// Ogre 2d: a small wrapper for 2d Graphics Programming in Ogre.
/*
   Wrapper for 2d Graphics in the Ogre 3d engine.

   Coded by H. Hernán Moraldo from Moraldo Games
   www.hernan.moraldo.com.ar/pmenglish/field.php

   Thanks for the Cegui team as their rendering code in Ogre gave me
   fundamental insight on the management of hardware buffers in Ogre.

   --------------------

   Copyright (c) 2006 Horacio Hernan Moraldo

   This software is provided 'as-is', without any express or
   implied warranty. In no event will the authors be held liable
   for any damages arising from the use of this software.

   Permission is granted to anyone to use this software for any
   purpose, including commercial applications, and to alter it and
   redistribute it freely, subject to the following restrictions:

   1. The origin of this software must not be misrepresented; you
   must not claim that you wrote the original software. If you use
   this software in a product, an acknowledgment in the product
   documentation would be appreciated but is not required.

   2. Altered source versions must be plainly marked as such, and
   must not be misrepresented as being the original software.

   3. This notice may not be removed or altered from any source
   distribution.

*/
#include "stdafx.h"
#include "ogre2d.h"
#include <Ogre.h>
#include <OgreMesh.h>
#include <OgreHardwareBuffer.h>


#define OGRE2D_MINIMAL_HARDWARE_BUFFER_SIZE 120

std::vector<Ogre2dSprite> sprites;


Ogre2dManager::Ogre2dManager()
{
}

Ogre2dManager::~Ogre2dManager()
{
}

void Ogre2dManager::init(Ogre::SceneManager* sceneMan, Ogre::uint8 targetQueue, bool afterQueue)
{
   Ogre2dManager::sceneMan=sceneMan;
   Ogre2dManager::afterQueue=afterQueue;
   Ogre2dManager::targetQueue=targetQueue;

   hardwareBuffer.setNull();

   sceneMan->addRenderQueueListener(this);
}

void Ogre2dManager::end()
{
   if (!hardwareBuffer.isNull())
      destroyHardwareBuffer();

   sceneMan->removeRenderQueueListener(this);
}

void Ogre2dManager::renderQueueStarted(
   Ogre::uint8 queueGroupId, const Ogre::String &invocation, bool &skipThisInvocation)
{
   if (!afterQueue && queueGroupId==targetQueue)
      renderBuffer();
}

void Ogre2dManager::renderQueueEnded(
   Ogre::uint8 queueGroupId, const Ogre::String &invocation, bool &repeatThisInvocation)
{
   if (invocation == "SHADOWS")
      return;

   if (afterQueue && queueGroupId==targetQueue)
      renderBuffer();
}


void Ogre2dManager::renderBuffer()
{
   Ogre::RenderSystem* rs=Ogre::Root::getSingleton().getRenderSystem();
   std::vector<Ogre2dSprite>::iterator currSpr, endSpr;

   VertexChunk thisChunk;
   std::list<VertexChunk> chunks;

   unsigned int newSize;

   newSize=sprites.size()*6;
   if (newSize<OGRE2D_MINIMAL_HARDWARE_BUFFER_SIZE)
      newSize=OGRE2D_MINIMAL_HARDWARE_BUFFER_SIZE;

   // grow hardware buffer if needed
   if (hardwareBuffer.isNull() || hardwareBuffer->getNumVertices()<newSize)
   {
      if (!hardwareBuffer.isNull())
         destroyHardwareBuffer();

      createHardwareBuffer(newSize);
   }

   if (sprites.empty()) return;

   // write quads to the hardware buffer, and remember chunks
   float* buffer;
   float z=-1;

   buffer=(float*)hardwareBuffer->lock(Ogre::HardwareBuffer::HBL_DISCARD);

   endSpr=sprites.end();
   currSpr=sprites.begin();
   thisChunk.texHandle=currSpr->texHandle;
   thisChunk.vertexCount=0;
   while (currSpr!=endSpr)
   {
      // 1st point (left bottom)
      *buffer=currSpr->x1; buffer++;
      *buffer=currSpr->y2; buffer++;
      *buffer=z; buffer++;
      *buffer=currSpr->tx1; buffer++;
      *buffer=currSpr->ty2; buffer++;
      // 2st point (right top)
      *buffer=currSpr->x2; buffer++;
      *buffer=currSpr->y1; buffer++;
      *buffer=z; buffer++;
      *buffer=currSpr->tx2; buffer++;
      *buffer=currSpr->ty1; buffer++;
      // 3rd point (left top)
      *buffer=currSpr->x1; buffer++;
      *buffer=currSpr->y1; buffer++;
      *buffer=z; buffer++;
      *buffer=currSpr->tx1; buffer++;
      *buffer=currSpr->ty1; buffer++;

      // 4th point (left bottom)
      *buffer=currSpr->x1; buffer++;
      *buffer=currSpr->y2; buffer++;
      *buffer=z; buffer++;
      *buffer=currSpr->tx1; buffer++;
      *buffer=currSpr->ty2; buffer++;
      // 5th point (right bottom)
      *buffer=currSpr->x2; buffer++;
      *buffer=currSpr->y1; buffer++;
      *buffer=z; buffer++;
      *buffer=currSpr->tx2; buffer++;
      *buffer=currSpr->ty1; buffer++;
      // 6th point (right top)
      *buffer=currSpr->x2; buffer++;
      *buffer=currSpr->y2; buffer++;
      *buffer=z; buffer++;
      *buffer=currSpr->tx2; buffer++;
      *buffer=currSpr->ty2; buffer++;

