//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2016 Magnus Norddahl
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program.  If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//

#include <stdlib.h>
#include <stddef.h>
#include <cmath>

#include "doomdef.h"
#include "doomstat.h"
#include "doomdata.h"

#include "r_sky.h"
#include "v_video.h"

#include "m_swap.h"
#include "a_sharedglobal.h"
#include "d_net.h"
#include "g_level.h"
#include "r_walldraw.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "a_dynlight.h"
#include "swrenderer/drawers/r_draw.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/scene/r_portal.h"
#include "swrenderer/scene/r_scene.h"
#include "swrenderer/scene/r_light.h"
#include "swrenderer/viewport/r_viewport.h"
#include "swrenderer/line/r_walldraw.h"
#include "swrenderer/line/r_wallsetup.h"
#include "swrenderer/r_renderthread.h"
#include "swrenderer/r_memory.h"

namespace swrenderer
{
	void RenderWallPart::ProcessNormalWall(const short *uwal, const short *dwal, double texturemid, float *swal, fixed_t *lwal)
	{
		if (rw_pic == nullptr)
			return;

		int fracbits = 32 - rw_pic->GetHeightBits();
		if (fracbits == 32)
		{ // Hack for one pixel tall textures
			fracbits = 0;
			yrepeat = 0;
			texturemid = 0;
		}

		WallDrawerArgs drawerargs;
		drawerargs.SetTextureFracBits(Thread->Viewport->RenderTarget->IsBgra() ? FRACBITS : fracbits);

		// Textures that aren't masked can use the faster opaque drawer
		if (!rw_pic->GetTexture()->isMasked() && mask && alpha >= OPAQUE && !additive)
		{
			drawerargs.SetStyle(true, false, OPAQUE, mLight.GetBaseColormap());
		}
		else
		{
			drawerargs.SetStyle(mask, additive, alpha, mLight.GetBaseColormap());
		}

		RenderViewport *viewport = Thread->Viewport.get();

		CameraLight *cameraLight = CameraLight::Instance();
		bool fixed = (cameraLight->FixedColormap() || cameraLight->FixedLightLevel() >= 0);

		bool haslights = r_dynlights && light_list;

		if (haslights)
		{
			float dx = WallC.tright.X - WallC.tleft.X;
			float dy = WallC.tright.Y - WallC.tleft.Y;
			float length = sqrt(dx * dx + dy * dy);
			drawerargs.dc_normal.X = dy / length;
			drawerargs.dc_normal.Y = -dx / length;
			drawerargs.dc_normal.Z = 0.0f;
		}

		double xmagnitude = 1.0;

		float curlight = mLight.GetLightPos(x1);
		float lightstep = mLight.GetLightStep();

		if (viewport->RenderTarget->IsBgra())
		{
			for (int x = x1; x < x2; x++, curlight += lightstep)
			{
				int y1 = uwal[x];
				int y2 = dwal[x];
				if (y2 <= y1)
					continue;

				if (!fixed)
					drawerargs.SetLight(curlight, mLight.GetLightLevel(), mLight.GetFoggy(), viewport);

				if (x + 1 < x2) xmagnitude = fabs(FIXED2DBL(lwal[x + 1]) - FIXED2DBL(lwal[x]));

				fixed_t xxoffset = (lwal[x] + xoffset + FLOAT2FIXED(xmagnitude * 0.5)) * rw_pic->GetPhysicalScale();

				// Normalize to 0-1 range:
				double uv_stepd = swal[x] * yrepeat;
				double v = (texturemid + uv_stepd * (y1 - viewport->CenterY + 0.5)) / rw_pic->GetHeight();
				v = v - floor(v);
				double v_step = uv_stepd / rw_pic->GetHeight();

				if (std::isnan(v) || std::isnan(v_step)) // this should never happen, but it apparently does..
				{
					uv_stepd = 0.0;
					v = 0.0;
					v_step = 0.0;
				}

				// Convert to uint32_t:
				uint32_t uv_pos = (uint32_t)(int64_t)(v * 0x100000000LL);
				uint32_t uv_step = (uint32_t)(int64_t)(v_step * 0x100000000LL);

