///////////////////////////////////////////////////////////////////////  
//	CLensFlare Class
//
//	(c) 2003 IDV, Inc.
//
//	*** INTERACTIVE DATA VISUALIZATION (IDV) PROPRIETARY INFORMATION ***
//
//	This software is supplied under the terms of a license agreement or
//	nondisclosure agreement with Interactive Data Visualization and may
//	not be copied or disclosed except in accordance with the terms of
//	that agreement.
//
//      Copyright (c) 2001-2003 IDV, Inc.
//      All Rights Reserved.
//
//		IDV, Inc.
//		1233 Washington St. Suite 610
//		Columbia, SC 29201
//		Voice: (803) 799-1699
//		Fax:   (803) 931-0320
//		Web:   http://www.idvinc.com
//


///////////////////////////////////////////////////////////////////////  
//	Preprocessor
#include "StdAfx.h"
#include "LensFlare.h"
#include "Camera.h"
#include "StateManager.h"
#include "ResourceManager.h"

#include <math.h>
using namespace std;

///////////////////////////////////////////////////////////////////////  
//	Variables

static string g_strFiles[] = 
{
	"flare2.dds",
	"flare1.dds",
	"flare2.dds",
	"flare1.dds",
	"flare6.dds",
	"flare4.dds",
	"flare2.dds",
	"flare3.dds",
	""
};
static float g_fPosition[] =
{
	-0.55f,
	-0.5f,
	-0.45f,
	0.2f,
	0.3f,
	0.95f,
	0.9f,
	1.0f
};
static float g_fWidth[] =
{
	20.0f,
	32.0f,
	20.0f,
	32.0f,
	100.0f,
	32.0f,
	20.0f,
	250.0f
};

static float g_afColors[ ][4] =
{
    { 1.0f, 1.0f, 0.0f, 1.0f },
    { 1.0f, 1.0f, 1.0f, 1.0f },
    { 0.0f, 1.0f, 0.0f, 0.8f },
	{ 0.3f, 0.5f, 1.0f, 0.9f },
	{ 0.3f, 0.5f, 1.0f, 0.6f },
	{ 1.0f, 0.6f, 0.9f, 0.4f },
	{ 1.0f, 0.0f, 0.0f, 0.5f },
	{ 1.0f, 0.6f, 0.3f, 0.4f }
};


///////////////////////////////////////////////////////////////////////  
//	CLensFlare::CLensFlare

CLensFlare::CLensFlare() :
    m_fSunSize(0),
    m_fBeforeBright(0.0f),
    m_fAfterBright(0.0f),
    m_bFlareVisible(false),
    m_bDrawFlare(true),
    m_bDrawBrightScreen(true),
	m_bEnabled(true),
	m_bShowMainFlare(true),
	m_fMaxBrightness(1.0f)
{
    m_pControlPixels = new float[c_nDepthTestDimension * c_nDepthTestDimension];
    m_pTestPixels = new float[c_nDepthTestDimension * c_nDepthTestDimension];
	m_afColor[0] = m_afColor[1] = m_afColor[2] = 1.0f;
}


///////////////////////////////////////////////////////////////////////  
//	CLensFlare::~CLensFlare

CLensFlare::~CLensFlare()
{
    delete[] m_pControlPixels;
    delete[] m_pTestPixels;
}

///////////////////////////////////////////////////////////////////////  
//	CLensFlare::Interpolate

float CLensFlare::Interpolate(float fStart, float fEnd, float fPercent)
{
	return fStart + (fEnd - fStart) * fPercent;
}

///////////////////////////////////////////////////////////////////////  
//	CLensFlare::DrawBeforeFlare

void CLensFlare::Compute(const D3DXVECTOR3 & c_rv3LightDirection)
{
	float afSunPos[3];

