/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
 * This file is part of the Collabora Office project.
 *
 * This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/.
 *
 * This file incorporates work covered by the following license notice:
 *
 *   Licensed to the Apache Software Foundation (ASF) under one or more
 *   contributor license agreements. See the NOTICE file distributed
 *   with this work for additional information regarding copyright
 *   ownership. The ASF licenses this file to you under the Apache
 *   License, Version 2.0 (the "License"); you may not use this file
 *   except in compliance with the License. You may obtain a copy of
 *   the License at http://www.apache.org/licenses/LICENSE-2.0 .
 */

#include <processor3d/defaultprocessor3d.hxx>
#include <primitive3d/textureprimitive3d.hxx>
#include <texture/texture.hxx>
#include <texture/texture3d.hxx>
#include <primitive3d/hatchtextureprimitive3d.hxx>
#include <drawinglayer/primitive3d/modifiedcolorprimitive3d.hxx>
#include <drawinglayer/primitive3d/polygonprimitive3d.hxx>
#include <basegfx/polygon/b3dpolygontools.hxx>
#include <drawinglayer/attribute/materialattribute3d.hxx>
#include <drawinglayer/primitive3d/polypolygonprimitive3d.hxx>
#include <basegfx/polygon/b3dpolypolygontools.hxx>
#include <com/sun/star/drawing/ShadeMode.hpp>
#include <drawinglayer/primitive3d/transformprimitive3d.hxx>
#include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
#include <vcl/bitmap.hxx>
#include <drawinglayer/attribute/sdrsceneattribute3d.hxx>
#include <drawinglayer/attribute/sdrlightingattribute3d.hxx>
#include <vcl/graph.hxx>
#include <basegfx/matrix/b2dhommatrixtools.hxx>


using namespace com::sun::star;


namespace drawinglayer::processor3d
{
        void DefaultProcessor3D::impRenderGradientTexturePrimitive3D(const primitive3d::GradientTexturePrimitive3D& rPrimitive, bool bTransparence)
        {
            const primitive3d::Primitive3DContainer& rSubSequence = rPrimitive.getChildren();

            if(rSubSequence.empty())
                return;

            // rescue values
            const bool bOldModulate(getModulate()); mbModulate = rPrimitive.getModulate();
            const bool bOldFilter(getFilter()); mbFilter = rPrimitive.getFilter();
            const bool bOldSimpleTextureActive(getSimpleTextureActive());
            std::shared_ptr< texture::GeoTexSvx > pOldTex = bTransparence ? mpTransparenceGeoTexSvx : mpGeoTexSvx;

            // create texture
            const attribute::FillGradientAttribute& rFillGradient = rPrimitive.getGradient();
            const basegfx::B2DRange aOutlineRange(0.0, 0.0, rPrimitive.getTextureSize().getX(), rPrimitive.getTextureSize().getY());
            const css::awt::GradientStyle aGradientStyle(rFillGradient.getStyle());
            std::shared_ptr< texture::GeoTexSvx > pNewTex;
            basegfx::BColor aSingleColor;

