/**
 * This package provides classes to facilitate the handling of opengl textures, glsl shaders and 
 * off-screen rendering in Processing.
 * @author Andres Colubri
 * @version 0.8.9.4
 *
 * Copyright (c) 2008 Andres Colubri
 *
 * This source is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 * 
 * This code is distributed in the hope that it will be useful, but
 * WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * General Public License for more details.
 * 
 * A copy of the GNU General Public License is available on the World
 * Wide Web at <http://www.gnu.org/copyleft/gpl.html>. You can also
 * obtain it by writing to the Free Software Foundation,
 * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
 */

package codeanticode.glgraphics;

import processing.xml.*;

import javax.media.opengl.*;

/**
  * @invisible
  * This class defines a 2D grid to map and distort textures. The vertices are pushed in direct
  * mode, this is, using the glVertex2f function.
  */
public class GLTextureGridDirect extends GLTextureGrid
{
    public GLTextureGridDirect(GL gl)
    {
	super(gl);
        initGrid();
    }
    
    public GLTextureGridDirect(GL gl, XMLElement xml)
    {
        super(gl);
        initGrid(xml);
    }

    public void render(int sW, int sH, int dW, int dH, int l)
    {
        GLTexturedPoint p0, p1;
        p0 = new GLTexturedPoint();
        p1 = new GLTexturedPoint();

        for (int j = 0; j < resY - 1; j++)
        {
            gl.glBegin(GL.GL_QUAD_STRIP);
            for (int i = 0; i < resX; i++)
            {
                getPoint(0, i, j, p0);
                getPoint(0, i, j + 1, p1);

                p0.scaleCoords(dW, dH);
                p1.scaleCoords(dW, dH);

                setTexCoord(i, j, l);
                gl.glVertex2f(p0.x, p0.y);

                setTexCoord(i, j + 1, l);
                gl.glVertex2f(p1.x, p1.y);
	        }
            gl.glEnd();
        }
    }

    private void getPoint(int layer, int i, int j, GLTexturedPoint tp)
    {
        if (layer < numLayers)
        {
            tp.s[0] = gridDX[layer];
            tp.t[0] = gridDY[layer];
        }
        else
        {
            // If there are not layers defined below the 0th, then the texture coordinates
            // are set identical to the grid coordinates.
            tp.s[0] = gridDX[0];
            tp.t[0] = gridDY[0];
        }
        tp.x = i * tp.s[0];
        tp.y = j * tp.t[0];
    }

    protected void setTexCoord(int i, int j, int l)
    {
        GLTexturedPoint p = new GLTexturedPoint();
        for (int k = 1; k <= l; k++)
        {
            getPoint(k, i, j, p);
            gl.glMultiTexCoord2f(GL.GL_TEXTURE0 + k - 1, p.x, p.y);
        }
    }

    // Creates a 1x1 grid (just 2 points on each direction).
    protected void initGrid()
    {
        numLayers = 1;
        gridDX = new float[numLayers];
        gridDY = new float[numLayers];
        
        resX = resY = 2;
        
        gridDX[0] = 1.0f / (resX - 1); // i.e.: 1.0
        gridDY[0] = 1.0f / (resY - 1); // i.e.: 1.0
    }

    /** 
     * The format of the grid parameters is the following:
     *   <grid>
     *       <resolution nx=10 ny=10></resolution>
     *       <spacing dx=0.1 dy=0.1></spacing>
     *       <spacing dx=0.2 dy=0.2></spacing>
     *       ....
     *       <spacing dx=dxn dy=dyn></spacing>
     *   </grid>
     *   there nx and ny are the number of grid quads along x and y, and dxi, dyi
     *   are the grid spacings on each layer (the layer 0 represents the grid itself,
     *   the rest of the layers represent the texture coordinates).
     */
    protected void initGrid(XMLElement xml)
    {
        int n = xml.getChildCount();

        // if there is only one parameter line, it should contain the 
        // grid dimensions. The 0th layer is default to the grid spacing
        // corresponding to 1/(number of grid quads)
        if (n == 1)
        {
            numLayers = 1;
        }
        else 
        {
            numLayers = n - 1;
        }

        // The number of layers should be less or equal than the maximum number of textures supported by the video card.
        gridDX = new float[numLayers];
        gridDY = new float[numLayers];
        
        XMLElement child;
        String name;
        int texLayer = 0;
        for (int i = 0; i < n; i++)
        {         
            child = xml.getChild(i);
            name = child.getName();
            if (name.equals("resolution"))
            {
                resX = child.getIntAttribute("nx");
                resY = child.getIntAttribute("ny");
            }
            else if (name.equals("spacing"))
            {
                gridDX[texLayer] = child.getFloatAttribute("dx");
                gridDY[texLayer] = child.getFloatAttribute("dy");
                texLayer++;
            }
        }
        
        if (n == 1)
        {
            // No texture coordinates where specified in the xml config.
            // Using this default spacing:
            gridDX[0] = 1.0f / (resX - 1);
            gridDY[0] = 1.0f / (resY - 1);          
        }
    }

    protected int resX, resY; // Number of points in the grid, along each direction.
    protected int numLayers;  // Number of layers. Layer 0 stores the actual grid, the other layers store the texture coordinates.
    protected float[] gridDX;
    protected float[] gridDY;
}