				// Texture mipmap and filter selection:
				double ymagnitude = fabs(uv_stepd);
				double magnitude = MAX(ymagnitude, xmagnitude);
				double min_lod = -1000.0;
				double lod = MAX(log2(magnitude) + r_lod_bias, min_lod);
				bool magnifying = lod < 0.0f;

				int mipmap_offset = 0;
				int mip_width = rw_pic->GetPhysicalWidth();
				int mip_height = rw_pic->GetPhysicalHeight();
				if (r_mipmap && rw_pic->Mipmapped() && mip_width > 1 && mip_height > 1)
				{
					uint32_t xpos = (uint32_t)((((uint64_t)xxoffset) << FRACBITS) / mip_width);

					int level = (int)lod;
					while (level > 0 && mip_width > 1 && mip_height > 1)
					{
						mipmap_offset += mip_width * mip_height;
						level--;
						mip_width = MAX(mip_width >> 1, 1);
						mip_height = MAX(mip_height >> 1, 1);
					}
					xxoffset = (xpos >> FRACBITS) * mip_width;
				}

				const uint32_t *pixels = rw_pic->GetPixelsBgra() + mipmap_offset;

				const uint8_t *source;
				const uint8_t *source2;
				uint32_t texturefracx;
				uint32_t height;
				bool filter_nearest = (magnifying && !r_magfilter) || (!magnifying && !r_minfilter);
				if (filter_nearest)
				{
					int tx = (xxoffset >> FRACBITS) % mip_width;
					if (tx < 0)
						tx += mip_width;
					source = (uint8_t*)(pixels + tx * mip_height);
					source2 = nullptr;
					height = mip_height;
					texturefracx = 0;
				}
				else
				{
					xxoffset -= FRACUNIT / 2;
					int tx0 = (xxoffset >> FRACBITS) % mip_width;
					if (tx0 < 0)
						tx0 += mip_width;
					int tx1 = (tx0 + 1) % mip_width;
					source = (uint8_t*)(pixels + tx0 * mip_height);
					source2 = (uint8_t*)(pixels + tx1 * mip_height);
					height = mip_height;
					texturefracx = (xxoffset >> (FRACBITS - 4)) & 15;
				}

				drawerargs.SetTexture(source, source2, height);

				if (haslights)
					SetLights(drawerargs, x, y1);
				else
					drawerargs.dc_num_lights = 0;

				drawerargs.SetTextureUPos(texturefracx);
				drawerargs.SetTextureVStep(uv_step);

				int count = y2 - y1;

				drawerargs.SetDest(viewport, x, y1);
				drawerargs.SetCount(count);
				drawerargs.SetTextureVPos(uv_pos);
				drawerargs.DrawColumn(Thread);
			}
		}
		else
		{
			uint32_t height = rw_pic->GetPhysicalHeight();

			uint32_t uv_max;
			int uv_fracbits = 32 - rw_pic->GetHeightBits();
			if (uv_fracbits != 32)
				uv_max = height << uv_fracbits;

			for (int x = x1; x < x2; x++, curlight += lightstep)
			{
				int y1 = uwal[x];
				int y2 = dwal[x];
				if (y2 <= y1)
					continue;

				if (!fixed)
					drawerargs.SetLight(curlight, mLight.GetLightLevel(), mLight.GetFoggy(), viewport);

				if (x + 1 < x2) xmagnitude = fabs(FIXED2DBL(lwal[x + 1]) - FIXED2DBL(lwal[x]));

				uint32_t uv_pos;
				uint32_t uv_step;

				fixed_t xxoffset = (lwal[x] + xoffset + FLOAT2FIXED(xmagnitude * 0.5)) * rw_pic->GetPhysicalScale();

				if (uv_fracbits != 32)
				{
					// Find start uv in [0-base_height[ range.
					// Not using xs_ToFixed because it rounds the result and we need something that always rounds down to stay within the range.
					double uv_stepd = swal[x] * yrepeat;
					double v = (texturemid + uv_stepd * (y1 - viewport->CenterY + 0.5)) / rw_pic->GetHeight();
					v = v - floor(v);
					v *= height;
					v *= (1 << uv_fracbits);

					uv_pos = (uint32_t)(int64_t)v;
					uv_step = xs_ToFixed(uv_fracbits, uv_stepd * rw_pic->GetPhysicalScale());
					if (uv_step == 0) // To prevent divide by zero elsewhere
						uv_step = 1;
				}
				else
				{ // Hack for one pixel tall textures
					uv_pos = 0;
					uv_step = 0;
					uv_max = 1;
				}

				int col = xxoffset >> FRACBITS;