            if (!rFillGradient.getColorStops().isSingleColor(aSingleColor))
            {
                switch(aGradientStyle)
                {
                    default: // GradientStyle_MAKE_FIXED_SIZE
                    case css::awt::GradientStyle_LINEAR:
                    {
                        pNewTex = std::make_shared<texture::GeoTexSvxGradientLinear>(
                                aOutlineRange,
                                aOutlineRange,
                                rFillGradient.getSteps(),
                                rFillGradient.getColorStops(),
                                rFillGradient.getBorder(),
                                rFillGradient.getAngle());
                        break;
                    }
                    case css::awt::GradientStyle_AXIAL:
                    {
                        pNewTex = std::make_shared<texture::GeoTexSvxGradientAxial>(
                                aOutlineRange,
                                aOutlineRange,
                                rFillGradient.getSteps(),
                                rFillGradient.getColorStops(),
                                rFillGradient.getBorder(),
                                rFillGradient.getAngle());
                        break;
                    }
                    case css::awt::GradientStyle_RADIAL:
                    {
                        pNewTex =
                            std::make_shared<texture::GeoTexSvxGradientRadial>(
                                aOutlineRange,
                                rFillGradient.getSteps(),
                                rFillGradient.getColorStops(),
                                rFillGradient.getBorder(),
                                rFillGradient.getOffsetX(),
                                rFillGradient.getOffsetY());
                        break;
                    }
                    case css::awt::GradientStyle_ELLIPTICAL:
                    {
                        pNewTex =
                            std::make_shared<texture::GeoTexSvxGradientElliptical>(
                                aOutlineRange,
                                rFillGradient.getSteps(),
                                rFillGradient.getColorStops(),
                                rFillGradient.getBorder(),
                                rFillGradient.getOffsetX(),
                                rFillGradient.getOffsetY(),
                                rFillGradient.getAngle());
                        break;
                    }
                    case css::awt::GradientStyle_SQUARE:
                    {
                        pNewTex =
                            std::make_shared<texture::GeoTexSvxGradientSquare>(
                                aOutlineRange,
                                rFillGradient.getSteps(),
                                rFillGradient.getColorStops(),
                                rFillGradient.getBorder(),
                                rFillGradient.getOffsetX(),
                                rFillGradient.getOffsetY(),
                                rFillGradient.getAngle());
                        break;
                    }
                    case css::awt::GradientStyle_RECT:
                    {
                        pNewTex =
                            std::make_shared<texture::GeoTexSvxGradientRect>(
                                aOutlineRange,
                                rFillGradient.getSteps(),
                                rFillGradient.getColorStops(),
                                rFillGradient.getBorder(),
                                rFillGradient.getOffsetX(),
                                rFillGradient.getOffsetY(),
                                rFillGradient.getAngle());
                        break;
                    }
                }

                mbSimpleTextureActive = false;
            }
            else
            {
                // only one color, so no real gradient -> use simple texture
                pNewTex = std::make_shared<texture::GeoTexSvxMono>(aSingleColor, 1.0 - aSingleColor.luminance());
                mbSimpleTextureActive = true;
            }

            // set created texture
            if(bTransparence)
                mpTransparenceGeoTexSvx = std::move(pNewTex);
            else
                mpGeoTexSvx = std::move(pNewTex);

            // process sub-list
            process(rSubSequence);

            // restore values
            mbModulate = bOldModulate;
            mbFilter = bOldFilter;
            mbSimpleTextureActive = bOldSimpleTextureActive;

            if(bTransparence)
            {
                mpTransparenceGeoTexSvx = std::move(pOldTex);
            }
            else
            {
                mpGeoTexSvx = std::move(pOldTex);
            }
        }

        void DefaultProcessor3D::impRenderHatchTexturePrimitive3D(const primitive3d::HatchTexturePrimitive3D& rPrimitive)
        {
            const primitive3d::Primitive3DContainer& rSubSequence = rPrimitive.getChildren();

            if(rSubSequence.empty())
                return;

            // rescue values
            const bool bOldModulate(getModulate()); mbModulate = rPrimitive.getModulate();
            const bool bOldFilter(getFilter()); mbFilter = rPrimitive.getFilter();
            std::shared_ptr<texture::GeoTexSvx> xOldTex(mpGeoTexSvx);

            // calculate logic pixel size in object coordinates. Create transformation view
            // to object by inverting ObjectToView
            basegfx::B3DHomMatrix aInvObjectToView(getViewInformation3D().getObjectToView());
            aInvObjectToView.invert();

            // back-project discrete coordinates to object coordinates and extract
            // maximum distance
            const basegfx::B3DPoint aZero(aInvObjectToView * basegfx::B3DPoint(0.0, 0.0, 0.0));
            const basegfx::B3DPoint aOne(aInvObjectToView * basegfx::B3DPoint(1.0, 1.0, 1.0));
            const basegfx::B3DVector aLogicPixel(aOne - aZero);
            double fLogicPixelSizeWorld(std::max(std::max(fabs(aLogicPixel.getX()), fabs(aLogicPixel.getY())), fabs(aLogicPixel.getZ())));

