/*
** gl_bitmap.cpp
** Bitmap class for texture composition
**
**---------------------------------------------------------------------------
** Copyright 2004-2009 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
**    notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
**    notice, this list of conditions and the following disclaimer in the
**    documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
**    derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
**    covered by the terms of the GNU Lesser General Public License as published
**    by the Free Software Foundation; either version 2.1 of the License, or (at
**    your option) any later version.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/


#include "r_translate.h"
#include "v_palette.h"
#include "templates.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/textures/gl_translate.h"
#include "gl/textures/gl_bitmap.h"

//===========================================================================
// 
// multi-format pixel copy with colormap application
// requires one of the previously defined conversion classes to work
//
//===========================================================================
template<class T>
void iCopyColors(unsigned char * pout, const unsigned char * pin, int cm, int count, int step)
{
	int i;
	int fac;

	switch(cm)
	{
	case CM_DEFAULT:
		for(i=0;i<count;i++)
		{
			if (T::A(pin) != 0)
			{
				pout[0]=T::R(pin);
				pout[1]=T::G(pin);
				pout[2]=T::B(pin);
				pout[3]=T::A(pin);
			}
			pout+=4;
			pin+=step;
		}
		break;

	case CM_GRAY:
		// this is used for colorization of blood.
		// To get the best results the brightness is taken from 
		// the most intense component and not averaged because that would be too dark.
		for(i=0;i<count;i++) 
		{
			if (T::A(pin) != 0)
			{
				pout[0] = pout[1] = pout[2] = MAX(MAX(T::R(pin), T::G(pin)), T::B(pin));
				pout[3] = T::A(pin);
			}
			pout+=4;
			pin+=step;
		}
		break;

	case CM_ICE:
		// Create the ice translation table, based on Hexen's.
		// Since this is done in True Color the purplish tint is fully preserved - even in Doom!
		for(i=0;i<count;i++)
		{
			if (T::A(pin) != 0)
			{
				int gray = T::Gray(pin)>>4;

				pout[0] = IcePalette[gray][0];
				pout[1] = IcePalette[gray][1];
				pout[2] = IcePalette[gray][2];
				pout[3] = 255;
			}
			pout+=4;
			pin+=step;
		}
		break;

	case CM_SHADE:
		// Alpha shade uses the red channel for true color pics
		for(i=0;i<count;i++)
		{
			if (T::A(pin) != 0)
			{
				pout[0] = pout[1] =	pout[2] = 255;
				pout[3] = T::R(pin);
			}
			pout+=4;
			pin+=step;
		}
		break;
	
	default:

		if (cm >= CM_FIRSTSPECIALCOLORMAP && cm < CM_FIRSTSPECIALCOLORMAP + int(SpecialColormaps.Size()))
		{
			for(i=0;i<count;i++) 
			{
				if (T::A(pin) != 0)
				{
					PalEntry pe = SpecialColormaps[cm - CM_FIRSTSPECIALCOLORMAP].GrayscaleToColor[T::Gray(pin)];
					pout[0] = pe.r;
					pout[1] = pe.g;
					pout[2] = pe.b;
					pout[3] = T::A(pin);
				}
				pout+=4;
				pin+=step;
			}
		}
		else if (cm<=CM_DESAT31)
		{
			// Desaturated light settings.
			fac=cm-CM_DESAT0;
			for(i=0;i<count;i++)
			{
				if (T::A(pin) != 0)
				{
					gl_Desaturate(T::Gray(pin), T::R(pin), T::G(pin), T::B(pin), pout[0], pout[1], pout[2], fac);
					pout[3] = T::A(pin);
				}
				pout+=4;
				pin+=step;
			}
		}
		break;
	}
}

typedef void (*CopyFunc)(unsigned char * pout, const unsigned char * pin, int cm, int count, int step);

static CopyFunc copyfuncs[]={
	iCopyColors<cRGB>,
	iCopyColors<cRGBA>,
	iCopyColors<cIA>,
	iCopyColors<cCMYK>,
	iCopyColors<cBGR>,
	iCopyColors<cBGRA>,
	iCopyColors<cI16>,
	iCopyColors<cRGB555>,
	iCopyColors<cPalEntry>
};

//===========================================================================
//
// True Color texture copy function
// This excludes all the cases that force downconversion to the
// base palette because they wouldn't be used anyway.
//
//===========================================================================
void FGLBitmap::CopyPixelDataRGB(int originx, int originy,
								const BYTE * patch, int srcwidth, int srcheight, int step_x, int step_y,
								int rotate, int ct, FCopyInfo *inf)
{
	if (ClipCopyPixelRect(&ClipRect, originx, originy, patch, srcwidth, srcheight, step_x, step_y, rotate))
	{
		BYTE *buffer = GetPixels() + 4*originx + Pitch*originy;
		for (int y=0;y<srcheight;y++)
		{
			copyfuncs[ct](&buffer[y*Pitch], &patch[y*step_y], cm, srcwidth, step_x);
		}
	}
}