				// If the texture's width isn't a power of 2, then we need to make it a
				// positive offset for proper clamping.
				int width;
				if (col < 0 && (width = rw_pic->GetPhysicalWidth()) != (1 << rw_pic->GetWidthBits()))
				{
					col = width + (col % width);
				}

				drawerargs.SetTexture(rw_pic->GetColumn(DefaultRenderStyle(), col, nullptr), nullptr, height);

				if (haslights)
					SetLights(drawerargs, x, y1);
				else
					drawerargs.dc_num_lights = 0;

				drawerargs.SetTextureVStep(uv_step);

				if (uv_max == 0 || uv_step == 0) // power of two
				{
					int count = y2 - y1;

					drawerargs.SetDest(viewport, x, y1);
					drawerargs.SetCount(count);
					drawerargs.SetTextureVPos(uv_pos);
					drawerargs.DrawColumn(Thread);
				}
				else
				{
					uint32_t left = y2 - y1;
					int y = y1;
					while (left > 0)
					{
						uint32_t available = uv_max - uv_pos;
						uint32_t next_uv_wrap = available / uv_step;
						if (available % uv_step != 0)
							next_uv_wrap++;
						uint32_t count = MIN(left, next_uv_wrap);

						drawerargs.SetDest(viewport, x, y);
						drawerargs.SetCount(count);
						drawerargs.SetTextureVPos(uv_pos);
						drawerargs.DrawColumn(Thread);

						y += count;
						left -= count;
						uv_pos += uv_step * count;
						if (uv_pos >= uv_max)
							uv_pos -= uv_max;
					}
				}
			}
		}

		if (r_modelscene)
		{
			for (int x = x1; x < x2; x++)
			{
				int y1 = uwal[x];
				int y2 = dwal[x];
				if (y2 > y1)
				{
					int count = y2 - y1;

					float w1 = 1.0f / WallC.sz1;
					float w2 = 1.0f / WallC.sz2;
					float t = (x - WallC.sx1 + 0.5f) / (WallC.sx2 - WallC.sx1);
					float wcol = w1 * (1.0f - t) + w2 * t;
					float zcol = 1.0f / wcol;
					float zbufferdepth = 1.0f / (zcol / viewport->viewwindow.FocalTangent);

					drawerargs.SetDest(viewport, x, y1);
					drawerargs.SetCount(count);
					drawerargs.DrawDepthColumn(Thread, zbufferdepth);
				}
			}
		}
	}

	void RenderWallPart::SetLights(WallDrawerArgs &drawerargs, int x, int y1)
	{
		bool mirror = !!(Thread->Portal->MirrorFlags & RF_XFLIP);
		int tx = x;
		if (mirror)
			tx = viewwidth - tx - 1;

		RenderViewport *viewport = Thread->Viewport.get();

		// Find column position in view space
		float w1 = 1.0f / WallC.sz1;
		float w2 = 1.0f / WallC.sz2;
		float t = (x - WallC.sx1 + 0.5f) / (WallC.sx2 - WallC.sx1);
		float wcol = w1 * (1.0f - t) + w2 * t;
		float zcol = 1.0f / wcol;

		drawerargs.dc_viewpos.X = (float)((tx + 0.5 - viewport->CenterX) / viewport->CenterX * zcol);
		drawerargs.dc_viewpos.Y = zcol;
		drawerargs.dc_viewpos.Z = (float)((viewport->CenterY - y1 - 0.5) / viewport->InvZtoScale * zcol);
		drawerargs.dc_viewpos_step.Z = (float)(-zcol / viewport->InvZtoScale);

