//-----------------------------------------------------------------------------
//
// 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 <stdio.h>
#include <stdlib.h>
#include <algorithm>
#include "p_lnspec.h"

#include "doomdef.h"
#include "m_swap.h"

#include "filesystem.h"
#include "swrenderer/things/r_wallsprite.h"
#include "c_console.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "doomstat.h"
#include "v_video.h"
#include "sc_man.h"
#include "s_sound.h"
#include "sbar.h"
#include "gi.h"
#include "r_sky.h"
#include "cmdlib.h"
#include "g_level.h"
#include "d_net.h"
#include "colormatcher.h"
#include "d_netinf.h"
#include "p_effect.h"
#include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/scene/r_translucent_pass.h"
#include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/drawers/r_draw_pal.h"
#include "v_palette.h"
#include "r_data/r_translate.h"
#include "r_data/colormaps.h"
#include "voxels.h"
#include "p_local.h"
#include "p_maputl.h"
#include "r_voxel.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/scene/r_portal.h"
#include "swrenderer/scene/r_scene.h"
#include "swrenderer/scene/r_light.h"
#include "swrenderer/line/r_wallsetup.h"
#include "swrenderer/line/r_walldraw.h"
#include "swrenderer/viewport/r_viewport.h"
#include "r_memory.h"
#include "swrenderer/r_renderthread.h"

namespace swrenderer
{
	void RenderWallSprite::Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FSoftwareTexture *pic, const DVector2 &scale, int renderflags, int lightlevel, bool foggy, FDynamicColormap *basecolormap)
	{
		FWallCoords wallc;
		double x1, x2;
		DVector2 left, right;
		double gzb, gzt, tz;
		DAngle ang = thing->Angles.Yaw + DAngle::fromDeg(90);
		double angcos = ang.Cos();
		double angsin = ang.Sin();

		// Determine left and right edges of sprite. The sprite's angle is its normal,
		// so the edges are 90 degrees each side of it.
		x2 = pic->GetScaledWidth();
		x1 = pic->GetScaledLeftOffsetSW();

		x1 *= scale.X;
		x2 *= scale.X;

		left.X = pos.X - x1 * angcos - thread->Viewport->viewpoint.Pos.X;
		left.Y = pos.Y - x1 * angsin - thread->Viewport->viewpoint.Pos.Y;
		right.X = left.X + x2 * angcos;
		right.Y = left.Y + x2 * angsin;

		// Is it off-screen?
		if (wallc.Init(thread, left, right))
			return;
			
		RenderPortal *renderportal = thread->Portal.get();

		if (wallc.sx1 >= renderportal->WindowRight || wallc.sx2 <= renderportal->WindowLeft)
			return;

		// Sprite sorting should probably treat these as walls, not sprites,
		// but right now, I just want to get them drawing.
		tz = (pos.X - thread->Viewport->viewpoint.Pos.X) * thread->Viewport->viewpoint.TanCos + (pos.Y - thread->Viewport->viewpoint.Pos.Y) * thread->Viewport->viewpoint.TanSin;

		double scaled_to = pic->GetScaledTopOffsetSW();
		double scaled_bo = scaled_to - pic->GetScaledHeight();
		gzt = pos.Z + scale.Y * scaled_to;
		gzb = pos.Z + scale.Y * scaled_bo;

		RenderWallSprite *vis = thread->FrameMemory->NewObject<RenderWallSprite>();
		vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
		vis->x1 = wallc.sx1 < renderportal->WindowLeft ? renderportal->WindowLeft : wallc.sx1;
		vis->x2 = wallc.sx2 >= renderportal->WindowRight ? renderportal->WindowRight : wallc.sx2;
		vis->yscale = (float)scale.Y;
		vis->idepth = float(1 / tz);
		vis->depth = (float)tz;
		vis->sector = thing->Sector;
		vis->heightsec = NULL;
		vis->gpos = { (float)pos.X, (float)pos.Y, (float)pos.Z };
		vis->gzb = (float)gzb;
		vis->gzt = (float)gzt;
		vis->deltax = float(pos.X - thread->Viewport->viewpoint.Pos.X);
		vis->deltay = float(pos.Y - thread->Viewport->viewpoint.Pos.Y);
		vis->renderflags = renderflags;
		if (thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D
		vis->RenderStyle = thing->RenderStyle;
		vis->FillColor = thing->fillcolor;
		vis->Translation = thing->Translation;
		vis->FakeFlatStat = WaterFakeSide::Center;
		vis->Alpha = float(thing->Alpha);
		vis->fakefloor = NULL;
		vis->fakeceiling = NULL;
		//vis->bInMirror = renderportal->MirrorFlags & RF_XFLIP;
		vis->pic = pic;
		vis->wallc = wallc;
		vis->foggy = foggy;

		if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && basecolormap->Fade != 0)
		{
			basecolormap = GetSpecialLights(basecolormap->Color, 0, basecolormap->Desaturate);
		}
		bool fullbright = !vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT));

		bool invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
		if (vis->RenderStyle.Flags & STYLEF_InvertSource)
			invertcolormap = !invertcolormap;

		bool fadeToBlack = (vis->RenderStyle.Flags & STYLEF_FadeToBlack) != 0;

		vis->Light.SetColormap(thread, tz, lightlevel, foggy, basecolormap, fullbright, invertcolormap, fadeToBlack, false, false);

		thread->SpriteList->Push(vis);
	}

	void RenderWallSprite::Render(RenderThread *thread, short *mfloorclip, short *mceilingclip, int, int, Fake3DTranslucent)
	{
		auto spr = this;

		int x1 = max<int>(spr->x1, spr->wallc.sx1);
		int x2 = min<int>(spr->x2, spr->wallc.sx2);
		if (x1 >= x2)
			return;

		SpriteDrawerArgs drawerargs;

		bool visible = drawerargs.SetStyle(thread->Viewport.get(), spr->RenderStyle, spr->Alpha, spr->Translation, spr->FillColor, Light);
		if (!visible)
			return;

		ProjectedWallLight mlight;
		mlight.SetSpriteLight();

		// Draw it
		auto WallSpriteTile = spr->pic;

		RenderTranslucentPass* translucentPass = thread->TranslucentPass.get();
		short floorclip[MAXWIDTH];
		for (int x = x1; x < x2; x++)
		{
			if (translucentPass->ClipSpriteColumnWithPortals(x, spr))
				floorclip[x] = mceilingclip[x];
			else
				floorclip[x] = mfloorclip[x];
		}

		drawerargs.SetBaseColormap(spr->Light.BaseColormap);
		drawerargs.DrawMasked(thread, spr->gzt, spr->yscale, spr->renderflags & RF_XFLIP, spr->renderflags & RF_YFLIP, spr->wallc, x1, x2, mlight, WallSpriteTile, floorclip, mceilingclip, spr->RenderStyle);
	}
}
