight = -MulDiv( 72, GetDeviceCaps( winDC, LOGPIXELSY ), 72 );
	HFONT winFont = CreateFont( nHeight, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
						CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY, VARIABLE_PITCH, "Times New Roman" );
	if( winFont != nil )
	{
		HFONT origFont = (HFONT)SelectObject( winDC, winFont );
		SetTextColor( winDC, RGB( 32, 32, 32 ) );
		char str2[] = "ABCDEFG";
		::TextOut( winDC, 0, 0, str2, strlen( str2 ) );
		SelectObject( winDC, origFont );
		DeleteObject( winFont );
	}

	nHeight = -MulDiv( 8, GetDeviceCaps( winDC, LOGPIXELSY ), 72 );
	winFont = CreateFont( nHeight, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
						CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY, VARIABLE_PITCH, "Arial" );
	if( winFont != nil )
	{
		HFONT origFont = (HFONT)SelectObject( winDC, winFont );

		SetTextColor( winDC, RGB( 255, 255, 255 ) );
		char str[] = "Dynamic Text";
		::TextOut( winDC, 0, 0, str, strlen( str ) );
		char str3[] = "This is 8 point Arial";
		::TextOut( winDC, 0, 12, str3, strlen( str3 ) );

		SelectObject( winDC, origFont );
		DeleteObject( winFont );
	}


	/// Create a MAX bitmap and copy over the data, the painful way
	Bitmap	*maxBmp;
	BitmapInfo maxInfo;

	maxInfo.SetType( BMM_TRUE_32 );
	maxInfo.SetWidth( fBitmapPB->GetInt( kBmpExportWidth ) );
	maxInfo.SetHeight( fBitmapPB->GetInt( kBmpExportHeight ) );
	maxInfo.SetFlags( MAP_HAS_ALPHA );
	maxInfo.SetCustomFlag( 0 );
	maxBmp = TheManager->Create( &maxInfo );

	PixelBuf l64( fBitmapPB->GetInt( kBmpExportWidth ) );
	for( int y = 0; y < fBitmapPB->GetInt( kBmpExportHeight ); y++ )
	{
		BMM_Color_64 *p64 = l64.Ptr();
		for( int x = 0; x < fBitmapPB->GetInt( kBmpExportWidth ); x++, p64++ )
		{
			COLORREF color = GetPixel( winDC, x, y );		

			if( color == RGB( 0, 0, 0 ) )
			{
				if( fBitmapPB->GetInt( kBmpUseInitImage ) && fInitBitmap != nil )
					fInitBitmap->GetLinearPixels( x, y, 1, p64 );
				else
					p64->r = p64->g = p64->b = 0.f;
			}
			else
			{
				p64->r = GetRValue( color ) << 8;
				p64->g = GetGValue( color ) << 8;
				p64->b = GetBValue( color ) << 8;
			}
			p64->a = 0xffff;
		}
		maxBmp->PutPixels( 0, y, fBitmapPB->GetInt( kBmpExportWidth ), l64.Ptr() );
	}

	// Done with these now
	SelectObject( winDC, old );
	DeleteObject( bitmap );
	DeleteObject( winDC );

	// Convert to a BITMAPINFO. Go figure.
	bmi = thmaker.BitmapToDIB( maxBmp, 0, xflags, forceW, forceH );

	return bmi;
}

DWORD plDynamicTextLayer::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;
	}
}

const char *plDynamicTextLayer::GetTextureName( int which )
{
	PBBitmap *pbbm = fBitmapPB->GetBitmap( kBmpInitBitmap );
	if( pbbm )
		return pbbm->bi.Name();
	return NULL;
}

void plDynamicTextLayer::ISetPBBitmap(PBBitmap *pbbm, int index /* = 0 */)
{ 
	fBitmapPB->SetValue( (ParamID)kBmpInitBitmap, 0, pbbm ); 
}

PBBitmap *plDynamicTextLayer::GetPBBitmap(int index /* = 0 */)
{ 
	return fBitmapPB->GetBitmap( (ParamID)kBmpInitBitmap ); 
}

//// GetSamplerInfo ///////////////////////////////////////////////////////////
//	Virtual function called by plBMSampler to get various things while sampling 
//	the layer's image

bool	plDynamicTextLayer::GetSamplerInfo( plBMSamplerData *samplerData )
{
	if( fBitmapPB->GetInt( (ParamID)kBmpDiscardAlpha ) )
		samplerData->fAlphaSource = plBMSamplerData::kDiscard;
	else
		samplerData->fAlphaSource = plBMSamplerData::kFromTexture;

	return true;
}