/***********************************************************************
    filename:   CEGUIDirect3D10GeometryBuffer.cpp
    created:    Sat Mar 7 2009
    author:     Paul D Turner (parts based on code by Rajko Stojadinovic)
*************************************************************************/
/***************************************************************************
 *   Copyright (C) 2004 - 2009 Paul D Turner & The CEGUI Development Team
 *
 *   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 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.
 ***************************************************************************/
#define NOMINMAX
#include "CEGUIDirect3D10GeometryBuffer.h"
#include "CEGUIDirect3D10Texture.h"
#include "CEGUIRenderEffect.h"
#include "CEGUIVertex.h"
#include "CEGUIExceptions.h"

// Start of CEGUI namespace section
namespace CEGUI
{
//----------------------------------------------------------------------------//
Direct3D10GeometryBuffer::Direct3D10GeometryBuffer(Direct3D10Renderer& owner) :
    d_owner(owner),
    d_device(d_owner.getDirect3DDevice()),
    d_activeTexture(0),
    d_vertexBuffer(0),
    d_bufferSize(0),
    d_bufferSynched(false),
    d_translation(0, 0, 0),
    d_rotation(0, 0, 0),
    d_pivot(0, 0, 0),
    d_effect(0),
    d_matrixValid(false)
{
}

//----------------------------------------------------------------------------//
Direct3D10GeometryBuffer::~Direct3D10GeometryBuffer()
{
    cleanupVertexBuffer();
}

//----------------------------------------------------------------------------//
void Direct3D10GeometryBuffer::draw() const
{
    // setup clip region
    D3D10_RECT clip;
    clip.left   = static_cast<LONG>(d_clipRect.d_left);
    clip.top    = static_cast<LONG>(d_clipRect.d_top);
    clip.right  = static_cast<LONG>(d_clipRect.d_right);
    clip.bottom = static_cast<LONG>(d_clipRect.d_bottom);
    d_device.RSSetScissorRects(1, &clip);

    if (!d_bufferSynched)
        syncHardwareBuffer();

    // apply the transformations we need to use.
    if (!d_matrixValid)
        updateMatrix();

    d_owner.setWorldMatrix(d_matrix);

    // set our buffer as the vertex source.
    const UINT stride = sizeof(D3DVertex);
    const UINT offset = 0;
    d_device.IASetVertexBuffers(0, 1, &d_vertexBuffer, &stride, &offset);

    const int pass_count = d_effect ? d_effect->getPassCount() : 1;
    for (int pass = 0; pass < pass_count; ++pass)
    {
        // set up RenderEffect
        if (d_effect)
            d_effect->performPreRenderFunctions(pass);

        // draw the batches
        size_t pos = 0;
        BatchList::const_iterator i = d_batches.begin();
        for ( ; i != d_batches.end(); ++i)
        {
            // Set Texture
            d_owner.setCurrentTextureShaderResource(
                    const_cast<ID3D10ShaderResourceView*>((*i).first));
            // Draw this batch
            d_owner.bindTechniquePass();
            d_device.Draw((*i).second, pos);
            pos += (*i).second;
        }
    }

    // clean up RenderEffect
    if (d_effect)
        d_effect->performPostRenderFunctions();
}

//----------------------------------------------------------------------------//
void Direct3D10GeometryBuffer::setTranslation(const Vector3& v)
{
    d_translation = v;
    d_matrixValid = false;
}

//----------------------------------------------------------------------------//
void Direct3D10GeometryBuffer::setRotation(const Vector3& r)
{
    d_rotation = r;
    d_matrixValid = false;
}

//----------------------------------------------------------------------------//
void Direct3D10GeometryBuffer::setPivot(const Vector3& p)
{
    d_pivot = p;
    d_matrixValid = false;
}

//----------------------------------------------------------------------------//
void Direct3D10GeometryBuffer::setClippingRegion(const Rect& region)
{
    d_clipRect = region;
}

//----------------------------------------------------------------------------//
void Direct3D10GeometryBuffer::appendVertex(const Vertex& vertex)
{
    appendGeometry(&vertex, 1);
}

//----------------------------------------------------------------------------//
void Direct3D10GeometryBuffer::appendGeometry(const Vertex* const vbuff,
                                              uint vertex_count)
{
    const ID3D10ShaderResourceView* srv =
        d_activeTexture ? d_activeTexture->getDirect3DShaderResourceView() : 0;

    // create a new batch if there are no batches yet, or if the active texture
    // differs from that used by the current batch.
    if (d_batches.empty() || (srv != d_batches.back().first))
        d_batches.push_back(BatchInfo(srv, 0));

    // update size of current batch
    d_batches.back().second += vertex_count;