	D3DXVECTOR3 v3Target = CCameraManager::Instance().GetCurrentCamera()->GetTarget();
	
	afSunPos[0]	= v3Target.x - c_rv3LightDirection.x * 99999999.0f;
	afSunPos[1]	= v3Target.y - c_rv3LightDirection.y * 99999999.0f;
	afSunPos[2]	= v3Target.z - c_rv3LightDirection.z * 99999999.0f;
	
	float fX, fY;
	ProjectPosition(afSunPos[0], afSunPos[1], afSunPos[2], &fX, &fY);
	
	// set flare location
	SetFlareLocation(fX, fY);
	
	// determine visibility
	float fSunVectorMagnitude = sqrtf(afSunPos[0] * afSunPos[0] +
		afSunPos[1] * afSunPos[1] +
		afSunPos[2] * afSunPos[2]);
	float afSunVector[3];
	afSunVector[0] = -afSunPos[0] / fSunVectorMagnitude;
	afSunVector[1] = -afSunPos[1] / fSunVectorMagnitude;
	afSunVector[2] = -afSunPos[2] / fSunVectorMagnitude;
	
	float afCameraDirection[3];
	afCameraDirection[0] = ms_matView._13;
	afCameraDirection[1] = ms_matView._23;
	afCameraDirection[2] = ms_matView._33;
	

	float fDotProduct = 
		(afSunVector[0] * afCameraDirection[0]) +
		(afSunVector[1] * afCameraDirection[1]) +
		(afSunVector[2] * afCameraDirection[2]);
	
	if (acosf(fDotProduct) < 0.5f * D3DX_PI)
		SetVisible(true);
	else
		SetVisible(false);
	
	// set flare brightness
	fX /= ms_Viewport.Width;
	fY /= ms_Viewport.Height;
	
	float fDistance = sqrtf(((0.5f - fX) * (0.5f - fX)) + ((0.5f - fY) * (0.5f - fY)));
	float fBeforeBright = Interpolate(0.0f, c_fHalfMaxBright, 1.0f - (fDistance * c_fDistanceScale));
	float fAfterBright = Interpolate(0.0f, 1.0f, 1.0f - (fDistance * c_fDistanceScale));
	
	SetBrightnesses(fBeforeBright, fAfterBright);
}

///////////////////////////////////////////////////////////////////////  
//	CLensFlare::DrawBeforeFlare

void CLensFlare::DrawBeforeFlare()
{
    if (!m_bFlareVisible || !m_bEnabled || !m_bShowMainFlare)
        return;

	if (m_SunFlareImageInstance.IsEmpty())
		return;

	D3DXMATRIX matProj;
	D3DXMatrixOrthoOffCenterRH(&matProj, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f);
	STATEMANAGER.SaveTransform(D3DTS_PROJECTION, &matProj);
	STATEMANAGER.SaveTransform(D3DTS_VIEW, &ms_matIdentity);

	D3DXMATRIX matWorld;
	D3DXMatrixTranslation(&matWorld, m_afFlarePos[0], m_afFlarePos[1], 0.0f);
	STATEMANAGER.SetTransform(D3DTS_WORLD, &matWorld);

	STATEMANAGER.SaveRenderState(D3DRS_LIGHTING, FALSE);
	STATEMANAGER.SaveRenderState(D3DRS_ZENABLE, FALSE);					// glDisable(GL_DEPTH_TEST);
	STATEMANAGER.SaveRenderState(D3DRS_ZWRITEENABLE, FALSE);
	STATEMANAGER.SaveRenderState(D3DRS_CULLMODE, D3DCULL_NONE);			// glDisable(GL_CULL_FACE);
	STATEMANAGER.SaveRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);		// glShadeModel(GL_FLAT);
    STATEMANAGER.SaveRenderState(D3DRS_ALPHATESTENABLE, FALSE);			// glDisable(GL_ALPHA_TEST);
    STATEMANAGER.SaveRenderState(D3DRS_ALPHABLENDENABLE, TRUE);			// glEnable(GL_BLEND);
	STATEMANAGER.SaveRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
	STATEMANAGER.SaveRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
	/*
	if (m_fBeforeBright != 0.0f && m_bDrawFlare && m_bDrawBrightScreen && false)	// ¿Ø false?
	{
		glColor4f(1.0f, 1.0f, 1.0f, m_fBeforeBright);
		glDisable(GL_TEXTURE_2D);
		glBegin(GL_TRIANGLE_STRIP);
			glVertex2f(0.0f, 0.0f);
			glVertex2f(0.0f, 1.0f);
			glVertex2f(1.0f, 0.0f);
			glVertex2f(1.0f, 1.0f);
		glEnd();
	}
	*/
	float fAspectRatio = ms_Viewport.Width / float(ms_Viewport.Height);
	float fHeight = m_fSunSize * fAspectRatio;
	D3DXCOLOR color(1.0f, 1.0f, 1.0f, 1.0f);

