/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011      Zynga Inc.

链接已屏蔽

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/

/*
 *
 * IMPORTANT       IMPORTANT        IMPORTANT        IMPORTANT
 *
 *
 * LEGACY FUNCTIONS
 *
 * USE CCDrawNode instead
 *
 */

#include "CCDrawingPrimitives.h"
#include "ccTypes.h"
#include "ccMacros.h"
#include "CCGL.h"
#include "CCDirector.h"
#include "shaders/ccGLStateCache.h"
#include "shaders/CCShaderCache.h"
#include "shaders/CCGLProgram.h"
#include "actions/CCActionCatmullRom.h"
#include "support/CCPointExtension.h"
#include <string.h>
#include <cmath>

NS_CC_BEGIN
#ifndef M_PI
    #define M_PI       3.14159265358979323846
#endif

static bool s_bInitialized = false;
static CCGLProgram* s_pShader = NULL;
static int s_nColorLocation = -1;
static ccColor4F s_tColor = {1.0f,1.0f,1.0f,1.0f};
static int s_nPointSizeLocation = -1;
static GLfloat s_fPointSize = 1.0f;

static void lazy_init( void )
{
    if( ! s_bInitialized ) {

        //
        // Position and 1 color passed as a uniform (to simulate glColor4ub )
        //
        s_pShader = CCShaderCache::sharedShaderCache()->programForKey(kCCShader_Position_uColor);

        s_nColorLocation = glGetUniformLocation( s_pShader->getProgram(), "u_color");
    CHECK_GL_ERROR_DEBUG();
        s_nPointSizeLocation = glGetUniformLocation( s_pShader->getProgram(), "u_pointSize");
    CHECK_GL_ERROR_DEBUG();

        s_bInitialized = true;
    }
}

// When switching from backround to foreground on android, we want the params to be initialized again
void ccDrawInit()
{
    s_bInitialized = false;
}

void ccDrawPoint( const CCPoint& point )
{
    lazy_init();

    ccVertex2F p;
    p.x = point.x;
    p.y = point.y;

    ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
    s_pShader->use();
    s_pShader->setUniformsForBuiltins();

    s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1);
    s_pShader->setUniformLocationWith1f(s_nPointSizeLocation, s_fPointSize);

    glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, &p);

    glDrawArrays(GL_POINTS, 0, 1);

    CC_INCREMENT_GL_DRAWS(1);
}

void ccDrawPoints( const CCPoint *points, unsigned int numberOfPoints )
{
    lazy_init();

    ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
    s_pShader->use();
    s_pShader->setUniformsForBuiltins();
    s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1);
    s_pShader->setUniformLocationWith1f(s_nPointSizeLocation, s_fPointSize);

    // XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
    ccVertex2F* newPoints = new ccVertex2F[numberOfPoints];

    // iPhone and 32-bit machines optimization
    if( sizeof(CCPoint) == sizeof(ccVertex2F) )
    {
        glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, points);
    }
    else
    {
        // Mac on 64-bit
        for( unsigned int i=0; i<numberOfPoints;i++) {
            newPoints[i].x = points[i].x;
            newPoints[i].y = points[i].y;
        }
        glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, newPoints);
    }

    glDrawArrays(GL_POINTS, 0, (GLsizei) numberOfPoints);

    CC_SAFE_DELETE_ARRAY(newPoints);

    CC_INCREMENT_GL_DRAWS(1);
}


void ccDrawLine( const CCPoint& origin, const CCPoint& destination )
{
    lazy_init();

    ccVertex2F vertices[2] = {
        {origin.x, origin.y},
        {destination.x, destination.y}
    };

    s_pShader->use();
    s_pShader->setUniformsForBuiltins();
    s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1);

    ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
    glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
    glDrawArrays(GL_LINES, 0, 2);