            // calculate logic pixel size in texture coordinates
            const double fLogicTexSizeX(fLogicPixelSizeWorld / rPrimitive.getTextureSize().getX());
            const double fLogicTexSizeY(fLogicPixelSizeWorld / rPrimitive.getTextureSize().getY());
            const double fLogicTexSize(std::max(fLogicTexSizeX, fLogicTexSizeY));

            // create texture and set
            mpGeoTexSvx = std::make_shared<texture::GeoTexSvxMultiHatch>(rPrimitive, fLogicTexSize);

            // process sub-list
            process(rSubSequence);

            // restore values
            mbModulate = bOldModulate;
            mbFilter = bOldFilter;
            mpGeoTexSvx = std::move(xOldTex);
        }

        void DefaultProcessor3D::impRenderBitmapTexturePrimitive3D(const primitive3d::BitmapTexturePrimitive3D& rPrimitive)
        {
            const primitive3d::Primitive3DContainer& rSubSequence = rPrimitive.getChildren();

            if(rSubSequence.empty())
                return;

            // rescue values
            const bool bOldModulate(getModulate()); mbModulate = rPrimitive.getModulate();
            const bool bOldFilter(getFilter()); mbFilter = rPrimitive.getFilter();
            std::shared_ptr< texture::GeoTexSvx > pOldTex = mpGeoTexSvx;

            // create texture
            const attribute::FillGraphicAttribute& rFillGraphicAttribute = rPrimitive.getFillGraphicAttribute();

            // #121194# For 3D texture we will use the BitmapRex representation
            const Bitmap aBitmap(rFillGraphicAttribute.getGraphic().GetBitmap());

            // create range scaled by texture size
            basegfx::B2DRange aGraphicRange(rFillGraphicAttribute.getGraphicRange());

            aGraphicRange.transform(
                basegfx::utils::createScaleB2DHomMatrix(
                    rPrimitive.getTextureSize()));

            if(rFillGraphicAttribute.getTiling())
            {
                mpGeoTexSvx =
                    std::make_shared<texture::GeoTexSvxBitmapExTiled>(
                        aBitmap,
                        aGraphicRange,
                        rFillGraphicAttribute.getOffsetX(),
                        rFillGraphicAttribute.getOffsetY());
            }
            else
            {
                mpGeoTexSvx =
                    std::make_shared<texture::GeoTexSvxBitmapEx>(
                        aBitmap,
                        aGraphicRange);
            }

            // process sub-list
            process(rSubSequence);

            // restore values
            mbModulate = bOldModulate;
            mbFilter = bOldFilter;
            mpGeoTexSvx = std::move(pOldTex);
        }

        void DefaultProcessor3D::impRenderModifiedColorPrimitive3D(const primitive3d::ModifiedColorPrimitive3D& rModifiedCandidate)
        {
            const primitive3d::Primitive3DContainer& rSubSequence = rModifiedCandidate.getChildren();

            if(!rSubSequence.empty())
            {
                // put modifier on stack
                maBColorModifierStack.push(rModifiedCandidate.getColorModifier());

                // process sub-list
                process(rModifiedCandidate.getChildren());

                // remove modifier from stack
                maBColorModifierStack.pop();
            }
        }

        void DefaultProcessor3D::impRenderPolygonHairlinePrimitive3D(const primitive3d::PolygonHairlinePrimitive3D& rPrimitive) const
        {
            basegfx::B3DPolygon aHairline(rPrimitive.getB3DPolygon());

            if(!aHairline.count())
                return;

            // hairlines need no extra data, clear it
            aHairline.clearTextureCoordinates();
            aHairline.clearNormals();
            aHairline.clearBColors();

