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package com.sun.scenario.effect.impl.prism;

import com.sun.glass.ui.Screen;
import com.sun.javafx.geom.PickRay;
import com.sun.javafx.geom.Point2D;
import com.sun.javafx.geom.Rectangle;
import com.sun.javafx.geom.Vec3d;
import com.sun.javafx.geom.transform.Affine2D;
import com.sun.javafx.geom.transform.Affine3D;
import com.sun.javafx.geom.transform.BaseTransform;
import com.sun.javafx.geom.transform.NoninvertibleTransformException;
import com.sun.javafx.sg.prism.NGCamera;
import com.sun.javafx.sg.prism.NGPerspectiveCamera;
import com.sun.prism.Graphics;
import com.sun.prism.RenderTarget;
import com.sun.prism.ResourceFactory;
import com.sun.prism.Texture;
import com.sun.scenario.effect.Effect;
import com.sun.scenario.effect.FilterContext;
import com.sun.scenario.effect.ImageData;
import com.sun.scenario.effect.impl.EffectPeer;
import com.sun.scenario.effect.impl.ImagePool;

public class PrEffectHelper {

    /**
     * Applies the given filter effect to the series of inputs and then renders
     * the result to the provided {@code Graphics} at the specified
     * location.
     * This method is similar to the following pseudo-code:
     * <pre>
     *     g.drawTexture(effect.filter(g.getTransform()), x, y);
     * </pre>
     * except that it is likely to be more efficient (and correct).
     *
     * @param effect the effect to be rendered
     * @param g the {@code Graphics} to which the {@code Effect} will be
     *          rendered
     * @param x the x location of the filtered result
     * @param y the y location of the filtered result
     * @param defaultInput the default input {@code Effect} to be used if
     *                     any of the inputs for any of the effects in the
     *                     chain are unspecified (i.e. {@code null}).
     */
    public static void render(Effect effect,
                              Graphics g, float x, float y,
                              Effect defaultInput)
    {
        BaseTransform transform;
        Rectangle rclip = getGraphicsClipNoClone(g);
        BaseTransform origtx = g.getTransformNoClone().copy();
        BaseTransform rendertx;
        if (origtx.is2D()) {
            // process the effect using the current 2D transform, and then
            // render the resulting image in device space (i.e., with identity)
            if (x != 0f || y != 0f || !origtx.isIdentity()) {
                transform = new Affine2D(origtx);
                ((Affine2D) transform).translate(x, y);
            } else {
                transform = BaseTransform.IDENTITY_TRANSFORM;
            }
            g.setTransform(null);
            rendertx = null;
        } else {
            // process the effect with an identity (2D) transform, and then
            // render the resulting image using the current (3D) modelview
            // and/or projection transform
            // RT-27555
            // TODO: this will not work if the effect is applied to a Group
            // that has children with 3D transforms (relative to the Group),
            // but at least it's good enough for simple effects applied to
            // leaf nodes (e.g. applying a Reflection to a leaf ImageView node)
            double scalex = Math.hypot(origtx.getMxx(), origtx.getMyx());
            double scaley = Math.hypot(origtx.getMxy(), origtx.getMyy());
            double scale = Math.max(scalex, scaley);
            if (scale <= 1.0) {
                transform = BaseTransform.IDENTITY_TRANSFORM;
                rendertx = origtx;
            } else {
                transform = BaseTransform.getScaleInstance(scale, scale);
                rendertx = new Affine3D(origtx);
                scale = 1.0 / scale;
                ((Affine3D) rendertx).scale(scale, scale);
            }
            NGCamera cam = g.getCameraNoClone();
            BaseTransform inv;
            try {
                inv = rendertx.createInverse();
            } catch (NoninvertibleTransformException e) {
                return;
            }
            PickRay ray = new PickRay();
            Vec3d tmpvec = new Vec3d();
            // See FilterEffect.untransformClip for a description of
            // why we round in by half a pixel here.
            float x1 = rclip.x + 0.5f;
            float y1 = rclip.y + 0.5f;
            float x2 = rclip.x + rclip.width - 0.5f;
            float y2 = rclip.y + rclip.height - 0.5f;
            double rtw = g.getRenderTarget().getContentWidth();
            double rth = g.getRenderTarget().getContentHeight();
            Point2D cul = project(x1, y1, rtw, rth, cam, inv, ray, tmpvec, null);
            Point2D cur = project(x2, y1, rtw, rth, cam, inv, ray, tmpvec, null);
            Point2D cll = project(x1, y2, rtw, rth, cam, inv, ray, tmpvec, null);
            Point2D clr = project(x2, y2, rtw, rth, cam, inv, ray, tmpvec, null);
            rclip = clipbounds(cul, cur, cll, clr);
        }

