/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */


#include "SM3Map.h"
#include "SM3GroundDrawer.h"
#include "terrain/TerrainNode.h"

#include "Game/Camera.h"
#include "Game/GameSetup.h"
#include "Game/LoadScreen.h"
#include "Map/MapInfo.h"
#include "Map/MapParser.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/ShadowHandler.h"
#include "Rendering/GL/myGL.h"
#include "System/Config/ConfigHandler.h"
#include "System/Log/ILog.h"
#include "System/TdfParser.h"
#include "System/Util.h"
#include "System/FileSystem/FileHandler.h"
#include "System/Platform/byteorder.h"

#include <stdexcept>
#include <fstream>

CONFIG(bool, SM3ForceFallbackTex).defaultValue(false);
CONFIG(int, SM3MaxTextureStages).defaultValue(10);

struct Sm3LoadCB: terrain::ILoadCallback
{
	virtual ~Sm3LoadCB() {}
	void Write(const char* msg) { LOG("%s", msg); }
};

// FIXME - temporary, until the LuaParser change is done
static const TdfParser& GetMapDefParser()
{
	static TdfParser tdf(MapParser::GetMapConfigName(gameSetup->MapFile()));
	return tdf;
}


CR_BIND_DERIVED(CSM3ReadMap, CReadMap, (""))
CR_REG_METADATA(CSM3ReadMap, (
	//FIXME save unsynced heightmap?
	CR_IGNORED(groundDrawer),
	CR_IGNORED(renderer),
	CR_IGNORED(minimapTexture),
	CR_IGNORED(infoMaps),
	CR_IGNORED(featureTypes),
	CR_IGNORED(featureInfo),
	CR_IGNORED(numFeatures),
	CR_IGNORED(tmpFrustum)
));


CSM3ReadMap::CSM3ReadMap(const std::string& mapName)
	: groundDrawer(NULL)
	, minimapTexture(0)
	, numFeatures(0)
{
	loadscreen->SetLoadMessage("Loading " + mapName);

	if (!mapInfo->sm3.minimap.empty()) {
		CBitmap bmp;
		if (bmp.Load(mapInfo->sm3.minimap)) {
			minimapTexture = bmp.CreateTexture(true);
		}
	}

	renderer = new terrain::Terrain();

	{
		// load the heightmap in advance
		Sm3LoadCB cb;
		renderer->LoadHeightMap(GetMapDefParser(), &cb);

		heightMapSyncedPtr   = &renderer->GetCornerHeightMapSynced();
		heightMapUnsyncedPtr = &renderer->GetCornerHeightMapUnsynced();

		mapDims.mapx = renderer->GetHeightmapWidth() - 1;
		mapDims.mapy = renderer->GetHeightmapWidth() - 1; // note: not height (SM3 only supports square maps!)
	}

	CReadMap::Initialize();

	if (GetMapDefParser().SectionExist("map\\featuretypes")) {
		const int numTypes = atoi(GetMapDefParser().SGetValueDef("0", "map\\featuretypes\\numtypes").c_str());
		for (int a = 0; a < numTypes; a++) {
			char loc[100];
			SNPRINTF(loc, 100, "map\\featuretypes\\type%d", a);
			featureTypes.push_back(new std::string(GetMapDefParser().SGetValueDef("TreeType0", loc)));
		}
	}

	LoadFeatureData();
}

CSM3ReadMap::~CSM3ReadMap()
{
	configHandler->RemoveObserver(this);
	delete groundDrawer;
	delete renderer;

	for (std::vector<std::string*>::iterator fti = featureTypes.begin(); fti != featureTypes.end(); ++fti)
		delete *fti;
	featureTypes.clear();

	glDeleteTextures(1, &minimapTexture);
}



void CSM3ReadMap::ConfigNotify(const std::string& key, const std::string& value)
{
	if (key == "Shadows") {
		bool drawShadows = (std::atoi(value.c_str()) > 0);

		if (renderer->config.useShadowMaps != drawShadows) {
			renderer->config.useShadowMaps = drawShadows;
			renderer->ReloadShaders();
		}
	}
}


CBaseGroundDrawer* CSM3ReadMap::GetGroundDrawer() { return groundDrawer; }
void CSM3ReadMap::NewGroundDrawer() {
	renderer->config.cacheTextures = false;
	renderer->config.forceFallbackTexturing = configHandler->GetBool("SM3ForceFallbackTex");

	if (!renderer->config.forceFallbackTexturing && GLEW_ARB_fragment_shader && GLEW_ARB_shading_language_100) {
		renderer->config.useBumpMaps = true;
		renderer->config.anisotropicFiltering = 0.0f;
	}

	renderer->config.useStaticShadow = false;
	renderer->config.useShadowMaps = shadowHandler->shadowsLoaded;
	renderer->config.terrainNormalMaps = false;
	renderer->config.normalMapLevel = 3;