//===========================================================================
// 
// Creates one of the special palette translations for the given palette
//
//===========================================================================
void ModifyPalette(PalEntry * pout, PalEntry * pin, int cm, int count)
{
	int i;
	int fac;

	switch(cm)
	{
	case CM_DEFAULT:
		if (pin != pout)
			memcpy(pout, pin, count * sizeof(PalEntry));
		break;

	case CM_GRAY:
		// this is used for colorization of blood.
		// To get the best results the brightness is taken from 
		// the most intense component and not averaged because that would be too dark.
		for(i=0;i<count;i++)
		{
			pout[i].r = pout[i].g = pout[i].b = MAX(MAX(pin[i].r, pin[i].g), pin[i].b);
			pout[i].a = pin[i].a;
		}
		break;

	case CM_ICE:
		// Create the ice translation table, based on Hexen's.
		// Since this is done in True Color the purplish tint is fully preserved - even in Doom!
		for(i=0;i<count;i++)
		{
			int gray=(pin[i].r*77 + pin[i].g*143 + pin[i].b*37)>>12;

			pout[i].r = IcePalette[gray][0];
			pout[i].g = IcePalette[gray][1];
			pout[i].b = IcePalette[gray][2];
			pout[i].a = pin[i].a;
		}
		break;
	
	default:
		if (cm >= CM_FIRSTSPECIALCOLORMAP && cm < CM_FIRSTSPECIALCOLORMAP + int(SpecialColormaps.Size()))
		{
			for(i=0;i<count;i++)
			{
				int gray = (pin[i].r*77 + pin[i].g*143 + pin[i].b*37) >> 8;
				// This can be done in place so we cannot copy the color directly.
				PalEntry pe = SpecialColormaps[cm - CM_FIRSTSPECIALCOLORMAP].GrayscaleToColor[gray];
				pout[i].r = pe.r;
				pout[i].g = pe.g;
				pout[i].b = pe.b;
				pout[i].a = pin[i].a;
			}
		}
		else if (cm<=CM_DESAT31)
		{
			// Desaturated light settings.
			fac=cm-CM_DESAT0;
			for(i=0;i<count;i++)
			{
				int gray=(pin[i].r*77 + pin[i].g*143 + pin[i].b*36)>>8;
				gl_Desaturate(gray, pin[i].r, pin[i].g, pin[i].b, pout[i].r, pout[i].g, pout[i].b, fac);
				pout[i].a = pin[i].a;
			}
		}
		else if (pin!=pout)
		{
			memcpy(pout, pin, count * sizeof(PalEntry));
		}
		break;
	}
}


//===========================================================================
//
// Paletted to True Color texture copy function
//
//===========================================================================
void FGLBitmap::CopyPixelData(int originx, int originy, const BYTE * patch, int srcwidth, int srcheight, 
										int step_x, int step_y, int rotate, PalEntry * palette, FCopyInfo *inf)
{
	PalEntry penew[256];

	int x,y,pos,i;

	if (ClipCopyPixelRect(&ClipRect, originx, originy, patch, srcwidth, srcheight, step_x, step_y, rotate))
	{
		BYTE *buffer = GetPixels() + 4*originx + Pitch*originy;

		// CM_SHADE is an alpha map with 0==transparent and 1==opaque
		if (cm == CM_SHADE) 
		{
			for(int i=0;i<256;i++) 
			{
				if (palette[i].a != 0)
					penew[i]=PalEntry(i, 255,255,255);
				else
					penew[i]=PalEntry(0,255,255,255);	// If the palette contains transparent colors keep them.
			}
		}
		else
		{
			// apply any translation. 
			// The ice and blood color translations are done directly
			// because that yields better results.
			switch(translation)
			{
			case CM_GRAY:
				ModifyPalette(penew, palette, CM_GRAY, 256);
				break;

			case CM_ICE:
				ModifyPalette(penew, palette, CM_ICE, 256);
				break;

			default:
			{
				PalEntry *ptrans = GLTranslationPalette::GetPalette(translation);
				if (ptrans)
				{
					for(i = 0; i < 256; i++)
					{
						penew[i] = (ptrans[i]&0xffffff) | (palette[i]&0xff000000);
					}
					break;
				}
			}

			case 0:
				memcpy(penew, palette, 256*sizeof(PalEntry));
				break;
			}
			if (cm!=0)
			{
				// Apply color modifications like invulnerability, desaturation and Boom colormaps
				ModifyPalette(penew, penew, cm, 256);
			}
		}
		// Now penew contains the actual palette that is to be used for creating the image.

		// convert the image according to the translated palette.
		// Please note that the alpha of the passed palette is inverted. This is
		// so that the base palette can be used without constantly changing it.
		// This can also handle full PNG translucency.
		for (y=0;y<srcheight;y++)
		{
			pos=(y*Pitch);
			for (x=0;x<srcwidth;x++,pos+=4)
			{
				int v=(unsigned char)patch[y*step_y+x*step_x];
				if (penew[v].a!=0)
				{
					buffer[pos]   = penew[v].r;
					buffer[pos+1] = penew[v].g;
					buffer[pos+2] = penew[v].b;
					buffer[pos+3] = penew[v].a;
				}
				/*
				else if (penew[v].a!=255)
				{
					buffer[pos  ] = (buffer[pos  ] * penew[v].a + penew[v].r * (1-penew[v].a)) / 255;
					buffer[pos+1] = (buffer[pos+1] * penew[v].a + penew[v].g * (1-penew[v].a)) / 255;
					buffer[pos+2] = (buffer[pos+2] * penew[v].a + penew[v].b * (1-penew[v].a)) / 255;
					buffer[pos+3] = clamp<int>(buffer[pos+3] + (( 255-buffer[pos+3]) * (255-penew[v].a))/255, 0, 255);
				}
				*/
			}
		}
	}
}