            // transform to device coordinates (-1.0 .. 1.0) and check for visibility
            aHairline.transform(getViewInformation3D().getObjectToView());
            const basegfx::B3DRange a3DRange(basegfx::utils::getRange(aHairline));
            const basegfx::B2DRange a2DRange(a3DRange.getMinX(), a3DRange.getMinY(), a3DRange.getMaxX(), a3DRange.getMaxY());

            if(a2DRange.overlaps(maRasterRange))
            {
                const attribute::MaterialAttribute3D aMaterial(maBColorModifierStack.getModifiedColor(rPrimitive.getBColor()));

                rasterconvertB3DPolygon(aMaterial, aHairline);
            }
        }

        void DefaultProcessor3D::impRenderPolyPolygonMaterialPrimitive3D(const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive) const
        {
            basegfx::B3DPolyPolygon aFill(rPrimitive.getB3DPolyPolygon());
            basegfx::BColor aObjectColor(rPrimitive.getMaterial().getColor());
            bool bPaintIt(aFill.count());

            // #i98295# get ShadeMode. Correct early when only flat is possible due to missing normals
            const css::drawing::ShadeMode aShadeMode(
                aFill.areNormalsUsed() ?
                    getSdrSceneAttribute().getShadeMode() : css::drawing::ShadeMode_FLAT);

            if(bPaintIt)
            {
                // get rid of texture coordinates if there is no texture
                if(aFill.areTextureCoordinatesUsed() && !getGeoTexSvx() && !getTransparenceGeoTexSvx())
                {
                    aFill.clearTextureCoordinates();
                }

                // #i98295# get rid of normals and color early when not needed
                if(css::drawing::ShadeMode_FLAT == aShadeMode)
                {
                    aFill.clearNormals();
                    aFill.clearBColors();
                }

                // transform to device coordinates (-1.0 .. 1.0) and check for visibility
                aFill.transform(getViewInformation3D().getObjectToView());
                const basegfx::B3DRange a3DRange(basegfx::utils::getRange(aFill));
                const basegfx::B2DRange a2DRange(a3DRange.getMinX(), a3DRange.getMinY(), a3DRange.getMaxX(), a3DRange.getMaxY());

                bPaintIt = a2DRange.overlaps(maRasterRange);
            }

            // check if it shall be painted regarding hiding of normals (backface culling)
            if(bPaintIt && !rPrimitive.getDoubleSided())
            {
                // get plane normal of polygon in view coordinates (with ZBuffer values),
                // left-handed coordinate system
                const basegfx::B3DVector aPlaneNormal(aFill.getB3DPolygon(0).getNormal());

                if(aPlaneNormal.getZ() > 0.0)
                {
                    bPaintIt = false;
                }
            }

            if(!bPaintIt)
                return;

            // prepare ObjectToEye in NormalTransform
            basegfx::B3DHomMatrix aNormalTransform(getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation());

            if(getSdrSceneAttribute().getTwoSidedLighting())
            {
                // get plane normal of polygon in view coordinates (with ZBuffer values),
                // left-handed coordinate system
                const basegfx::B3DVector aPlaneNormal(aFill.getB3DPolygon(0).getNormal());

                if(aPlaneNormal.getZ() > 0.0)
                {
                    // mirror normals
                    aNormalTransform.scale(-1.0, -1.0, -1.0);
                }
            }

            switch(aShadeMode)
            {
                case css::drawing::ShadeMode_PHONG:
                {
                    // phong shading. Transform normals to eye coor
                    aFill.transformNormals(aNormalTransform);
                    break;
                }
                case css::drawing::ShadeMode_SMOOTH:
                {
                    // gouraud shading. Transform normals to eye coor
                    aFill.transformNormals(aNormalTransform);

                    // prepare color model parameters, evtl. use blend color
                    const basegfx::BColor aColor(getModulate() ? basegfx::BColor(1.0, 1.0, 1.0) : rPrimitive.getMaterial().getColor());
                    const basegfx::BColor& rSpecular(rPrimitive.getMaterial().getSpecular());
                    const basegfx::BColor& rEmission(rPrimitive.getMaterial().getEmission());
                    const sal_uInt16 nSpecularIntensity(rPrimitive.getMaterial().getSpecularIntensity());