        Screen screen = g.getAssociatedScreen();
        FilterContext fctx;
        // RT-27555
        if (screen == null) {
            ResourceFactory factory = g.getResourceFactory();
            fctx = PrFilterContext.getPrinterContext(factory);
        } else {
            fctx = PrFilterContext.getInstance(screen);
        }
        // TODO: Pass the camera down so that nodes can render with it
        // for proper perspective below this level.
        PrRenderInfo prinfo;
        if (rendertx != null) {
            // Whatever results are produced will have to be post-transformed
            // so attempts at direct rendering would use the wrong transform.
            prinfo = null;
        } else if (g.isDepthBuffer() && g.isDepthTest()) {
            // Some of the multi-step operations may produce both flat image
            // results that would not track the actual Z depth of any direct
            // Node rendering so we must disable direct rendering to avoid
            // depth buffer conflicts.
            prinfo = null;
        } else {
            // If none of the above conditions apply, then the PrRenderInfo
            // can represent all information necessary to directly render
            // any ImageData or Node to the destination.
            prinfo = new PrRenderInfo(g);
        }
        boolean valid;
        ImagePool.numEffects++;

        do {
            ImageData res = effect.filter(fctx, transform, rclip, prinfo, defaultInput);
            if (res == null) return;
            if (valid = res.validate(fctx)) {
                Rectangle r = res.getUntransformedBounds();
                // the actual image may be much larger than the region
                // of interest ("r"), so to improve performance we render
                // only that subregion here
                Texture tex = ((PrTexture)res.getUntransformedImage()).getTextureObject();
                g.setTransform(rendertx);
                g.transform(res.getTransform());
                g.drawTexture(tex, r.x, r.y, r.width, r.height);
            }
            res.unref();
        } while (!valid);
        g.setTransform(origtx);
    }

    static Point2D project(float x, float y, double vw, double vh,
                           NGCamera cam, BaseTransform inv,
                           PickRay tmpray, Vec3d tmpvec, Point2D ret)
    {
        // Calculations in cam.computePickRay are done relative to the
        // view w,h in the camera which may not match our actual view
        // dimensions so we scale them to that rectangle, compute the
        // pick rays, then scale the back to the actual device space before
        // intersecting with our chosen rendering plane.
        double xscale = cam.getViewWidth() / vw;
        double yscale = cam.getViewHeight() / vh;
        x *= xscale;
        y *= yscale;
        tmpray = cam.computePickRay(x, y, tmpray);
        unscale(tmpray.getOriginNoClone(), xscale, yscale);
        unscale(tmpray.getDirectionNoClone(), xscale, yscale);
        return tmpray.projectToZeroPlane(inv, cam instanceof NGPerspectiveCamera,
                                         tmpvec, ret);
    }
    private static void unscale(Vec3d v, double sx, double sy) {
        v.x /= sx;
        v.y /= sy;
    }