      // remember this chunk
      thisChunk.vertexCount+=6;
      currSpr++;
      if (currSpr==endSpr || thisChunk.texHandle!=currSpr->texHandle)
      {
         chunks.push_back(thisChunk);
         if (currSpr!=endSpr)
         {
            thisChunk.texHandle=currSpr->texHandle;
            thisChunk.vertexCount=0;
         }
      }
   }

   hardwareBuffer->unlock();



   // set up...
   prepareForRender();


   // do the real render!
   Ogre::TexturePtr tp;
   std::list<VertexChunk>::iterator currChunk, endChunk;

   endChunk=chunks.end();
   renderOp.vertexData->vertexStart=0;
   for (currChunk=chunks.begin(); currChunk!=endChunk; currChunk++)
   {
      renderOp.vertexData->vertexCount=currChunk->vertexCount;
      tp=Ogre::TextureManager::getSingleton().getByHandle(currChunk->texHandle);
      rs->_setTexture(0, true, tp->getName());
      rs->_render(renderOp);
      renderOp.vertexData->vertexStart+=currChunk->vertexCount;
   }

   // sprites go home!
   sprites.clear();
}

void Ogre2dManager::prepareForRender()
{

   Ogre::LayerBlendModeEx colorBlendMode;
   Ogre::LayerBlendModeEx alphaBlendMode;
   Ogre::TextureUnitState::UVWAddressingMode uvwAddressMode;

   Ogre::RenderSystem* rs=Ogre::Root::getSingleton().getRenderSystem();

   colorBlendMode.blendType=Ogre::LBT_COLOUR;
   colorBlendMode.source1=Ogre::LBS_TEXTURE;
   colorBlendMode.operation=Ogre::LBX_SOURCE1;

   alphaBlendMode.blendType=Ogre::LBT_ALPHA;
   alphaBlendMode.source1=Ogre::LBS_TEXTURE;
   alphaBlendMode.operation=Ogre::LBX_SOURCE1;

   uvwAddressMode.u=Ogre::TextureUnitState::TAM_CLAMP;
   uvwAddressMode.v=Ogre::TextureUnitState::TAM_CLAMP;
   uvwAddressMode.w=Ogre::TextureUnitState::TAM_CLAMP;

   rs->_setWorldMatrix(Ogre::Matrix4::IDENTITY);
   rs->_setViewMatrix(Ogre::Matrix4::IDENTITY);
   rs->_setProjectionMatrix(Ogre::Matrix4::IDENTITY);
   rs->_setTextureMatrix(0, Ogre::Matrix4::IDENTITY);
   rs->_setTextureCoordSet(0, 0);
   rs->_setTextureCoordCalculation(0, Ogre::TEXCALC_NONE);
   rs->_setTextureUnitFiltering(0, Ogre::FO_LINEAR, Ogre::FO_LINEAR, Ogre::FO_POINT);
   rs->_setTextureBlendMode(0, colorBlendMode);
   rs->_setTextureBlendMode(0, alphaBlendMode);
   rs->_setTextureAddressingMode(0, uvwAddressMode);
   rs->_disableTextureUnitsFrom(1);
   rs->setLightingEnabled(false);
   rs->_setFog(Ogre::FOG_NONE);
   rs->_setCullingMode(Ogre::CULL_NONE);
   rs->_setDepthBufferParams(false, false);
   rs->_setColourBufferWriteEnabled(true, true, true, false);
   rs->setShadingType(Ogre::SO_GOURAUD);
   rs->_setPolygonMode(Ogre::PM_SOLID);
   rs->unbindGpuProgram(Ogre::GPT_FRAGMENT_PROGRAM);
   rs->unbindGpuProgram(Ogre::GPT_VERTEX_PROGRAM);
   rs->_setSceneBlending(Ogre::SBF_SOURCE_ALPHA, Ogre::SBF_ONE_MINUS_SOURCE_ALPHA);
   rs->_setAlphaRejectSettings(Ogre::CMPF_ALWAYS_PASS, 0, false);

}


void Ogre2dManager::createHardwareBuffer(unsigned int size)
{
   Ogre::VertexDeclaration* vd;

   renderOp.vertexData=new Ogre::VertexData;
   renderOp.vertexData->vertexStart=0;

   vd=renderOp.vertexData->vertexDeclaration;
   vd->addElement(0, 0, Ogre::VET_FLOAT3, Ogre::VES_POSITION);
   vd->addElement(0, Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3),
      Ogre::VET_FLOAT2, Ogre::VES_TEXTURE_COORDINATES);

   hardwareBuffer=Ogre::HardwareBufferManager::getSingleton().createVertexBuffer(
      vd->getVertexSize(0),
      size,// buffer size
      Ogre::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE,
      false);// use shadow buffer? no

   renderOp.vertexData->vertexBufferBinding->setBinding(0, hardwareBuffer);

   renderOp.operationType=Ogre::RenderOperation::OT_TRIANGLE_LIST;
   renderOp.useIndexes=false;


}

void Ogre2dManager::destroyHardwareBuffer()
{
   delete renderOp.vertexData;
   renderOp.vertexData=0;
   hardwareBuffer.setNull();
}

void Ogre2dManager::spriteBltFull(
   std::string textureName,
   double x1, double y1, double x2, double y2,
   double tx1, double ty1, double tx2, double ty2)
{
   Ogre::TexturePtr tp;
   Ogre2dSprite spr;

   spr.x1=x1;
   spr.y1=y1;
   spr.x2=x2;
   spr.y2=y2;

   spr.tx1=tx1;
   spr.ty1=ty1;
   spr.tx2=tx2;
   spr.ty2=ty2;

   tp=Ogre::TextureManager::getSingleton().getByName(textureName);
   spr.texHandle=tp->getHandle();

   sprites.push_back(spr);
} 