	SVertex vertices[4];
	vertices[0].x = -m_fSunSize;
	vertices[0].y = -fHeight;
	vertices[0].z = 0.0f;
	vertices[0].color = color;
	vertices[0].u = 0.0f;
	vertices[0].v = 0.0f;

	vertices[1].x = -m_fSunSize;
	vertices[1].y = fHeight;
	vertices[1].z = 0.0f;
	vertices[1].color = color;
	vertices[1].u = 0.0f;
	vertices[1].v = 1.0f;

	vertices[2].x = m_fSunSize;
	vertices[2].y = -fHeight;
	vertices[2].z = 0.0f;
	vertices[2].color = color;
	vertices[2].u = 1.0f;
	vertices[2].v = 0.0f;

	vertices[3].x = m_fSunSize;
	vertices[3].y = fHeight;
	vertices[3].z = 0.0f;
	vertices[3].color = color;
	vertices[3].u = 1.0f;
	vertices[3].v = 1.0f;

	STATEMANAGER.SetTexture(0, m_SunFlareImageInstance.GetTexturePointer()->GetD3DTexture());
	STATEMANAGER.SetTexture(1, NULL);
	STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
	STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
	STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
	STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
	STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
	
	STATEMANAGER.SetVertexShader(D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1);
	STATEMANAGER.DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, vertices, sizeof(SVertex));

	STATEMANAGER.RestoreRenderState(D3DRS_LIGHTING);
	STATEMANAGER.RestoreRenderState(D3DRS_ZENABLE); // glDisable(GL_DEPTH_TEST);
	STATEMANAGER.RestoreRenderState(D3DRS_ZWRITEENABLE);
	STATEMANAGER.RestoreRenderState(D3DRS_CULLMODE); // glDisable(GL_CULL_FACE);
	STATEMANAGER.RestoreRenderState(D3DRS_SHADEMODE); // glShadeModel(GL_FLAT);
	STATEMANAGER.RestoreRenderState(D3DRS_ALPHATESTENABLE); // glDisable(GL_ALPHA_TEST);
	STATEMANAGER.RestoreRenderState(D3DRS_ALPHABLENDENABLE); // glEnable(GL_BLEND);
	STATEMANAGER.RestoreRenderState(D3DRS_SRCBLEND);
	STATEMANAGER.RestoreRenderState(D3DRS_DESTBLEND);

	STATEMANAGER.RestoreTransform(D3DTS_VIEW);
	STATEMANAGER.RestoreTransform(D3DTS_PROJECTION);
}


///////////////////////////////////////////////////////////////////////  
//	CLensFlare::DrawAfterFlare

void CLensFlare::DrawAfterFlare()
{
	if (m_bEnabled && m_fAfterBright != 0.0f && m_bDrawBrightScreen)
	{
		SetDiffuseColor(m_afColor[0], m_afColor[1], m_afColor[2], m_fAfterBright);
		RenderBar2d(0.0f, 0.0f, 1024.0f, 1024.0f);
	}
}