                    // solve color model for each normal vector, set colors at points. Clear normals.
                    for(sal_uInt32 a(0); a < aFill.count(); a++)
                    {
                        basegfx::B3DPolygon aPartFill(aFill.getB3DPolygon(a));

                        for(sal_uInt32 b(0); b < aPartFill.count(); b++)
                        {
                            // solve color model. Transform normal to eye coor
                            const basegfx::B3DVector aNormal(aPartFill.getNormal(b));
                            const basegfx::BColor aSolvedColor(getSdrLightingAttribute().solveColorModel(aNormal, aColor, rSpecular, rEmission, nSpecularIntensity));
                            aPartFill.setBColor(b, aSolvedColor);
                        }

                        // clear normals on this part polygon and write it back
                        aPartFill.clearNormals();
                        aFill.setB3DPolygon(a, aPartFill);
                    }
                    break;
                }
                case css::drawing::ShadeMode_FLAT:
                {
                    // flat shading. Get plane vector in eye coordinates
                    const basegfx::B3DVector aPlaneEyeNormal(aNormalTransform * rPrimitive.getB3DPolyPolygon().getB3DPolygon(0).getNormal());

                    // prepare color model parameters, evtl. use blend color
                    const basegfx::BColor aColor(getModulate() ? basegfx::BColor(1.0, 1.0, 1.0) : rPrimitive.getMaterial().getColor());
                    const basegfx::BColor& rSpecular(rPrimitive.getMaterial().getSpecular());
                    const basegfx::BColor& rEmission(rPrimitive.getMaterial().getEmission());
                    const sal_uInt16 nSpecularIntensity(rPrimitive.getMaterial().getSpecularIntensity());

                    // solve color model for plane vector and use that color for whole plane
                    aObjectColor = getSdrLightingAttribute().solveColorModel(aPlaneEyeNormal, aColor, rSpecular, rEmission, nSpecularIntensity);
                    break;
                }
                default: // case css::drawing::ShadeMode_DRAFT:
                {
                    // draft, just use object color which is already set. Delete all other infos
                    aFill.clearNormals();
                    aFill.clearBColors();
                    break;
                }
            }

            // draw it to ZBuffer
            const attribute::MaterialAttribute3D aMaterial(
                maBColorModifierStack.getModifiedColor(aObjectColor),
                rPrimitive.getMaterial().getSpecular(),
                rPrimitive.getMaterial().getEmission(),
                rPrimitive.getMaterial().getSpecularIntensity());

            rasterconvertB3DPolyPolygon(aMaterial, aFill);
        }

        void DefaultProcessor3D::impRenderTransformPrimitive3D(const primitive3d::TransformPrimitive3D& rTransformCandidate)
        {
            // transform group. Remember current transformations
            const geometry::ViewInformation3D aLastViewInformation3D(getViewInformation3D());

            // create new transformation; add new object transform from right side
            const geometry::ViewInformation3D aNewViewInformation3D(
                aLastViewInformation3D.getObjectTransformation() * rTransformCandidate.getTransformation(),
                aLastViewInformation3D.getOrientation(),
                aLastViewInformation3D.getProjection(),
                aLastViewInformation3D.getDeviceToView(),
                aLastViewInformation3D.getViewTime(),
                aLastViewInformation3D.getExtendedInformationSequence());
            setViewInformation3D(aNewViewInformation3D);

            // let break down recursively
            process(rTransformCandidate.getChildren());

