/*==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==*/
///////////////////////////////////////////////////////////////////////////////
//																			 //
//	plDXTextFont Class Functions											 //
//	Cyan, Inc.																 //
//																			 //
//// Version History //////////////////////////////////////////////////////////
//																			 //
//	2.19.2001 mcn - Created.  												 //
//																			 //
///////////////////////////////////////////////////////////////////////////////

#include "hsConfig.h"
#include "hsWindows.h"

#include <d3d9.h>
#include <ddraw.h>
#include <d3dx9mesh.h>

#if HS_BUILD_FOR_MAC
#include <QuickDraw.h>
#endif

#include "hsWinRef.h"
#include "hsTypes.h"
#include "plDXTextFont.h"
#include "plDXPipeline.h"


//// Local Stuff //////////////////////////////////////////////////////////////

static const long PLD3D_FONTFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE 
								| D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0);

static D3DXMATRIX d3dIdentityMatrix( 1.0f, 0.0f, 0.0f, 0.0f,
									 0.0f, 1.0f, 0.0f, 0.0f,
									 0.0f, 0.0f, 1.0f, 0.0f,
									 0.0f, 0.0f, 0.0f, 1.0f );

// Following number needs to be at least: 64 chars max in plTextFont drawn at any one time
//										* 4 primitives per char max (for bold text)
//										* 3 verts per primitive

//const UInt32	kNumVertsInBuffer(32768);
const UInt32	kNumVertsInBuffer(4608);

// See the declaration for plFontVertex in plTextFont.h for info
const DWORD plDXTextFont::kFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0);

IDirect3DVertexBuffer9*		plDXTextFont::fBuffer = nil;
UInt32						plDXTextFont::fBufferCursor = 0;

//// Constructor & Destructor /////////////////////////////////////////////////

plDXTextFont::plDXTextFont( plPipeline *pipe, IDirect3DDevice9 *device ) : plTextFont( pipe )
{
	fDevice = device;
	fD3DTexture = nil;

	fOldStateBlock = fTextStateBlock = 0;
}

plDXTextFont::~plDXTextFont()
{
	DestroyObjects();
}

//// ICreateTexture ///////////////////////////////////////////////////////////

void	plDXTextFont::ICreateTexture( UInt16 *data )
{
	HRESULT			hr;
	D3DLOCKED_RECT	lockInfo;
	D3DCAPS9		d3dCaps;

	
	// Check to make sure we can support it
	fDevice->GetDeviceCaps( &d3dCaps );
	hsAssert( fTextureWidth <= d3dCaps.MaxTextureWidth, "Cannot initialize DX font--texture size too big" );

	// Create our texture object
	hr = fDevice->CreateTexture( fTextureWidth, fTextureHeight, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, &fD3DTexture, NULL );
	hsAssert( !FAILED( hr ), "Cannot create D3D texture" );

	// Lock the texture and write our values out
	fD3DTexture->LockRect( 0, &lockInfo, 0, 0 );
	memcpy( lockInfo.pBits, data, fTextureWidth * fTextureHeight * sizeof( UInt16 ) );
	fD3DTexture->UnlockRect( nil );
}

void plDXTextFont::CreateShared(IDirect3DDevice9* device)
{
	if( FAILED( device->CreateVertexBuffer( sizeof( plFontVertex ) * kNumVertsInBuffer,
		D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &fBuffer, NULL ) ) )
	{
		hsAssert( false, "CreateVertexBuffer() call failed!" );
	}
}

void plDXTextFont::ReleaseShared(IDirect3DDevice9* device)
{
	ReleaseObject( fBuffer );
}

//// IInitStateBlocks /////////////////////////////////////////////////////////

void	plDXTextFont::IInitStateBlocks( void )
{

	for( int i = 0; i < 2; i++ )
	{
		fDevice->BeginStateBlock();
		fDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
		fDevice->SetRenderState( D3DRS_SRCBLEND,   D3DBLEND_SRCALPHA );
		fDevice->SetRenderState( D3DRS_DESTBLEND,  D3DBLEND_INVSRCALPHA );
		fDevice->SetRenderState( D3DRS_ALPHATESTENABLE,  TRUE );
		fDevice->SetRenderState( D3DRS_ALPHAREF,         0x08 );
		fDevice->SetRenderState( D3DRS_ALPHAFUNC,  D3DCMP_GREATEREQUAL );
		fDevice->SetRenderState( D3DRS_FILLMODE,   D3DFILL_SOLID );
		fDevice->SetRenderState( D3DRS_CULLMODE,   D3DCULL_CCW );

		fDevice->SetRenderState( D3DRS_ZENABLE,      TRUE );
		fDevice->SetRenderState( D3DRS_ZFUNC,        D3DCMP_ALWAYS );
		fDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );
		fDevice->SetRenderState( D3DRS_DEPTHBIAS, 0 );