	/*
	int numStages = atoi(mapDefParser.SGetValueDef("0", "map\\terrain\\numtexturestages").c_str());
	int maxStages = configHandler->GetInt("SM3MaxTextureStages");
	if (numStages > maxStages) {
		renderer->config.cacheTextures = true;
		renderer->config.cacheTextureSize = 256;
		// renderer->config.detailMod
	}
	*/

	Sm3LoadCB loadcb;
	terrain::LightingInfo lightInfo;
		lightInfo.ambient = mapInfo->light.groundAmbientColor;
	terrain::StaticLight light;
		light.color = mapInfo->light.groundSunColor;
		light.directional = false;
		light.position = mapInfo->light.sunDir * 1000000.0f;
	lightInfo.staticLights.push_back(light);

	renderer->Load(GetMapDefParser(), &lightInfo, &loadcb);

	groundDrawer = new CSM3GroundDrawer(this);

	configHandler->NotifyOnChange(this);
}


void CSM3ReadMap::UpdateHeightMapUnsynced(const SRectangle& update)
{
	int x1 = update.x1, y1 = update.y1;
	int x2 = update.x2, y2 = update.y2;

	// heightmap is [width+1][height+1]
	x1 -= 2; x2 += 2;
	y1 -= 2; y2 += 2;

	if (x1 <        0) x1 =        0;
	if (x2 <        0) x2 =        0;
	if (x1 > mapDims.mapx) x1 = mapDims.mapx;
	if (x2 > mapDims.mapx) x2 = mapDims.mapx;

	if (y1 <        0) y1 =        0;
	if (y2 <        0) y2 =        0;
	if (y1 > mapDims.mapy) y1 = mapDims.mapy;
	if (y2 > mapDims.mapy) y2 = mapDims.mapy;

	renderer->HeightMapUpdatedUnsynced(x1, y1, x2 - x1, y2 - y1);
}


void CSM3ReadMap::DrawMinimap() const
{
	if (!minimapTexture)
		return;

	 // draw the minimap in a quad (with extends: (0,0)-(1,1))
	glDisable(GL_ALPHA_TEST);

	glActiveTextureARB(GL_TEXTURE0_ARB);
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, minimapTexture);
	glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);

	if (groundDrawer->DrawExtraTex()) {
		glActiveTextureARB(GL_TEXTURE1_ARB);
		glEnable(GL_TEXTURE_2D);
		glTexEnvi(GL_TEXTURE_ENV,GL_COMBINE_RGB_ARB,GL_ADD_SIGNED_ARB);
		glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE_ARB);
		glBindTexture(GL_TEXTURE_2D, groundDrawer->GetActiveInfoTexture());
		glActiveTextureARB(GL_TEXTURE0_ARB);
	}

	const float isx = mapDims.mapx / float(mapDims.pwr2mapx);
	const float isy = mapDims.mapy / float(mapDims.pwr2mapy);

	glBegin(GL_QUADS);
		glTexCoord2f(0,isy);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,1);
		glMultiTexCoord2fARB(GL_TEXTURE2_ARB,0,isy);
		glVertex2f(0,0);
		glTexCoord2f(0,0);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0);
		glMultiTexCoord2fARB(GL_TEXTURE2_ARB,0,0);
		glVertex2f(0,1);
		glTexCoord2f(isx,0);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,0);
		glMultiTexCoord2fARB(GL_TEXTURE2_ARB,isx,0);
		glVertex2f(1,1);
		glTexCoord2f(isx,isy);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,1);
		glMultiTexCoord2fARB(GL_TEXTURE2_ARB,isx,isy);
		glVertex2f(1,0);
	glEnd();

	glActiveTextureARB(GL_TEXTURE1_ARB);
	glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
	glDisable(GL_TEXTURE_2D);

	glActiveTextureARB(GL_TEXTURE0_ARB);
	glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
	glDisable(GL_TEXTURE_2D);
}