///////////////////////////////////////////////////////////////////////  
//	CLensFlare::SetMainFlare

void CLensFlare::SetMainFlare(string strSunFile, float fSunSize)
{
	if (m_bEnabled && m_bShowMainFlare)
	{
		m_fSunSize = fSunSize;
		CResource * pResource = CResourceManager::Instance().GetResourcePointer(strSunFile.c_str()); 

		if (!pResource->IsType(CGraphicImage::Type()))
			assert(false);
		
		m_SunFlareImageInstance.SetImagePointer(static_cast<CGraphicImage *> (pResource));
	}
}


///////////////////////////////////////////////////////////////////////  
//	CLensFlare::DrawFlare

void CLensFlare::DrawFlare()
{
	if (m_bEnabled && m_bFlareVisible && m_bDrawFlare && m_fAfterBright != 0.0f)
	{
        //glPushAttrib(GL_ENABLE_BIT);
		STATEMANAGER.SaveRenderState(D3DRS_LIGHTING, FALSE); // glDisable(GL_LIGHTING);
		STATEMANAGER.SaveRenderState(D3DRS_ZENABLE, FALSE); // glDisable(GL_DEPTH_TEST);
		STATEMANAGER.SaveRenderState(D3DRS_CULLMODE, D3DCULL_NONE); // glDisable(GL_CULL_FACE);
		STATEMANAGER.SaveRenderState(D3DRS_ALPHATESTENABLE, FALSE); // glDisable(GL_ALPHA_TEST);
		STATEMANAGER.SaveRenderState(D3DRS_ALPHABLENDENABLE, TRUE); // glEnable(GL_BLEND);

		D3DXMATRIX matProj;
		D3DXMatrixOrthoOffCenterRH(&matProj, 0.0f, ms_Viewport.Width, ms_Viewport.Height, 0.0f, -1.0f, 1.0f);
		STATEMANAGER.SaveTransform(D3DTS_PROJECTION, &matProj);
		STATEMANAGER.SaveTransform(D3DTS_VIEW, &ms_matIdentity);

		STATEMANAGER.SetTransform(D3DTS_WORLD, &ms_matIdentity);
		//glMatrixMode(GL_MODELVIEW);
		//glLoadIdentity();

		//glDisable(GL_TEXTURE_2D);
		DrawAfterFlare();

		//glEnable(GL_TEXTURE_2D);
		m_cFlare.Draw(m_fAfterBright,
					  ms_Viewport.Width,
					  ms_Viewport.Height,
					  static_cast<int>(m_afFlareWinPos[0]),
					  static_cast<int>(m_afFlareWinPos[1]));

		STATEMANAGER.RestoreRenderState(D3DRS_LIGHTING); // glDisable(GL_LIGHTING);
		STATEMANAGER.RestoreRenderState(D3DRS_ZENABLE); // glDisable(GL_DEPTH_TEST);
		STATEMANAGER.RestoreRenderState(D3DRS_CULLMODE); // glDisable(GL_CULL_FACE);
		STATEMANAGER.RestoreRenderState(D3DRS_ALPHABLENDENABLE); // glEnable(GL_BLEND);
		STATEMANAGER.RestoreRenderState(D3DRS_ALPHATESTENABLE); // glDisable(GL_ALPHA_TEST);

		STATEMANAGER.RestoreTransform(D3DTS_PROJECTION);
		STATEMANAGER.RestoreTransform(D3DTS_VIEW);
		//glDisable(GL_TEXTURE_2D);
        //glPopAttrib();
	}
}

///////////////////////////////////////////////////////////////////////  
//	CLensFlare::CharacterizeFlare
void CLensFlare::CharacterizeFlare(bool bEnabled, bool bShowMainFlare, float fMaxBrightness, const D3DXCOLOR & c_rColor)
{
	m_bEnabled = bEnabled;
	m_bShowMainFlare = bShowMainFlare;
	m_fMaxBrightness = fMaxBrightness;

	m_afColor[0] = c_rColor.r;
	m_afColor[1] = c_rColor.g;
	m_afColor[2] = c_rColor.b;
}