		// Calculate max lights that can touch column so we can allocate memory for the list
		int max_lights = 0;
		FLightNode *cur_node = light_list;
		while (cur_node)
		{
			if (cur_node->lightsource->IsActive())
				max_lights++;
			cur_node = cur_node->nextLight;
		}

		drawerargs.dc_num_lights = 0;
		drawerargs.dc_lights = Thread->FrameMemory->AllocMemory<DrawerLight>(max_lights);

		// Setup lights for column
		cur_node = light_list;
		while (cur_node)
		{
			if (cur_node->lightsource->IsActive())
			{
				double lightX = cur_node->lightsource->X() - viewport->viewpoint.Pos.X;
				double lightY = cur_node->lightsource->Y() - viewport->viewpoint.Pos.Y;
				double lightZ = cur_node->lightsource->Z() - viewport->viewpoint.Pos.Z;

				float lx = (float)(lightX * viewport->viewpoint.Sin - lightY * viewport->viewpoint.Cos) - drawerargs.dc_viewpos.X;
				float ly = (float)(lightX * viewport->viewpoint.TanCos + lightY * viewport->viewpoint.TanSin) - drawerargs.dc_viewpos.Y;
				float lz = (float)lightZ;

				// Precalculate the constant part of the dot here so the drawer doesn't have to.
				bool is_point_light = cur_node->lightsource->IsAttenuated();
				float lconstant = lx * lx + ly * ly;
				float nlconstant = is_point_light ? lx * drawerargs.dc_normal.X + ly * drawerargs.dc_normal.Y : 0.0f;

				// Include light only if it touches this column
				float radius = cur_node->lightsource->GetRadius();
				if (radius * radius >= lconstant && nlconstant >= 0.0f)
				{
					uint32_t red = cur_node->lightsource->GetRed();
					uint32_t green = cur_node->lightsource->GetGreen();
					uint32_t blue = cur_node->lightsource->GetBlue();

					auto &light = drawerargs.dc_lights[drawerargs.dc_num_lights++];
					light.x = lconstant;
					light.y = nlconstant;
					light.z = lz;
					light.radius = 256.0f / cur_node->lightsource->GetRadius();
					light.color = (red << 16) | (green << 8) | blue;
				}
			}

			cur_node = cur_node->nextLight;
		}
	}

	void RenderWallPart::ProcessStripedWall(const short *uwal, const short *dwal, double texturemid, float *swal, fixed_t *lwal)
	{
		ProjectedWallLine most1, most2, most3;
		const short *up;
		short *down;

		up = uwal;
		down = most1.ScreenY;

		assert(WallC.sx1 <= x1);
		assert(WallC.sx2 >= x2);
		
		RenderPortal *renderportal = Thread->Portal.get();

		// kg3D - fake floors instead of zdoom light list
		for (unsigned int i = 0; i < frontsector->e->XFloor.lightlist.Size(); i++)
		{
			ProjectedWallCull j = most3.Project(Thread->Viewport.get(), frontsector->e->XFloor.lightlist[i].plane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
			if (j != ProjectedWallCull::OutsideAbove)
			{
				for (int j = x1; j < x2; ++j)
				{
					down[j] = clamp(most3.ScreenY[j], up[j], dwal[j]);
				}
				ProcessNormalWall(up, down, texturemid, swal, lwal);
				up = down;
				down = (down == most1.ScreenY) ? most2.ScreenY : most1.ScreenY;
			}

			mLight.SetColormap(frontsector, curline, &frontsector->e->XFloor.lightlist[i]);
		}

		ProcessNormalWall(up, dwal, texturemid, swal, lwal);
	}

	void RenderWallPart::ProcessWall(const short *uwal, const short *dwal, double texturemid, float *swal, fixed_t *lwal)
	{
		CameraLight *cameraLight = CameraLight::Instance();
		if (cameraLight->FixedColormap() != NULL || cameraLight->FixedLightLevel() >= 0 || !(frontsector->e && frontsector->e->XFloor.lightlist.Size()))
		{
			ProcessNormalWall(uwal, dwal, texturemid, swal, lwal);
		}
		else
		{
			ProcessStripedWall(uwal, dwal, texturemid, swal, lwal);
		}
	}