// Feature creation
int CSM3ReadMap::GetNumFeatures()
{
	return (int)numFeatures;
}

int CSM3ReadMap::GetNumFeatureTypes()
{
	return featureTypes.size();
}

void CSM3ReadMap::GetFeatureInfo(MapFeatureInfo* f)
{
	std::copy(featureInfo,featureInfo+numFeatures,f);
}

const char* CSM3ReadMap::GetFeatureTypeName(int typeID)
{
	return featureTypes[typeID]->c_str();
}

void CSM3ReadMap::LoadFeatureData()
{
		// returns MapFeatureInfo[GetNumFeatures()]
	std::string fd = GetMapDefParser().SGetValueDef(std::string(),"map\\featuredata");
	if (!fd.empty()) {
		CFileHandler fh(fd);
		if (!fh.FileExists())
			throw content_error("Failed to open feature data file: " + fd);

		unsigned char version;
		fh.Read(&version, 1);

		if (version > 0)
			throw content_error("Map feature data has incorrect version, you are probably using an outdated spring version.");

		unsigned int nf;
		fh.Read(&nf, 4);
		numFeatures = swabDWord(nf);

		featureInfo = new MapFeatureInfo[numFeatures];
		for (unsigned int a=0;a<numFeatures;a++) {
			MapFeatureInfo& fi = featureInfo[a];
			fh.Read(&fi.featureType, 4);
			fh.Read(&fi.pos, 12);
			fh.Read(&fi.rotation, 4);

			fi.featureType = swabDWord(fi.featureType);
			fi.pos.x = swabFloat(fi.pos.x);
			fi.pos.y = swabFloat(fi.pos.y);
			fi.pos.z = swabFloat(fi.pos.z);
			fi.rotation = swabFloat(fi.rotation);
		}
	}/* //testing features...
	else {
		featureTypes.push_back(new std::string("TreeType0"));

		numFeatures = 1000;
		featureInfo = new MapFeatureInfo[numFeatures];

		for (int a=0;a<numFeatures;a++) {
			MapFeatureInfo& fi = featureInfo[a];
			fi.featureType = featureTypes.size()-1;
			fi.pos.x = gs->randFloat() * mapDims.mapx * SQUARE_SIZE;
			fi.pos.z = gs->randFloat() * mapDims.mapy * SQUARE_SIZE;
			fi.rotation = 0.0f;
		}
	}*/
}

CSM3ReadMap::InfoMap::InfoMap() :
	  w(0)
	, h(0)
	, data(NULL)
{
}
CSM3ReadMap::InfoMap::~InfoMap() {
	delete[] data;
}

// Bitmaps (such as metal map, grass map, ...), handling them with a string as type seems flexible...
// Some map types:
//   "metal"  -  metalmap
//   "grass"  -  grassmap
unsigned char* CSM3ReadMap::GetInfoMap(const std::string& name, MapBitmapInfo* bm)
{
	std::string map;
	if (!GetMapDefParser().SGetValue(map, "MAP\\INFOMAPS\\" + name))
		return 0;

	CBitmap img;
	// all infomaps are grayscale
	if (!img.LoadGrayscale(map))
		return 0;

	InfoMap& im = infoMaps[name];

	bm->width = im.w = img.xsize;
	bm->height = im.h = img.ysize;
	im.data = img.mem;
	img.mem = 0;

	return im.data;
}


void CSM3ReadMap::FreeInfoMap(const std::string& name, unsigned char* data)
{
	infoMaps.erase(name);
}

struct DrawGridParms
{
	int quadSize;
	CSM3ReadMap::IQuadDrawer* cb;
	float maxdist;
	Frustum* frustum;
};

static void DrawGrid(terrain::TQuad* tq, DrawGridParms* param)
{
	if (tq->InFrustum(param->frustum)) {
		if (tq->width == param->quadSize)
			param->cb->DrawQuad(tq->qmPos.x, tq->qmPos.y);
		else if (tq->width < param->quadSize)
			return;
		else {
			for (int a=0;a<4;a++)
				DrawGrid(tq->children[a],param);
		}
	}
}

void CSM3ReadMap::GridVisibility(CCamera* cam, int quadSize, float maxdist, IQuadDrawer* cb, int extraSize)
{
	float aspect = cam->viewport[2]/(float)cam->viewport[3];
	tmpFrustum.CalcCameraPlanes(&cam->SetPos(), &cam->right, &cam->up, &cam->forward, cam->GetTanHalfFov(), aspect);

	DrawGridParms dgp;
	dgp.cb = cb;
	dgp.maxdist = maxdist;
	dgp.quadSize = quadSize;
	dgp.frustum = &tmpFrustum;
	DrawGrid(renderer->GetQuadTree(), &dgp);
}