		fDevice->SetRenderState( D3DRS_STENCILENABLE,    FALSE );
		fDevice->SetRenderState( D3DRS_CLIPPING,         TRUE );
		fDevice->SetRenderState( D3DRS_ANTIALIASEDLINEENABLE,    FALSE );
		fDevice->SetRenderState( D3DRS_VERTEXBLEND,      FALSE );
		fDevice->SetRenderState( D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE );
		fDevice->SetRenderState( D3DRS_FOGENABLE,        FALSE );
		fDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
		fDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
		fDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
		fDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_MODULATE );
		fDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
		fDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
		fDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
		fDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
		fDevice->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE );
		fDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
		fDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
		fDevice->SetTextureStageState( 1, D3DTSS_COLOROP,   D3DTOP_DISABLE );
		fDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP,   D3DTOP_DISABLE );
		fDevice->SetRenderState( D3DRS_LIGHTING, FALSE );	

		if( i == 0 )
			fDevice->EndStateBlock( &fOldStateBlock );
		else
			fDevice->EndStateBlock( &fTextStateBlock );
	}
}

//// DestroyObjects ///////////////////////////////////////////////////////////

void	plDXTextFont::DestroyObjects()
{
	ReleaseObject(fOldStateBlock);
	ReleaseObject(fTextStateBlock);
	ReleaseObject(fD3DTexture);

	fOldStateBlock = fTextStateBlock = 0;
	fD3DTexture = nil;
	fInitialized = false;
}

//// IDrawPrimitive ///////////////////////////////////////////////////////////

void	plDXTextFont::IDrawPrimitive( UInt32 count, plFontVertex *array )
{
	plFontVertex		*v;

	if( !fBuffer )
		return;

	/// Lock the buffer and write to it
	if( fBufferCursor && (fBufferCursor + count * 3 < kNumVertsInBuffer) )
	{
		// We can lock part of it
		if( FAILED( fBuffer->Lock( fBufferCursor * sizeof( plFontVertex ), 
									count * 3 * sizeof( plFontVertex ),
									(void **)&v, D3DLOCK_NOOVERWRITE ) ) )
		{
			hsAssert( false, "Failed to lock vertex buffer for writing" );
			return;
		}

		fBufferCursor += count * 3;
	}
	else
	{
		// Gotta start over
		FlushDraws();
		fBufferCursor = count * 3;

		if( FAILED( fBuffer->Lock( 0, count * 3 * sizeof( plFontVertex ),
									(void **)&v, D3DLOCK_DISCARD ) ) )
		{
			hsAssert( false, "Failed to lock vertex buffer for writing" );
			return;
		}
	}

	if( v != nil && array != nil )
	{
		memcpy( v, array, count * sizeof( plFontVertex ) * 3 );
	}

	fBuffer->Unlock();
}

//// IDrawLines ///////////////////////////////////////////////////////////////

void	plDXTextFont::IDrawLines( UInt32 count, plFontVertex *array )
{
	if( !fBuffer )
		return;

	if( count == 0 || array == nil )
		return;

	fDevice->SetVertexShader(NULL);
	fDevice->SetFVF(kFVF);
	fDevice->SetStreamSource(0, fBuffer, 0, sizeof(plFontVertex));
	fDevice->DrawPrimitiveUP( D3DPT_LINELIST, count, (const void *)array, sizeof( plFontVertex ) );
}

//// FlushDraws ///////////////////////////////////////////////////////////////
//	Flushes out and finishes any drawing left to be done.

void	plDXTextFont::FlushDraws( void )
{
	if( !fBuffer )
		return;

	if( fBufferCursor > 0 )
	{
		fDevice->SetVertexShader( NULL );
		fDevice->SetFVF(kFVF);
		fDevice->SetStreamSource( 0, fBuffer, 0, sizeof( plFontVertex ) );
		fDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, fBufferCursor / 3 );
		fBufferCursor = 0;
	}
}

//// SaveStates ///////////////////////////////////////////////////////////////

void	plDXTextFont::SaveStates( void )
{
	if( !fInitialized )
		IInitObjects();

	if (fOldStateBlock)
		fOldStateBlock->Capture();
	if (fTextStateBlock)
		fTextStateBlock->Apply();

	fDevice->SetTexture( 0, fD3DTexture );
	fDevice->SetTransform( D3DTS_TEXTURE0, &d3dIdentityMatrix );

	/// Set up the transform matrices so that the vertices can range (0-screenWidth,0-screenHeight)
	fDevice->SetTransform( D3DTS_WORLD, &d3dIdentityMatrix );
	fDevice->SetTransform( D3DTS_VIEW, &d3dIdentityMatrix );
	D3DXMATRIX	mat;
	mat = d3dIdentityMatrix;
	mat(0,0) = 2.0f / (float)fPipe->Width();
	mat(1,1) = -2.0f / (float)fPipe->Height();
	mat(3,0) = -1.0;
	mat(3,1) = 1.0;
	fDevice->SetTransform( D3DTS_PROJECTION, &mat );
}

//// RestoreStates ////////////////////////////////////////////////////////////

void	plDXTextFont::RestoreStates( void )
{
	if (fOldStateBlock)
		fOldStateBlock->Apply();
	
	fDevice->SetTexture( 0, nil );
	fDevice->SetTransform( D3DTS_TEXTURE0, &d3dIdentityMatrix );
}