	//=============================================================================
	//
	// ProcessWallNP2
	//
	// This is a wrapper around ProcessWall that helps it tile textures whose heights
	// are not powers of 2. It divides the wall into texture-sized strips and calls
	// ProcessNormalWall for each of those. Since only one repetition of the texture fits
	// in each strip, ProcessWall will not tile.
	//
	//=============================================================================

	void RenderWallPart::ProcessWallNP2(const short *uwal, const short *dwal, double texturemid, float *swal, fixed_t *lwal, double top, double bot)
	{
		ProjectedWallLine most1, most2, most3;
		double texheight = rw_pic->GetHeight();
		double partition;
		double scaledtexheight = texheight / yrepeat;

		if (yrepeat >= 0)
		{ // normal orientation: draw strips from top to bottom
			partition = top - fmod(top - texturemid / yrepeat - Thread->Viewport->viewpoint.Pos.Z, scaledtexheight);
			if (partition == top)
			{
				partition -= scaledtexheight;
			}
			const short *up = uwal;
			short *down = most1.ScreenY;
			texturemid = (partition - Thread->Viewport->viewpoint.Pos.Z) * yrepeat + texheight;
			while (partition > bot)
			{
				ProjectedWallCull j = most3.Project(Thread->Viewport.get(), partition - Thread->Viewport->viewpoint.Pos.Z, &WallC);
				if (j != ProjectedWallCull::OutsideAbove)
				{
					for (int j = x1; j < x2; ++j)
					{
						down[j] = clamp(most3.ScreenY[j], up[j], dwal[j]);
					}
					ProcessWall(up, down, texturemid, swal, lwal);
					up = down;
					down = (down == most1.ScreenY) ? most2.ScreenY : most1.ScreenY;
				}
				partition -= scaledtexheight;
				texturemid -= texheight;
			}
			ProcessWall(up, dwal, texturemid, swal, lwal);
		}
		else
		{ // upside down: draw strips from bottom to top
			partition = bot - fmod(bot - texturemid / yrepeat - Thread->Viewport->viewpoint.Pos.Z, scaledtexheight);
			short *up = most1.ScreenY;
			const short *down = dwal;
			texturemid = (partition - Thread->Viewport->viewpoint.Pos.Z) * yrepeat + texheight;
			while (partition < top)
			{
				ProjectedWallCull j = most3.Project(Thread->Viewport.get(), partition - Thread->Viewport->viewpoint.Pos.Z, &WallC);
				if (j != ProjectedWallCull::OutsideBelow)
				{
					for (int j = x1; j < x2; ++j)
					{
						up[j] = clamp(most3.ScreenY[j], uwal[j], down[j]);
					}
					ProcessWall(up, down, texturemid, swal, lwal);
					down = up;
					up = (up == most1.ScreenY) ? most2.ScreenY : most1.ScreenY;
				}
				partition -= scaledtexheight;
				texturemid -= texheight;
			}
			ProcessWall(uwal, down, texturemid, swal, lwal);
		}
	}

	void RenderWallPart::Render(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FSoftwareTexture *pic, int x1, int x2, const short *walltop, const short *wallbottom, double texturemid, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, bool additive, fixed_t alpha, fixed_t xoffset, const ProjectedWallLight &light, FLightNode *light_list)
	{
		this->x1 = x1;
		this->x2 = x2;
		this->frontsector = frontsector;
		this->curline = curline;
		this->WallC = WallC;
		this->yrepeat = yscale;
		this->mLight = light;
		this->xoffset = xoffset;
		this->light_list = light_list;
		this->rw_pic = pic;
		this->mask = mask;
		this->additive = additive;
		this->alpha = alpha;

		if (Thread->MainThread)
			NetUpdate();

		Thread->PrepareTexture(pic, DefaultRenderStyle()); // Get correct render style? Shaded won't get here.

		if (rw_pic->GetHeight() != 1 << rw_pic->GetHeightBits())
		{
			ProcessWallNP2(walltop, wallbottom, texturemid, swall, lwall, top, bottom);
		}
		else
		{
			ProcessWall(walltop, wallbottom, texturemid, swall, lwall);
		}
	}

	RenderWallPart::RenderWallPart(RenderThread *thread)
	{
		Thread = thread;
	}
}