    static Rectangle clipbounds(Point2D cul, Point2D cur, Point2D cll, Point2D clr) {
        // Note that 3D perspective transforms frequently deal with infinite
        // values as a plane is rotated towards an end-on view from the eye.
        // The standard ways of getting the bounds of 4 float points tend to
        // ignore overflow, but we would frequently see trouble as objects are
        // flipped over if we didn't have the tests for integer overflow near
        // the bottom of this method.  When those conditions occur it usually
        // means we can see down an arbitrary distance (perhaps to the horizon)
        // on the plane of the node being rendered so we need to render it
        // with no clip to make sure we get all the data for the effect.
        if (cul != null && cur != null && cll != null && clr != null) {
            double x1, y1, x2, y2;
            if (cul.x < cur.x) {
                x1 = cul.x; x2 = cur.x;
            } else {
                x1 = cur.x; x2 = cul.x;
            }
            if (cul.y < cur.y) {
                y1 = cul.y; y2 = cur.y;
            } else {
                y1 = cur.y; y2 = cul.y;
            }
            if (cll.x < clr.x) {
                x1 = Math.min(x1, cll.x); x2 = Math.max(x2, clr.x);
            } else {
                x1 = Math.min(x1, clr.x); x2 = Math.max(x2, cll.x);
            }
            if (cll.y < clr.y) {
                y1 = Math.min(y1, cll.y); y2 = Math.max(y2, clr.y);
            } else {
                y1 = Math.min(y1, clr.y); y2 = Math.max(y2, cll.y);
            }
            // See FilterEffect.untransformClip for a description of
            // why we round out by half a pixel here.
            x1 = Math.floor(x1-0.5f);
            y1 = Math.floor(y1-0.5f);
            x2 = Math.ceil(x2+0.5f)-x1;
            y2 = Math.ceil(y2+0.5f)-y1;
            int x = (int) x1;
            int y = (int) y1;
            int w = (int) x2;
            int h = (int) y2;
            if (x == x1 && y == y1 && w == x2 && h == y2) {
                // Return a valid rectangle only if we do not overflow,
                // otherwise let the method return a null below for
                // unclipped operation.
                return new Rectangle(x, y, w, h);
            }
        }
        return null;
    }

    public static Rectangle getGraphicsClipNoClone(Graphics g) {
        Rectangle rclip = g.getClipRectNoClone();
        if (rclip == null) {
            RenderTarget rt = g.getRenderTarget();
            rclip = new Rectangle(rt.getContentWidth(), rt.getContentHeight());
        }
        return rclip;
    }

    public static void renderImageData(Graphics gdst,
                                       ImageData srcData,
                                       Rectangle dstBounds)
    {
        int w = dstBounds.width;
        int h = dstBounds.height;
        PrDrawable src = (PrDrawable) srcData.getUntransformedImage();
        BaseTransform srcTx = srcData.getTransform();
        Rectangle srcBounds = srcData.getUntransformedBounds();
        float dx1 = 0f;
        float dy1 = 0f;
        float dx2 = dx1 + w;
        float dy2 = dy1 + h;
        if (srcTx.isTranslateOrIdentity()) {
            float tx = (float) srcTx.getMxt();
            float ty = (float) srcTx.getMyt();
            float sx1 = dstBounds.x - (srcBounds.x + tx);
            float sy1 = dstBounds.y - (srcBounds.y + ty);
            float sx2 = sx1 + w;
            float sy2 = sy1 + h;
            gdst.drawTexture(src.getTextureObject(),
                             dx1, dy1, dx2, dy2,
                             sx1, sy1, sx2, sy2);
        } else {
            float[] srcRect = new float[8];
            int srcCoords =
                EffectPeer.getTextureCoordinates(srcRect,
                                                 srcBounds.x, srcBounds.y,
                                                 src.getPhysicalWidth(),
                                                 src.getPhysicalHeight(),
                                                 dstBounds, srcTx);
            if (srcCoords < 8) {
                gdst.drawTextureRaw(src.getTextureObject(),
                                    dx1, dy1, dx2, dy2,
                                    srcRect[0], srcRect[1],
                                    srcRect[2], srcRect[3]);
            } else {
                gdst.drawMappedTextureRaw(src.getTextureObject(),
                                          dx1, dy1, dx2, dy2,
                                          srcRect[0], srcRect[1],
                                          srcRect[4], srcRect[5],
                                          srcRect[6], srcRect[7],
                                          srcRect[2], srcRect[3]);
            }
        }
    }
}