    // buffer these vertices
    D3DVertex vd;
    const Vertex* vs = vbuff;
    for (uint i = 0; i < vertex_count; ++i, ++vs)
    {
        // copy vertex info the buffer, converting from CEGUI::Vertex to
        // something directly usable by D3D as needed.
        vd.x       = vs->position.d_x;
        vd.y       = vs->position.d_y;
        vd.z       = vs->position.d_z;
        vd.diffuse = vs->colour_val.getARGB();
        vd.tu      = vs->tex_coords.d_x;
        vd.tv      = vs->tex_coords.d_y;
        d_vertices.push_back(vd);
    }

    d_bufferSynched = false;
}

//----------------------------------------------------------------------------//
void Direct3D10GeometryBuffer::setActiveTexture(Texture* texture)
{
    d_activeTexture = static_cast<Direct3D10Texture*>(texture);
}

//----------------------------------------------------------------------------//
void Direct3D10GeometryBuffer::reset()
{
    d_batches.clear();
    d_vertices.clear();
    d_activeTexture = 0;
}

//----------------------------------------------------------------------------//
Texture* Direct3D10GeometryBuffer::getActiveTexture() const
{
    return d_activeTexture;
}

//----------------------------------------------------------------------------//
uint Direct3D10GeometryBuffer::getVertexCount() const
{
    return d_vertices.size();
}

//----------------------------------------------------------------------------//
uint Direct3D10GeometryBuffer::getBatchCount() const
{
    return d_batches.size();
}

//----------------------------------------------------------------------------//
void Direct3D10GeometryBuffer::setRenderEffect(RenderEffect* effect)
{
    d_effect = effect;
}

//----------------------------------------------------------------------------//
RenderEffect* Direct3D10GeometryBuffer::getRenderEffect()
{
    return d_effect;
}

//----------------------------------------------------------------------------//
void Direct3D10GeometryBuffer::updateMatrix() const
{
    const D3DXVECTOR3 p(d_pivot.d_x, d_pivot.d_y, d_pivot.d_z);
    const D3DXVECTOR3 t(d_translation.d_x,
                        d_translation.d_y,
                        d_translation.d_z);

    D3DXQUATERNION r;
    D3DXQuaternionRotationYawPitchRoll(&r,
        D3DXToRadian(d_rotation.d_y),
        D3DXToRadian(d_rotation.d_x),
        D3DXToRadian(d_rotation.d_z));

    D3DXMatrixTransformation(&d_matrix, 0, 0, 0, &p, &r, &t);

    d_matrixValid = true;
}

//----------------------------------------------------------------------------//
const D3DXMATRIX* Direct3D10GeometryBuffer::getMatrix() const
{
    if (!d_matrixValid)
        updateMatrix();

    return &d_matrix;
}

//----------------------------------------------------------------------------//
void Direct3D10GeometryBuffer::syncHardwareBuffer() const
{
    const size_t vertex_count = d_vertices.size();

    if (vertex_count > d_bufferSize)
    {
        cleanupVertexBuffer();
        allocateVertexBuffer(vertex_count);
    }

    if (vertex_count > 0)
    {
        void* buff;
        if (FAILED(d_vertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &buff)))
            throw RendererException(
                "Direct3D10GeometryBuffer::syncHardwareBuffer: "
                "failed to map buffer.");

        std::memcpy(buff, &d_vertices[0], sizeof(D3DVertex) * vertex_count);
        d_vertexBuffer->Unmap();
    }

    d_bufferSynched = true;
}

//----------------------------------------------------------------------------//
void Direct3D10GeometryBuffer::allocateVertexBuffer(const size_t count) const
{
    D3D10_BUFFER_DESC buffer_desc;
    buffer_desc.Usage          = D3D10_USAGE_DYNAMIC;
    buffer_desc.ByteWidth      = count * sizeof(D3DVertex);
    buffer_desc.BindFlags      = D3D10_BIND_VERTEX_BUFFER;
    buffer_desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
    buffer_desc.MiscFlags      = 0;

    if (FAILED(d_device.CreateBuffer(&buffer_desc, 0, &d_vertexBuffer)))
        throw RendererException("Direct3D10GeometryBuffer::allocateVertexBuffer:"
                                " failed to allocate vertex buffer.");

    d_bufferSize = count;
}

//----------------------------------------------------------------------------//
void Direct3D10GeometryBuffer::cleanupVertexBuffer() const
{
    if (d_vertexBuffer)
    {
        d_vertexBuffer->Release();
        d_vertexBuffer = 0;
        d_bufferSize = 0;
    }
}

//----------------------------------------------------------------------------//

} // End of  CEGUI namespace section