///////////////////////////////////////////////////////////////////////  
//	CLensFlare::Initialize
void CLensFlare::Initialize(std::string strPath)
{
	if (m_bEnabled)
		m_cFlare.Init(strPath);
}


///////////////////////////////////////////////////////////////////////  
//	CLensFlare::SetFlareLocation
void CLensFlare::SetFlareLocation(double dX, double dY)
{
	if (m_bEnabled)
	{
		m_afFlareWinPos[0] = float(dX);
		m_afFlareWinPos[1] = float(dY);

		m_afFlarePos[0] = float(dX) / ms_Viewport.Width;
		m_afFlarePos[1] = float(dY) / ms_Viewport.Height;
	}
}


///////////////////////////////////////////////////////////////////////  
//	CLensFlare::SetBrightnesses

void CLensFlare::SetBrightnesses(float fBeforeBright, float fAfterBright)
{
	if (m_bEnabled)
	{
	    m_fBeforeBright = fBeforeBright;
	    m_fAfterBright = fAfterBright;

		ClampBrightness();
	}
}


///////////////////////////////////////////////////////////////////////  
//	CLensFlare::ReadControlPixels

void CLensFlare::ReadControlPixels()
{
	if (m_bEnabled)
		ReadDepthPixels(m_pControlPixels);
}


///////////////////////////////////////////////////////////////////////  
//	CLensFlare::AdjustBrightness

void CLensFlare::AdjustBrightness()
{
	if (m_bEnabled)
	{
		ReadDepthPixels(m_pTestPixels);

		int nDifferent = 0;

		for (int i = 0; i < c_nDepthTestDimension * c_nDepthTestDimension; ++i)
			if (m_pTestPixels[i] != m_pControlPixels[i])
				++nDifferent;

		float fAdjust = (static_cast<float>(nDifferent) / (c_nDepthTestDimension * c_nDepthTestDimension));
		fAdjust = sqrtf(fAdjust) * 0.85f;
		m_fAfterBright *= 1.0f - fAdjust;
	}
}


///////////////////////////////////////////////////////////////////////  
//	CLensFlare::ReadDepthPixels

void CLensFlare::ReadDepthPixels(float * /*pPixels*/)
{
	/*
	LPDIRECT3DSURFACE8 lpSurface;
	if (FAILED(ms_lpd3dDevice->GetDepthStencilSurface(&lpSurface)))
		assert(false);

	D3DLOCKED_RECT rect;
	lpSurface->LockRect(&rect, NULL, D3DLOCK_READONLY | D3DLOCK_NO_DIRTY_UPDATE);

	lpSurface->UnlockRect();
	*/
	/*
	glReadPixels(GLint(m_afFlareWinPos[0] - c_nDepthTestDimension / 2),
				 GLint(m_afFlareWinPos[1] - c_nDepthTestDimension / 2),
				 c_nDepthTestDimension, c_nDepthTestDimension,
				 GL_DEPTH_COMPONENT, GL_FLOAT, pPixels);
	*/
}

///////////////////////////////////////////////////////////////////////  
//	CLensFlare::ClampBrightness

void CLensFlare::ClampBrightness()
{
	// before
    if (m_fBeforeBright < 0.0f)
        m_fBeforeBright = 0.0f;
    else if (m_fBeforeBright > 1.0f)
        m_fBeforeBright = 1.0f;

	m_fBeforeBright *= m_fMaxBrightness;

    if (m_fAfterBright < 0.0f)
        m_fAfterBright = 0.0f;
    else if (m_fAfterBright > 1.0f)
        m_fAfterBright = 1.0f;
	
	m_fAfterBright *= m_fMaxBrightness;
}

///////////////////////////////////////////////////////////////////////  
//	CFlare implementation
///////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////  
//	CFlare::CFlare

CFlare::CFlare()
{
}


///////////////////////////////////////////////////////////////////////  
//	CFlare::~CFlare

