#cython: profile=False
# Copyright 2004-2015 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

from gl1 cimport *
from gldraw cimport *

NONE = 0
BLIT = 1
BLEND = 2
IMAGEBLEND = 3

cdef void gl_clip(GLenum plane, GLdouble a, GLdouble b, GLdouble c, GLdouble d):
    """
    Utility function that takes care of setting up an OpenGL clip plane.
    """

    cdef GLdouble equation[4]

    equation[0] = a
    equation[1] = b
    equation[2] = c
    equation[3] = d
    glEnable(plane)
    glClipPlane(plane, equation)

cdef class FixedFunctionEnviron(Environ):
    """
    This is an OpenGL environment that uses the fixed-function pipeline.

    It requires ARB_texture_env_combine and ARB_texture_env_crossbar to
    work.
    """

    cdef object last
    cdef int last_ramp
    cdef int last_ramplen
    cdef object ramp_setup

    def init(self):

        # The last blend environ used.
        self.last = NONE

        # The last ramp length asked for.
        self.last_ramp = -1

        # The last ramplen actually used.
        self.last_ramplen = -1

        # A table that maps ramp lengths to the setup of the fixed-function
        # units.
        self.ramp_setup = [
            # Fields are:
            # ramp length,
            # unit 1 scale,
            # unit 2 function,
            # unit 2 scale,

            (256, 1.0, GL_REPLACE, 1.0),
            (128, 1.0, GL_REPLACE, 2.0),
            (64, 1.0, GL_REPLACE, 4.0),
            (32, 1.0, GL_ADD, 4.0),
            (16, 2.0, GL_ADD, 4.0),
            (8, 4.0, GL_ADD, 4.0),
            ]


    def deinit(self):
        """
        Called before changing the GL context.
        """

        return

    def disable(self, unit):
        """
        Disables the given texture combiner.
        """

        glActiveTextureARB(unit)
        glDisable(GL_TEXTURE_2D)

    # As this takes keyword arguments, it can't be a cdef function.
    def combine_mode(self, unit,
                     color_function=GL_MODULATE,
                     color_arg0=GL_TEXTURE,
                     color_arg1=GL_PREVIOUS_ARB,
                     color_arg2=GL_CONSTANT_ARB,
                     color_source0=GL_SRC_COLOR,
                     color_source1=GL_SRC_COLOR,
                     color_source2=GL_SRC_COLOR,
                     color_scale=1.0,
                     alpha_function=GL_MODULATE,
                     alpha_arg0=GL_TEXTURE,
                     alpha_arg1=GL_PREVIOUS_ARB,
                     alpha_arg2=GL_CONSTANT_ARB,
                     alpha_source0=GL_SRC_ALPHA,
                     alpha_source1=GL_SRC_ALPHA,
                     alpha_source2=GL_SRC_ALPHA,
                     alpha_scale=1.0,
                     enable=True):


        glActiveTextureARB(unit)

        if enable:
            glEnable(GL_TEXTURE_2D)
        else:
            glDisable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB)
        glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, color_function)
        glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, alpha_function)

        glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, color_arg0)
        glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, color_source0)
        glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, color_arg1)
        glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, color_source1)
        glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, color_arg2)
        glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, color_source2)

        glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, alpha_arg0)
        glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, alpha_source0)
        glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, alpha_arg1)
        glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, alpha_source1)
        glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_ARB, alpha_arg2)
        glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_ARB, alpha_source2)

        glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, color_scale)
        glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, alpha_scale)


    cdef void blit(self):

        if self.last != BLIT:

            # Set unit 0 to modulate.

            self.combine_mode(GL_TEXTURE0_ARB,
                              color_function=GL_MODULATE,
                              alpha_function=GL_MODULATE)


            # Disable units 1, 2 and 3.
            self.disable(GL_TEXTURE1_ARB)
            self.disable(GL_TEXTURE2_ARB)
            self.disable(GL_TEXTURE3_ARB)

            self.last = BLIT

    cdef void blend(self, double fraction):

        if self.last != BLEND:

            # Get texture 0.
            self.combine_mode(GL_TEXTURE0_ARB,
                              color_function=GL_REPLACE,
                              alpha_function=GL_REPLACE)

            # Use interpolate to combine texture 0 with texture 1, as
            # controlled by the constant of texture unit 1.
            self.combine_mode(GL_TEXTURE1_ARB,
                              color_function=GL_INTERPOLATE_ARB,
                              color_arg0=GL_TEXTURE1_ARB,
                              color_arg1=GL_TEXTURE0_ARB,
                              alpha_function=GL_INTERPOLATE_ARB,
                              alpha_arg0=GL_TEXTURE1_ARB,
                              alpha_arg1=GL_TEXTURE0_ARB)

            # Combine the interpolated result with the primary color, to
            # allow for tinting and alpha adjustments.
            self.combine_mode(GL_TEXTURE2_ARB,
                              color_function=GL_MODULATE,
                              color_arg0=GL_PREVIOUS_ARB,
                              color_arg1=GL_PRIMARY_COLOR_ARB,
                              alpha_function=GL_MODULATE,
                              alpha_arg0=GL_PREVIOUS_ARB,
                              alpha_arg1=GL_PRIMARY_COLOR_ARB,
                              enable=False)

            # Disable texture unit 3.
            self.disable(GL_TEXTURE3_ARB)

            self.last = BLEND

        cdef float *fractions = [ fraction, fraction, fraction, fraction ]

        glActiveTextureARB(GL_TEXTURE1_ARB)
        glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, fractions)



    cdef void imageblend(self, double fraction, int ramp):

        if self.last != IMAGEBLEND or self.last_ramp != ramp:

            # Figure out the details of the ramp.
            for i in self.ramp_setup:
                ramplen, t0scale, t1function, t1scale = i

                # We round the ramplen down, unless we're below the
                # smallest size, in which case we increase it.
                if ramplen <= ramp:
                    break

            # Unit 0 loads in the control image, and adds/subtracts an
            # offset to/from it. (We'll set it up to subtract here,
            # and change this later on as necessary.)
            #
            # It multiplies this result by up to 4.
            self.combine_mode(GL_TEXTURE0_ARB,
                              color_function=GL_SUBTRACT_ARB,
                              alpha_function=GL_SUBTRACT_ARB,
                              color_arg1=GL_CONSTANT_ARB,
                              alpha_arg1=GL_CONSTANT_ARB,
                              color_scale=t0scale,
                              alpha_scale=t0scale)

            # Unit 1 will multiply the result of stage 1 by up to 8.
            #
            # It also takes the first source texture, but we don't
            # access it directly yet.
            self.combine_mode(GL_TEXTURE1_ARB,
                              color_function=t1function,
                              alpha_function=t1function,
                              color_arg0=GL_PREVIOUS_ARB,
                              color_arg1=GL_PREVIOUS_ARB,
                              alpha_arg0=GL_PREVIOUS_ARB,
                              alpha_arg1=GL_PREVIOUS_ARB,
                              color_scale=t1scale,
                              alpha_scale=t1scale)

            # Unit 2 uses the result of unit 1 to interpolate between the
            # unit 1 and unit 2 textures.
            self.combine_mode(GL_TEXTURE2_ARB,
                              color_function=GL_INTERPOLATE_ARB,
                              alpha_function=GL_INTERPOLATE_ARB,
                              color_arg0=GL_TEXTURE2_ARB,
                              color_arg1=GL_TEXTURE1_ARB,
                              color_arg2=GL_PREVIOUS_ARB,
                              alpha_arg0=GL_TEXTURE2_ARB,
                              alpha_arg1=GL_TEXTURE1_ARB,
                              alpha_arg2=GL_PREVIOUS_ARB)

            # Finally, Unit 3 modulates the result of unit 2 with the color.
            self.combine_mode(GL_TEXTURE3_ARB,
                              color_function=GL_MODULATE,
                              color_arg0=GL_PREVIOUS_ARB,
                              color_arg1=GL_PRIMARY_COLOR_ARB,
                              alpha_function=GL_MODULATE,
                              alpha_arg0=GL_PREVIOUS_ARB,
                              alpha_arg1=GL_PRIMARY_COLOR_ARB,
                              enable=False)

            self.last = IMAGEBLEND
            self.last_ramp = ramp
            self.last_ramplen = ramplen

        # Compute the offset to apply to the alpha.
        start = -1.0
        end = self.last_ramplen / 256.0
        offset = start + ( end - start) * fraction

        # Decide if we're adding or subtracting.
        if offset < 0:
            function = GL_SUBTRACT_ARB
            offset = -offset
        else:
            function = GL_ADD

        # Setup unit 0 as appropriate.
        glActiveTextureARB(GL_TEXTURE0_ARB)
        glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, function)
        glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, function)

        cdef float *offsets = [ offset, offset, offset, offset ]

        glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, offsets)

    cdef void set_vertex(self, float *vertices):
        glVertexPointer(2, GL_FLOAT, 0, <GLubyte *> vertices)
        glEnableClientState(GL_VERTEX_ARRAY)

    cdef void set_texture(self, int unit, float *coords):

        if unit == 0:
            glClientActiveTextureARB(GL_TEXTURE0)
        elif unit == 1:
            glClientActiveTextureARB(GL_TEXTURE1)
        elif RENPY_THIRD_TEXTURE and unit == 2:
            glClientActiveTextureARB(GL_TEXTURE2)
        else:
            return

        if coords is not NULL:
            glTexCoordPointer(2, GL_FLOAT, 0, <GLubyte *> coords)
            glEnableClientState(GL_TEXTURE_COORD_ARRAY)
        else:
            glDisableClientState(GL_TEXTURE_COORD_ARRAY)

    cdef void set_color(self, float r, float g, float b, float a):
        glColor4f(r, g, b, a)

    cdef void ortho(self, double left, double right, double bottom, double top, double near, double far):

        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        glOrtho(left, right, bottom, top, near, far)
        glMatrixMode(GL_MODELVIEW)

    cdef void set_clip(self, tuple clip_box, GLDraw draw):

        cdef double minx, miny, maxx, maxy

        minx, miny, maxx, maxy = clip_box

        gl_clip(GL_CLIP_PLANE0, 1.0, 0.0, 0.0, -minx)
        gl_clip(GL_CLIP_PLANE1, 0.0, 1.0, 0.0, -miny)
        gl_clip(GL_CLIP_PLANE2, -1.0, 0.0, 0.0, maxx)
        gl_clip(GL_CLIP_PLANE3, 0.0, -1.0, 0.0, maxy)

    cdef void unset_clip(self, GLDraw draw):
        glDisable(GL_CLIP_PLANE0)
        glDisable(GL_CLIP_PLANE1)
        glDisable(GL_CLIP_PLANE2)
        glDisable(GL_CLIP_PLANE3)

    cdef void viewport(self, int x, int y, int width, int height):
        glViewport(x, y, width, height)
