/**
 * =========================================================================
 * File        : SkyManager.cpp
 * Project     : Pyrogenesis
 * Description : Sky settings, texture management and rendering.
 * =========================================================================
 */

#include "precompiled.h"

#include <algorithm>

#include "lib/timer.h"
#include "lib/res/file/vfs.h"
#include "lib/res/graphics/tex.h"
#include "lib/res/graphics/ogl_tex.h"

#include "maths/MathUtil.h"

#include "ps/CLogger.h"
#include "ps/Loader.h"
#include "ps/VFSUtil.h"

#include "renderer/SkyManager.h"
#include "renderer/Renderer.h"

#include "graphics/Camera.h"
#include "graphics/LightEnv.h"

#define LOG_CATEGORY "graphics"


///////////////////////////////////////////////////////////////////////////////////////////////
// SkyManager implementation


///////////////////////////////////////////////////////////////////
// String names for each image, in order of the IMG_ constants
const char* SkyManager::IMAGE_NAMES[5] = {
    "front",
    "back",
    "right",
    "left",
    "top"
};


///////////////////////////////////////////////////////////////////
// Construction/Destruction
SkyManager::SkyManager()
{
    m_RenderSky = true;

    // TODO: add a way to set the initial skyset before progressive load
    m_SkySet = L"default";

    m_HorizonHeight = -150.0f;

    for (uint i = 0; i < ARRAY_SIZE(m_SkyTexture); i++)
        m_SkyTexture[i] = 0;

    cur_loading_tex = 0;
}

SkyManager::~SkyManager()
{
    // Cleanup if the caller messed up
    UnloadSkyTextures();
}


///////////////////////////////////////////////////////////////////
// Progressive load of sky textures
int SkyManager::LoadSkyTextures()
{
    const uint num_textures = ARRAY_SIZE(m_SkyTexture);

    // yield after this time is reached. balances increased progress bar
    // smoothness vs. slowing down loading.
    const double end_time = get_time() + 100e-3;

    while (cur_loading_tex < num_textures)
    {
        char filename[PATH_MAX];
        snprintf(filename, ARRAY_SIZE(filename), "art/textures/skies/%s/%s.dds", 
            CStr8(m_SkySet).c_str(), IMAGE_NAMES[cur_loading_tex]);
        Handle ht = ogl_tex_load(filename);
        if (ht <= 0)
        {
            LOG(ERROR, LOG_CATEGORY, "SkyManager::LoadSkyTextures failed on \"%s\"", filename);
            return ht;
        }
        ogl_tex_set_wrap(ht, GL_CLAMP_TO_EDGE);
        m_SkyTexture[cur_loading_tex] = ht;
        RETURN_ERR(ogl_tex_upload(ht));

        cur_loading_tex++;
        LDR_CHECK_TIMEOUT(cur_loading_tex, num_textures);
    }

    return 0;
}


///////////////////////////////////////////////////////////////////
// Unload sky textures
void SkyManager::UnloadSkyTextures()
{
    for(uint i = 0; i < ARRAY_SIZE(m_SkyTexture); i++)
    {
        ogl_tex_free(m_SkyTexture[i]);
        m_SkyTexture[i] = 0;
    }
    cur_loading_tex = 0;
}


///////////////////////////////////////////////////////////////////
// Switch to a different sky set (while the game is running)
void SkyManager::SetSkySet( const CStrW& newSet )
{
    if( newSet != m_SkySet )
    {
        m_SkySet = newSet;

        UnloadSkyTextures();

        for( size_t i=0; i<ARRAY_SIZE(m_SkyTexture); i++ ) {
            char filename[PATH_MAX];
            snprintf(filename, ARRAY_SIZE(filename), "art/textures/skies/%s/%s.dds", 
                CStr8(m_SkySet).c_str(), IMAGE_NAMES[i]);
            Handle ht = ogl_tex_load(filename);
            if (ht <= 0)
            {
                LOG(ERROR, LOG_CATEGORY, "SkyManager::SetSkySet failed on \"%s\"", filename);
                return;
            }
            ogl_tex_set_wrap(ht, GL_CLAMP_TO_EDGE);
            m_SkyTexture[i] = ht;
            ogl_tex_upload(ht);
        }
    }
}

///////////////////////////////////////////////////////////////////
// Generate list of available skies
std::vector<CStrW> SkyManager::GetSkySets() const
{
    std::vector<CStrW> skies;

