/*
 * This source file is part of RmlUi, the HTML/CSS Interface Middleware
 *
 * For the latest information, see http://github.com/mikke89/RmlUi
 *
 * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
 * Copyright (c) 2019-2023 The RmlUi Team, and contributors
 *
 * 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.
 *
 */

#include "RmlUi_Renderer_GL2.h"
#include <RmlUi/Core/Core.h>
#include <RmlUi/Core/FileInterface.h>
#include <RmlUi/Core/Log.h>
#include <RmlUi/Core/Platform.h>
#include <string.h>

#if defined RMLUI_PLATFORM_WIN32
	#include "RmlUi_Include_Windows.h"
	#include <gl/Gl.h>
#elif defined RMLUI_PLATFORM_MACOSX
	#include <AGL/agl.h>
	#include <OpenGL/gl.h>
	#include <OpenGL/glext.h>
#elif defined RMLUI_PLATFORM_UNIX
	#include "RmlUi_Include_Xlib.h"
	#include <GL/gl.h>
	#include <GL/glext.h>
	#include <GL/glx.h>
#endif

#define GL_CLAMP_TO_EDGE 0x812F

RenderInterface_GL2::RenderInterface_GL2() {}

void RenderInterface_GL2::SetViewport(int in_viewport_width, int in_viewport_height)
{
	viewport_width = in_viewport_width;
	viewport_height = in_viewport_height;
}

void RenderInterface_GL2::BeginFrame()
{
	RMLUI_ASSERT(viewport_width >= 0 && viewport_height >= 0);
	glViewport(0, 0, viewport_width, viewport_height);

	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_COLOR_ARRAY);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);

	glEnable(GL_BLEND);
	glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);

	glEnable(GL_STENCIL_TEST);
	glStencilFunc(GL_ALWAYS, 1, GLuint(-1));
	glStencilMask(GLuint(-1));
	glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);

	Rml::Matrix4f projection = Rml::Matrix4f::ProjectOrtho(0, (float)viewport_width, (float)viewport_height, 0, -10000, 10000);
	glMatrixMode(GL_PROJECTION);
	glLoadMatrixf(projection.data());
	glMatrixMode(GL_TEXTURE);
	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	transform_enabled = false;
}

void RenderInterface_GL2::EndFrame() {}

void RenderInterface_GL2::Clear()
{
	glClearStencil(0);
	glClearColor(0, 0, 0, 0);
	glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}

Rml::CompiledGeometryHandle RenderInterface_GL2::CompileGeometry(Rml::Span<const Rml::Vertex> vertices, Rml::Span<const int> indices)
{
	GeometryView* data = new GeometryView{vertices, indices};
	return reinterpret_cast<Rml::CompiledGeometryHandle>(data);
}

void RenderInterface_GL2::ReleaseGeometry(Rml::CompiledGeometryHandle geometry)
{
	delete reinterpret_cast<GeometryView*>(geometry);
}

void RenderInterface_GL2::RenderGeometry(Rml::CompiledGeometryHandle handle, Rml::Vector2f translation, Rml::TextureHandle texture)
{
	const GeometryView* geometry = reinterpret_cast<GeometryView*>(handle);
	const Rml::Vertex* vertices = geometry->vertices.data();
	const int* indices = geometry->indices.data();
	const int num_indices = (int)geometry->indices.size();

	glPushMatrix();
	glTranslatef(translation.x, translation.y, 0);

	glVertexPointer(2, GL_FLOAT, sizeof(Rml::Vertex), &vertices[0].position);
	glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Rml::Vertex), &vertices[0].colour);

	if (!texture)
	{
		glDisable(GL_TEXTURE_2D);
		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	}
	else
	{
		glEnable(GL_TEXTURE_2D);

		if (texture != TextureEnableWithoutBinding)
			glBindTexture(GL_TEXTURE_2D, (GLuint)texture);

		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
		glTexCoordPointer(2, GL_FLOAT, sizeof(Rml::Vertex), &vertices[0].tex_coord);
	}

	glDrawElements(GL_TRIANGLES, num_indices, GL_UNSIGNED_INT, indices);

	glPopMatrix();
}

void RenderInterface_GL2::EnableScissorRegion(bool enable)
{
	if (enable)
		glEnable(GL_SCISSOR_TEST);
	else
		glDisable(GL_SCISSOR_TEST);
}

void RenderInterface_GL2::SetScissorRegion(Rml::Rectanglei region)
{
	glScissor(region.Left(), viewport_height - region.Bottom(), region.Width(), region.Height());
}

void RenderInterface_GL2::EnableClipMask(bool enable)
{
	if (enable)
		glEnable(GL_STENCIL_TEST);
	else
		glDisable(GL_STENCIL_TEST);
}

void RenderInterface_GL2::RenderToClipMask(Rml::ClipMaskOperation operation, Rml::CompiledGeometryHandle geometry, Rml::Vector2f translation)
{
	RMLUI_ASSERT(glIsEnabled(GL_STENCIL_TEST));
	using Rml::ClipMaskOperation;

	const bool clear_stencil = (operation == ClipMaskOperation::Set || operation == ClipMaskOperation::SetInverse);
	if (clear_stencil)
	{
		// @performance Increment the reference value instead of clearing each time.
		glClear(GL_STENCIL_BUFFER_BIT);
	}