    CC_INCREMENT_GL_DRAWS(1);
}

void ccDrawRect( CCPoint origin, CCPoint destination )
{
    ccDrawLine(CCPointMake(origin.x, origin.y), CCPointMake(destination.x, origin.y));
    ccDrawLine(CCPointMake(destination.x, origin.y), CCPointMake(destination.x, destination.y));
    ccDrawLine(CCPointMake(destination.x, destination.y), CCPointMake(origin.x, destination.y));
    ccDrawLine(CCPointMake(origin.x, destination.y), CCPointMake(origin.x, origin.y));
}

void ccDrawSolidRect( CCPoint origin, CCPoint destination, ccColor4F color )
{
    CCPoint vertices[] = {
        origin,
        ccp(destination.x, origin.y),
        destination,
        ccp(origin.x, destination.y)
    };

    ccDrawSolidPoly(vertices, 4, color );
}

void ccDrawPoly( const CCPoint *poli, unsigned int numberOfPoints, bool closePolygon )
{
    lazy_init();

    s_pShader->use();
    s_pShader->setUniformsForBuiltins();
    s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1);

    ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );

    // iPhone and 32-bit machines optimization
    if( sizeof(CCPoint) == sizeof(ccVertex2F) )
    {
        glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, poli);

        if( closePolygon )
            glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) numberOfPoints);
        else
            glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) numberOfPoints);
    }
    else
    {
        // Mac on 64-bit
        // XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
        ccVertex2F* newPoli = new ccVertex2F[numberOfPoints];
        for( unsigned int i=0; i<numberOfPoints;i++) {
            newPoli[i].x = poli[i].x;
            newPoli[i].y = poli[i].y;
        }
        glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, newPoli);

        if( closePolygon )
            glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) numberOfPoints);
        else
            glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) numberOfPoints);

        CC_SAFE_DELETE_ARRAY(newPoli);
    }

    CC_INCREMENT_GL_DRAWS(1);
}

void ccDrawSolidPoly( const CCPoint *poli, unsigned int numberOfPoints, ccColor4F color )
{
    lazy_init();

    s_pShader->use();
    s_pShader->setUniformsForBuiltins();
    s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &color.r, 1);

    ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );

    // XXX: Mac OpenGL error. arrays can't go out of scope before draw is executed
    ccVertex2F* newPoli = new ccVertex2F[numberOfPoints];

    // iPhone and 32-bit machines optimization
    if( sizeof(CCPoint) == sizeof(ccVertex2F) )
    {
        glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, poli);
    }
    else
    {
        // Mac on 64-bit
        for( unsigned int i=0; i<numberOfPoints;i++)
        {
            newPoli[i] = vertex2( poli[i].x, poli[i].y );
        }
        glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, newPoli);
    }    

    glDrawArrays(GL_TRIANGLE_FAN, 0, (GLsizei) numberOfPoints);

    CC_SAFE_DELETE_ARRAY(newPoli);
    CC_INCREMENT_GL_DRAWS(1);
}

void ccDrawCircle( const CCPoint& center, float radius, float angle, unsigned int segments, bool drawLineToCenter, float scaleX, float scaleY)
{
    lazy_init();

    int additionalSegment = 1;
    if (drawLineToCenter)
        additionalSegment++;

    const float coef = 2.0f * (float)M_PI/segments;

    GLfloat *vertices = (GLfloat*)calloc( sizeof(GLfloat)*2*(segments+2), 1);
    if( ! vertices )
        return;

    for(unsigned int i = 0;i <= segments; i++) {
        float rads = i*coef;
        GLfloat j = radius * cosf(rads + angle) * scaleX + center.x;
        GLfloat k = radius * sinf(rads + angle) * scaleY + center.y;

        vertices[i*2] = j;
        vertices[i*2+1] = k;
    }
    vertices[(segments+1)*2] = center.x;
    vertices[(segments+1)*2+1] = center.y;

    s_pShader->use();
    s_pShader->setUniformsForBuiltins();
    s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1);

    ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );

    glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
    glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments+additionalSegment);

    free( vertices );

    CC_INCREMENT_GL_DRAWS(1);
}

void CC_DLL ccDrawCircle( const CCPoint& center, float radius, float angle, unsigned int segments, bool drawLineToCenter)
{
    ccDrawCircle(center, radius, angle, segments, drawLineToCenter, 1.0f, 1.0f);
}

void ccDrawQuadBezier(const CCPoint& origin, const CCPoint& control, const CCPoint& destination, unsigned int segments)
{
    lazy_init();

    ccVertex2F* vertices = new ccVertex2F[segments + 1];

    float t = 0.0f;
    for(unsigned int i = 0; i < segments; i++)
    {
        vertices[i].x = powf(1 - t, 2) * origin.x + 2.0f * (1 - t) * t * control.x + t * t * destination.x;
        vertices[i].y = powf(1 - t, 2) * origin.y + 2.0f * (1 - t) * t * control.y + t * t * destination.y;
        t += 1.0f / segments;
    }
    vertices[segments].x = destination.x;
    vertices[segments].y = destination.y;

    s_pShader->use();
    s_pShader->setUniformsForBuiltins();
    s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1);

    ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );

    glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
    glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);
    CC_SAFE_DELETE_ARRAY(vertices);

    CC_INCREMENT_GL_DRAWS(1);
}

void ccDrawCatmullRom( CCPointArray *points, unsigned int segments )
{
    ccDrawCardinalSpline( points, 0.5f, segments );
}

void ccDrawCardinalSpline( CCPointArray *config, float tension,  unsigned int segments )
{
    lazy_init();

    ccVertex2F* vertices = new ccVertex2F[segments + 1];

    unsigned int p;
    float lt;
    float deltaT = 1.0f / config->count();

    for( unsigned int i=0; i < segments+1;i++) {

        float dt = (float)i / segments;

        // border
        if( dt == 1 ) {
            p = config->count() - 1;
            lt = 1;
        } else {
            p = dt / deltaT;
            lt = (dt - deltaT * (float)p) / deltaT;
        }

        // Interpolate
        CCPoint pp0 = config->getControlPointAtIndex(p-1);
        CCPoint pp1 = config->getControlPointAtIndex(p+0);
        CCPoint pp2 = config->getControlPointAtIndex(p+1);
        CCPoint pp3 = config->getControlPointAtIndex(p+2);

        CCPoint newPos = ccCardinalSplineAt( pp0, pp1, pp2, pp3, tension, lt);
        vertices[i].x = newPos.x;
        vertices[i].y = newPos.y;
    }

    s_pShader->use();
    s_pShader->setUniformsForBuiltins();
    s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*)&s_tColor.r, 1);

    ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );

    glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
    glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);

    CC_SAFE_DELETE_ARRAY(vertices);
    CC_INCREMENT_GL_DRAWS(1);
}

void ccDrawCubicBezier(const CCPoint& origin, const CCPoint& control1, const CCPoint& control2, const CCPoint& destination, unsigned int segments)
{
    lazy_init();

    ccVertex2F* vertices = new ccVertex2F[segments + 1];

    float t = 0;
    for(unsigned int i = 0; i < segments; i++)
    {
        vertices[i].x = powf(1 - t, 3) * origin.x + 3.0f * powf(1 - t, 2) * t * control1.x + 3.0f * (1 - t) * t * t * control2.x + t * t * t * destination.x;
        vertices[i].y = powf(1 - t, 3) * origin.y + 3.0f * powf(1 - t, 2) * t * control1.y + 3.0f * (1 - t) * t * t * control2.y + t * t * t * destination.y;
        t += 1.0f / segments;
    }
    vertices[segments].x = destination.x;
    vertices[segments].y = destination.y;

    s_pShader->use();
    s_pShader->setUniformsForBuiltins();
    s_pShader->setUniformLocationWith4fv(s_nColorLocation, (GLfloat*) &s_tColor.r, 1);

    ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );

    glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
    glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);
    CC_SAFE_DELETE_ARRAY(vertices);

    CC_INCREMENT_GL_DRAWS(1);
}

void ccDrawColor4F( GLfloat r, GLfloat g, GLfloat b, GLfloat a )
{
    s_tColor.r = r;
    s_tColor.g = g;
    s_tColor.b = b;
    s_tColor.a = a;
}

void ccPointSize( GLfloat pointSize )
{
    s_fPointSize = pointSize * CC_CONTENT_SCALE_FACTOR();

    //TODO :glPointSize( pointSize );

}

void ccDrawColor4B( GLubyte r, GLubyte g, GLubyte b, GLubyte a )
{
    s_tColor.r = r/255.0f;
    s_tColor.g = g/255.0f;
    s_tColor.b = b/255.0f;
    s_tColor.a = a/255.0f;
}

NS_CC_END