    // Find all subdirectories in art/textures/skies

    const char* dirname = "art/textures/skies/";
    Handle dir = vfs_dir_open(dirname);
    if (dir <= 0)
    {
        LOG(ERROR, "vfs", "Error opening directory '%s' (%lld)", dirname, dir);
        return std::vector<CStrW>(1, GetSkySet()); // just return what we currently have
    }

    const char* filter = "/";
    int err;
    DirEnt entry;
    while ((err = vfs_dir_next_ent(dir, &entry, filter)) == 0)
    {
        skies.push_back(CStr(entry.name));
    }

    if (err != ERR::DIR_END)
    {
        LOG(ERROR, "vfs", "Error reading files from directory '%s' (%d)", dirname, err);
        return std::vector<CStrW>(1, GetSkySet()); // just return what we currently have
    }

    vfs_dir_close(dir);

    sort(skies.begin(), skies.end());

    return skies;
}

///////////////////////////////////////////////////////////////////
// Render sky
void SkyManager::RenderSky()
{
    // Draw the sky as a small box around the camera position, with depth write enabled.
    // This will be done before anything else is drawn so we'll be overlapped by everything else.

    // Note: The coordinates for this were set up through a rather cumbersome trial-and-error 
    //       process - there might be a smarter way to do it, but this seems to work.

    glDepthMask( GL_FALSE );

    pglActiveTextureARB(GL_TEXTURE0_ARB);
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    
    // Translate so we are at the camera in the X and Z directions, but
    // put the horizon at a fixed height regardless of camera Y
    const CCamera& camera = g_Renderer.GetViewCamera();
    CVector3D pos = camera.m_Orientation.GetTranslation();
    glTranslatef( pos.X, m_HorizonHeight, pos.Z );

    // Rotate so that the "left" face, which contains the brightest part of each
    // skymap, is in the direction of the sun from our light environment
    glRotatef( 90.0f + RADTODEG(g_Renderer.GetLightEnv().GetRotation()), 0.0f, 1.0f, 0.0f );

    // Distance to draw the faces at
    const float D = 2000.0;

    // Front face (positive Z)
    ogl_tex_bind( m_SkyTexture[IMG_FRONT] );
    glBegin( GL_QUADS );
        glTexCoord2f( 0, 1 );
        glVertex3f( -D, -D, +D );
        glTexCoord2f( 1, 1 );
        glVertex3f( +D, -D, +D );
        glTexCoord2f( 1, 0 );
        glVertex3f( +D, +D, +D );
        glTexCoord2f( 0, 0 );
        glVertex3f( -D, +D, +D );
    glEnd();

    // Back face (negative Z)
    ogl_tex_bind( m_SkyTexture[IMG_BACK] );
    glBegin( GL_QUADS );
        glTexCoord2f( 1, 1 );
        glVertex3f( -D, -D, -D );
        glTexCoord2f( 1, 0 );
        glVertex3f( -D, +D, -D );
        glTexCoord2f( 0, 0 );
        glVertex3f( +D, +D, -D );
        glTexCoord2f( 0, 1 );
        glVertex3f( +D, -D, -D );
    glEnd();

    // Right face (negative X)
    ogl_tex_bind( m_SkyTexture[IMG_RIGHT] );
    glBegin( GL_QUADS );
        glTexCoord2f( 0, 1 );
        glVertex3f( -D, -D, -D );
        glTexCoord2f( 1, 1 );
        glVertex3f( -D, -D, +D );
        glTexCoord2f( 1, 0 );
        glVertex3f( -D, +D, +D );
        glTexCoord2f( 0, 0 );
        glVertex3f( -D, +D, -D );
    glEnd();

    // Left face (positive X)
    ogl_tex_bind( m_SkyTexture[IMG_LEFT] );
    glBegin( GL_QUADS );
        glTexCoord2f( 1, 1 );
        glVertex3f( +D, -D, -D );
        glTexCoord2f( 1, 0 );
        glVertex3f( +D, +D, -D );
        glTexCoord2f( 0, 0 );
        glVertex3f( +D, +D, +D );
        glTexCoord2f( 0, 1 );
        glVertex3f( +D, -D, +D );
    glEnd();

    // Top face (positive Y)
    ogl_tex_bind( m_SkyTexture[IMG_TOP] );
    glBegin( GL_QUADS );
        glTexCoord2f( 1, 0 );
        glVertex3f( +D, +D, -D );
        glTexCoord2f( 0, 0 );
        glVertex3f( -D, +D, -D );
        glTexCoord2f( 0, 1 );
        glVertex3f( -D, +D, +D );
        glTexCoord2f( 1, 1 );
        glVertex3f( +D, +D, +D );
    glEnd();

    glPopMatrix();

    glDepthMask( GL_TRUE );
}