	GLint stencil_test_value = 0;
	glGetIntegerv(GL_STENCIL_REF, &stencil_test_value);

	glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
	glStencilFunc(GL_ALWAYS, GLint(1), GLuint(-1));

	switch (operation)
	{
	case ClipMaskOperation::Set:
	{
		glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
		stencil_test_value = 1;
	}
	break;
	case ClipMaskOperation::SetInverse:
	{
		glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
		stencil_test_value = 0;
	}
	break;
	case ClipMaskOperation::Intersect:
	{
		glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
		stencil_test_value += 1;
	}
	break;
	}

	RenderGeometry(geometry, translation, {});

	// Restore state
	// @performance Cache state so we don't toggle it unnecessarily.
	glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
	glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
	glStencilFunc(GL_EQUAL, stencil_test_value, GLuint(-1));
}

// Set to byte packing, or the compiler will expand our struct, which means it won't read correctly from file
#pragma pack(1)
struct TGAHeader {
	char idLength;
	char colourMapType;
	char dataType;
	short int colourMapOrigin;
	short int colourMapLength;
	char colourMapDepth;
	short int xOrigin;
	short int yOrigin;
	short int width;
	short int height;
	char bitsPerPixel;
	char imageDescriptor;
};
// Restore packing
#pragma pack()

Rml::TextureHandle RenderInterface_GL2::LoadTexture(Rml::Vector2i& texture_dimensions, const Rml::String& source)
{
	Rml::FileInterface* file_interface = Rml::GetFileInterface();
	Rml::FileHandle file_handle = file_interface->Open(source);
	if (!file_handle)
	{
		return false;
	}

	file_interface->Seek(file_handle, 0, SEEK_END);
	size_t buffer_size = file_interface->Tell(file_handle);
	file_interface->Seek(file_handle, 0, SEEK_SET);

	if (buffer_size <= sizeof(TGAHeader))
	{
		Rml::Log::Message(Rml::Log::LT_ERROR, "Texture file size is smaller than TGAHeader, file is not a valid TGA image.");
		file_interface->Close(file_handle);
		return false;
	}

	using Rml::byte;
	Rml::UniquePtr<byte[]> buffer(new byte[buffer_size]);
	file_interface->Read(buffer.get(), buffer_size, file_handle);
	file_interface->Close(file_handle);

	TGAHeader header;
	memcpy(&header, buffer.get(), sizeof(TGAHeader));

	int color_mode = header.bitsPerPixel / 8;
	const size_t image_size = header.width * header.height * 4; // We always make 32bit textures

	if (header.dataType != 2)
	{
		Rml::Log::Message(Rml::Log::LT_ERROR, "Only 24/32bit uncompressed TGAs are supported.");
		return false;
	}

	// Ensure we have at least 3 colors
	if (color_mode < 3)
	{
		Rml::Log::Message(Rml::Log::LT_ERROR, "Only 24 and 32bit textures are supported.");
		return false;
	}

	const byte* image_src = buffer.get() + sizeof(TGAHeader);
	Rml::UniquePtr<byte[]> image_dest_buffer(new byte[image_size]);
	byte* image_dest = image_dest_buffer.get();

	// Targa is BGR, swap to RGB, flip Y axis, and convert to premultiplied alpha.
	for (long y = 0; y < header.height; y++)
	{
		long read_index = y * header.width * color_mode;
		long write_index = ((header.imageDescriptor & 32) != 0) ? read_index : (header.height - y - 1) * header.width * 4;
		for (long x = 0; x < header.width; x++)
		{
			image_dest[write_index] = image_src[read_index + 2];
			image_dest[write_index + 1] = image_src[read_index + 1];
			image_dest[write_index + 2] = image_src[read_index];
			if (color_mode == 4)
			{
				const byte alpha = image_src[read_index + 3];
				for (size_t j = 0; j < 3; j++)
					image_dest[write_index + j] = byte((image_dest[write_index + j] * alpha) / 255);
				image_dest[write_index + 3] = alpha;
			}
			else
				image_dest[write_index + 3] = 255;

			write_index += 4;
			read_index += color_mode;
		}
	}

	texture_dimensions.x = header.width;
	texture_dimensions.y = header.height;

	return GenerateTexture({image_dest, image_size}, texture_dimensions);
}

Rml::TextureHandle RenderInterface_GL2::GenerateTexture(Rml::Span<const Rml::byte> source, Rml::Vector2i source_dimensions)
{
	RMLUI_ASSERT(source.data() && source.size() == size_t(source_dimensions.x * source_dimensions.y * 4));

	GLuint texture_id = 0;
	glGenTextures(1, &texture_id);
	if (texture_id == 0)
	{
		Rml::Log::Message(Rml::Log::LT_ERROR, "Failed to generate texture.");
		return {};
	}

	glBindTexture(GL_TEXTURE_2D, texture_id);

	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, source_dimensions.x, source_dimensions.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, source.data());
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	return (Rml::TextureHandle)texture_id;
}

void RenderInterface_GL2::ReleaseTexture(Rml::TextureHandle texture_handle)
{
	glDeleteTextures(1, (GLuint*)&texture_handle);
}

void RenderInterface_GL2::SetTransform(const Rml::Matrix4f* transform)
{
	transform_enabled = (transform != nullptr);

	if (transform)
	{
		if (std::is_same<Rml::Matrix4f, Rml::ColumnMajorMatrix4f>::value)
			glLoadMatrixf(transform->data());
		else if (std::is_same<Rml::Matrix4f, Rml::RowMajorMatrix4f>::value)
			glLoadMatrixf(transform->Transpose().data());
	}
	else
		glLoadIdentity();
}