CFlare::~CFlare()
{
}


///////////////////////////////////////////////////////////////////////  
//	CFlare::Init

void CFlare::Init(std::string strPath)
{
	int i = 0;

	while (g_strFiles[i] != "")
	{
		CResource * pResource = CResourceManager::Instance().GetResourcePointer((strPath + "/" + string(g_strFiles[i])).c_str());
		
		if (!pResource->IsType(CGraphicImage::Type()))
			assert(false);

		SFlarePiece * pPiece = new SFlarePiece;

		pPiece->m_imageInstance.SetImagePointer(static_cast<CGraphicImage *> (pResource));
		pPiece->m_fPosition = g_fPosition[i];
		pPiece->m_fWidth = g_fWidth[i];
		pPiece->m_pColor = g_afColors[i];

		m_vFlares.push_back(pPiece);
		i++;
	}
}


///////////////////////////////////////////////////////////////////////  
//	CFlare::Draw
void CFlare::Draw(float fBrightScale, int nWidth, int nHeight, int nX, int nY)
{
	STATEMANAGER.SaveRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);

	float fDX = float(nX) - float(nWidth) / 2.0f;
	float fDY = float(nY) - float(nHeight) / 2.0f;

	STATEMANAGER.SetTexture(1, NULL);
	STATEMANAGER.SetVertexShader(D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1);

	STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG1,	D3DTA_TEXTURE);
	STATEMANAGER.SetTextureStageState(0, D3DTSS_COLORARG2,	D3DTA_DIFFUSE);
	STATEMANAGER.SetTextureStageState(0, D3DTSS_COLOROP,	D3DTOP_MODULATE);
	STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG1,	D3DTA_TEXTURE);
	STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAARG2,	D3DTA_DIFFUSE);
	STATEMANAGER.SetTextureStageState(0, D3DTSS_ALPHAOP,	D3DTOP_MODULATE);

	for (unsigned int i = 0; i < m_vFlares.size(); i++)
	{
		float fCenterX = float(nX) - (m_vFlares[i]->m_fPosition + 1.0f) * fDX;
		float fCenterY = float(nY) - (m_vFlares[i]->m_fPosition + 1.0f) * fDY;
		float fW = m_vFlares[i]->m_fWidth;
		
		D3DXCOLOR d3dColor(m_vFlares[i]->m_pColor[0] * fBrightScale,
						   m_vFlares[i]->m_pColor[1] * fBrightScale,
						   m_vFlares[i]->m_pColor[2] * fBrightScale,
						   m_vFlares[i]->m_pColor[3] * fBrightScale);

		STATEMANAGER.SetTexture(0, m_vFlares[i]->m_imageInstance.GetTexturePointer()->GetD3DTexture());

		TVertex vertices[4];
		
		vertices[0].u = 0.0f;
		vertices[0].v = 0.0f;
		vertices[0].x = fCenterX - fW;
		vertices[0].y = fCenterY - fW;
		vertices[0].z = 0.0f;
		vertices[0].color = d3dColor;

		vertices[1].u = 0.0f;
		vertices[1].v = 1.0f;
		vertices[1].x = fCenterX - fW;
		vertices[1].y = fCenterY + fW;
		vertices[1].z = 0.0f;
		vertices[1].color = d3dColor;

		vertices[2].u = 1.0f;
		vertices[2].v = 0.0f;
		vertices[2].x = fCenterX + fW;
		vertices[2].y = fCenterY - fW;
		vertices[2].z = 0.0f;
		vertices[2].color = d3dColor;

		vertices[3].u = 1.0f;
		vertices[3].v = 1.0f;
		vertices[3].x = fCenterX + fW;
		vertices[3].y = fCenterY + fW;
		vertices[3].z = 0.0f;
		vertices[3].color = d3dColor;

		STATEMANAGER.DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, vertices, sizeof(TVertex));
	}

	STATEMANAGER.RestoreRenderState(D3DRS_DESTBLEND);
}
