/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.SpritePlugin = function ( ) {

	var _gl, _renderer, _sprite = {};

	this.init = function ( renderer ) {

		_gl = renderer.context;
		_renderer = renderer;

		_sprite.vertices = new Float32Array( 8 + 8 );
		_sprite.faces    = new Uint16Array( 6 );

		var i = 0;

		_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1;	// vertex 0
		_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 1;	// uv 0

		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = -1;	// vertex 1
		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// uv 1

		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// vertex 2
		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 0;	// uv 2

		_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;	// vertex 3
		_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 0;	// uv 3

		i = 0;

		_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
		_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;

		_sprite.vertexBuffer  = _gl.createBuffer();
		_sprite.elementBuffer = _gl.createBuffer();

		_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
		_gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );

		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );

		_sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ] );

		_sprite.attributes = {};
		_sprite.uniforms = {};

		_sprite.attributes.position           = _gl.getAttribLocation ( _sprite.program, "position" );
		_sprite.attributes.uv                 = _gl.getAttribLocation ( _sprite.program, "uv" );

		_sprite.uniforms.uvOffset             = _gl.getUniformLocation( _sprite.program, "uvOffset" );
		_sprite.uniforms.uvScale              = _gl.getUniformLocation( _sprite.program, "uvScale" );

		_sprite.uniforms.rotation             = _gl.getUniformLocation( _sprite.program, "rotation" );
		_sprite.uniforms.scale                = _gl.getUniformLocation( _sprite.program, "scale" );
		_sprite.uniforms.alignment            = _gl.getUniformLocation( _sprite.program, "alignment" );

		_sprite.uniforms.color                = _gl.getUniformLocation( _sprite.program, "color" );
		_sprite.uniforms.map                  = _gl.getUniformLocation( _sprite.program, "map" );
		_sprite.uniforms.opacity              = _gl.getUniformLocation( _sprite.program, "opacity" );

		_sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
		_sprite.uniforms.affectedByDistance   = _gl.getUniformLocation( _sprite.program, "affectedByDistance" );
		_sprite.uniforms.screenPosition    	  = _gl.getUniformLocation( _sprite.program, "screenPosition" );
		_sprite.uniforms.modelViewMatrix      = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
		_sprite.uniforms.projectionMatrix     = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );

		_sprite.attributesEnabled = false;

	};

	this.render = function ( scene, camera, viewportWidth, viewportHeight ) {

		var sprites = scene.__webglSprites,
			nSprites = sprites.length;

		if ( ! nSprites ) return;

		var attributes = _sprite.attributes,
			uniforms = _sprite.uniforms;

		var invAspect = viewportHeight / viewportWidth;

		var halfViewportWidth = viewportWidth * 0.5,
			halfViewportHeight = viewportHeight * 0.5;

		var mergeWith3D = true;

		// setup gl

		_gl.useProgram( _sprite.program );

		if ( ! _sprite.attributesEnabled ) {

			_gl.enableVertexAttribArray( attributes.position );
			_gl.enableVertexAttribArray( attributes.uv );

			_sprite.attributesEnabled = true;

		}

		_gl.disable( _gl.CULL_FACE );
		_gl.enable( _gl.BLEND );
		_gl.depthMask( true );

		_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
		_gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
		_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );

		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );

		_gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera._projectionMatrixArray );

		_gl.activeTexture( _gl.TEXTURE0 );
		_gl.uniform1i( uniforms.map, 0 );

		// update positions and sort

		var i, sprite, screenPosition, size, scale = [];

		for( i = 0; i < nSprites; i ++ ) {

			sprite = sprites[ i ];

			if ( ! sprite.visible || sprite.opacity === 0 ) continue;

			if( ! sprite.useScreenCoordinates ) {

				sprite._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, sprite.matrixWorld, sprite._modelViewMatrixArray );
				sprite.z = - sprite._modelViewMatrix.n34;

			} else {

				sprite.z = - sprite.position.z;

			}

		}

		sprites.sort( painterSort );

		// render all sprites

		for( i = 0; i < nSprites; i ++ ) {

			sprite = sprites[ i ];

			if ( ! sprite.visible || sprite.opacity === 0 ) continue;

			if ( sprite.map && sprite.map.image && sprite.map.image.width ) {

				if ( sprite.useScreenCoordinates ) {

					_gl.uniform1i( uniforms.useScreenCoordinates, 1 );
					_gl.uniform3f( uniforms.screenPosition, ( sprite.position.x - halfViewportWidth  ) / halfViewportWidth,
															( halfViewportHeight - sprite.position.y ) / halfViewportHeight,
															  Math.max( 0, Math.min( 1, sprite.position.z ) ) );

				} else {

					_gl.uniform1i( uniforms.useScreenCoordinates, 0 );
					_gl.uniform1i( uniforms.affectedByDistance, sprite.affectedByDistance ? 1 : 0 );
					_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrixArray );

				}

				size = sprite.map.image.width / ( sprite.scaleByViewport ? viewportHeight : 1 );

				scale[ 0 ] = size * invAspect * sprite.scale.x;
				scale[ 1 ] = size * sprite.scale.y;

				_gl.uniform2f( uniforms.uvScale, sprite.uvScale.x, sprite.uvScale.y );
				_gl.uniform2f( uniforms.uvOffset, sprite.uvOffset.x, sprite.uvOffset.y );
				_gl.uniform2f( uniforms.alignment, sprite.alignment.x, sprite.alignment.y );

				_gl.uniform1f( uniforms.opacity, sprite.opacity );
				_gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );

				_gl.uniform1f( uniforms.rotation, sprite.rotation );
				_gl.uniform2fv( uniforms.scale, scale );

				if ( sprite.mergeWith3D && !mergeWith3D ) {

					_gl.enable( _gl.DEPTH_TEST );
					mergeWith3D = true;

				} else if ( ! sprite.mergeWith3D && mergeWith3D ) {

					_gl.disable( _gl.DEPTH_TEST );
					mergeWith3D = false;

				}

				_renderer.setBlending( sprite.blending );
				_renderer.setTexture( sprite.map, 0 );

				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );

			}

		}

		// restore gl

		_gl.enable( _gl.CULL_FACE );
		_gl.enable( _gl.DEPTH_TEST );
		_gl.depthMask( true );

	};

	function createProgram ( shader ) {

		var program = _gl.createProgram();

		var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
		var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );

		_gl.shaderSource( fragmentShader, shader.fragmentShader );
		_gl.shaderSource( vertexShader, shader.vertexShader );

		_gl.compileShader( fragmentShader );
		_gl.compileShader( vertexShader );

		_gl.attachShader( program, fragmentShader );
		_gl.attachShader( program, vertexShader );

		_gl.linkProgram( program );

		return program;

	};

	function painterSort ( a, b ) {

		return b.z - a.z;

	};

};