            // restore transformations
            setViewInformation3D(aLastViewInformation3D);
        }

        void DefaultProcessor3D::processBasePrimitive3D(const primitive3d::BasePrimitive3D& rBasePrimitive)
        {
            // it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch
            switch(rBasePrimitive.getPrimitive3DID())
            {
                case PRIMITIVE3D_ID_GRADIENTTEXTUREPRIMITIVE3D :
                {
                    // GradientTexturePrimitive3D
                    const primitive3d::GradientTexturePrimitive3D& rPrimitive = static_cast< const primitive3d::GradientTexturePrimitive3D& >(rBasePrimitive);
                    impRenderGradientTexturePrimitive3D(rPrimitive, false);
                    break;
                }
                case PRIMITIVE3D_ID_HATCHTEXTUREPRIMITIVE3D :
                {
                    // hatchTexturePrimitive3D
                    const primitive3d::HatchTexturePrimitive3D& rPrimitive = static_cast< const primitive3d::HatchTexturePrimitive3D& >(rBasePrimitive);
                    impRenderHatchTexturePrimitive3D(rPrimitive);
                    break;
                }
                case PRIMITIVE3D_ID_BITMAPTEXTUREPRIMITIVE3D :
                {
                    // BitmapTexturePrimitive3D
                    const primitive3d::BitmapTexturePrimitive3D& rPrimitive = static_cast< const primitive3d::BitmapTexturePrimitive3D& >(rBasePrimitive);
                    impRenderBitmapTexturePrimitive3D(rPrimitive);
                    break;
                }
                case PRIMITIVE3D_ID_TRANSPARENCETEXTUREPRIMITIVE3D :
                {
                    // TransparenceTexturePrimitive3D
                    const primitive3d::TransparenceTexturePrimitive3D& rPrimitive = static_cast< const primitive3d::TransparenceTexturePrimitive3D& >(rBasePrimitive);
                    mnTransparenceCounter++;
                    impRenderGradientTexturePrimitive3D(rPrimitive, true);
                    mnTransparenceCounter--;
                    break;
                }
                case PRIMITIVE3D_ID_MODIFIEDCOLORPRIMITIVE3D :
                {
                    // ModifiedColorPrimitive3D
                    // Force output to unified color.
                    const primitive3d::ModifiedColorPrimitive3D& rPrimitive = static_cast< const primitive3d::ModifiedColorPrimitive3D& >(rBasePrimitive);
                    impRenderModifiedColorPrimitive3D(rPrimitive);
                    break;
                }
                case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D :
                {
                    // directdraw of PolygonHairlinePrimitive3D
                    const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(rBasePrimitive);
                    impRenderPolygonHairlinePrimitive3D(rPrimitive);
                    break;
                }
                case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D :
                {
                    // directdraw of PolyPolygonMaterialPrimitive3D
                    const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(rBasePrimitive);
                    impRenderPolyPolygonMaterialPrimitive3D(rPrimitive);
                    break;
                }
                case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D :
                {
                    // transform group (TransformPrimitive3D)
                    impRenderTransformPrimitive3D(static_cast< const primitive3d::TransformPrimitive3D& >(rBasePrimitive));
                    break;
                }
                default:
                {
                    // process recursively
                    process(rBasePrimitive.get3DDecomposition(getViewInformation3D()));
                    break;
                }
            }
        }

        DefaultProcessor3D::DefaultProcessor3D(
            const geometry::ViewInformation3D& rViewInformation,
            const attribute::SdrSceneAttribute& rSdrSceneAttribute,
            const attribute::SdrLightingAttribute& rSdrLightingAttribute)
        :   BaseProcessor3D(rViewInformation),
            mrSdrSceneAttribute(rSdrSceneAttribute),
            mrSdrLightingAttribute(rSdrLightingAttribute),
            maBColorModifierStack(),
            mnTransparenceCounter(0),
            mbModulate(false),
            mbFilter(false),
            mbSimpleTextureActive(false)
        {
            // a derivation has to set maRasterRange which is used in the basic render methods.
            // Setting to default here ([0.0 .. 1.0] in X,Y) to avoid problems
            maRasterRange.expand(basegfx::B2DTuple(0.0, 0.0));
            maRasterRange.expand(basegfx::B2DTuple(1.0, 1.0));
        }

        DefaultProcessor3D::~DefaultProcessor3D()
        {
        }

} // end of namespace

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