#include "visual_server_viewport.h"
#include "visual_server_global.h"
#include "visual_server_canvas.h"
#include "visual_server_scene.h"
#include "globals.h"



void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {

	/* Camera should always be BEFORE any other 3D */
#if 0
	bool scenario_draw_canvas_bg=false;
	int scenario_canvas_max_layer=0;

	if (!p_viewport->hide_canvas && !p_viewport->disable_environment && scenario_owner.owns(p_viewport->scenario)) {

		Scenario *scenario=scenario_owner.get(p_viewport->scenario);
		if (scenario->environment.is_valid()) {
			if (rasterizer->is_environment(scenario->environment)) {
				scenario_draw_canvas_bg=rasterizer->environment_get_background(scenario->environment)==VS::ENV_BG_CANVAS;
				scenario_canvas_max_layer=rasterizer->environment_get_background_param(scenario->environment,VS::ENV_BG_PARAM_CANVAS_MAX_LAYER);
			}
		}
	}

	bool can_draw_3d=!p_viewport->hide_scenario && camera_owner.owns(p_viewport->camera) && scenario_owner.owns(p_viewport->scenario);


	if (scenario_draw_canvas_bg) {

		rasterizer->begin_canvas_bg();
	}

	if (!scenario_draw_canvas_bg && can_draw_3d) {

		_draw_viewport_camera(p_viewport,false);

	} else if (true /*|| !p_viewport->canvas_list.empty()*/){

		//clear the viewport black because of no camera? i seriously should..
		if (p_viewport->render_target_clear_on_new_frame || p_viewport->render_target_clear) {
			if (p_viewport->transparent_bg) {
				rasterizer->clear_viewport(Color(0,0,0,0));
			}
			else {
				Color cc=clear_color;
				if (scenario_draw_canvas_bg)
					cc.a=0;
				rasterizer->clear_viewport(cc);
			}
			p_viewport->render_target_clear=false;
		}
	}
#endif

	if (p_viewport->clear_mode!=VS::VIEWPORT_CLEAR_NEVER) {
		VSG::rasterizer->clear_render_target(clear_color);
		if (p_viewport->clear_mode==VS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
			p_viewport->clear_mode=VS::VIEWPORT_CLEAR_NEVER;
		}
	}


	if (!p_viewport->disable_3d && p_viewport->camera.is_valid()) {

		VSG::scene->render_camera(p_viewport->camera,p_viewport->scenario,p_viewport->size,p_viewport->shadow_atlas);
	}

	if (!p_viewport->hide_canvas) {
		int i=0;

		Map<Viewport::CanvasKey,Viewport::CanvasData*> canvas_map;

		Rect2 clip_rect(0,0,p_viewport->size.x,p_viewport->size.y);
		RasterizerCanvas::Light *lights=NULL;
		RasterizerCanvas::Light *lights_with_shadow=NULL;
		RasterizerCanvas::Light *lights_with_mask=NULL;
		Rect2 shadow_rect;

		int light_count=0;

		for (Map<RID,Viewport::CanvasData>::Element *E=p_viewport->canvas_map.front();E;E=E->next()) {

			Matrix32 xf = p_viewport->global_transform * E->get().transform;

			VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas*>(E->get().canvas);

			//find lights in canvas


			for(Set<RasterizerCanvas::Light*>::Element *F=canvas->lights.front();F;F=F->next()) {


				RasterizerCanvas::Light* cl=F->get();
				if (cl->enabled && cl->texture.is_valid()) {
					//not super efficient..
					Size2 tsize(VSG::storage->texture_get_width(cl->texture),VSG::storage->texture_get_height(cl->texture));
					tsize*=cl->scale;

					Vector2 offset=tsize/2.0;
					cl->rect_cache=Rect2(-offset+cl->texture_offset,tsize);
					cl->xform_cache=xf * cl->xform;


					if (clip_rect.intersects_transformed(cl->xform_cache,cl->rect_cache)) {

						cl->filter_next_ptr=lights;
						lights=cl;
						cl->texture_cache=NULL;
						Matrix32 scale;
						scale.scale(cl->rect_cache.size);
						scale.elements[2]=cl->rect_cache.pos;
						cl->light_shader_xform = (cl->xform_cache * scale).affine_inverse();
						cl->light_shader_pos=cl->xform_cache[2];
						if (cl->shadow_buffer.is_valid()) {

							cl->shadows_next_ptr=lights_with_shadow;
							if (lights_with_shadow==NULL) {
								shadow_rect = cl->xform_cache.xform(cl->rect_cache);
							} else {
								shadow_rect=shadow_rect.merge( cl->xform_cache.xform(cl->rect_cache) );
							}
							lights_with_shadow=cl;
							cl->radius_cache=cl->rect_cache.size.length();

						}
						if (cl->mode==VS::CANVAS_LIGHT_MODE_MASK) {
							cl->mask_next_ptr=lights_with_mask;
							lights_with_mask=cl;
						}

						light_count++;
					}

					VSG::canvas_render->light_internal_update(cl->light_internal,cl);

				}
			}

			//print_line("lights: "+itos(light_count));
			canvas_map[ Viewport::CanvasKey( E->key(), E->get().layer) ]=&E->get();

		}

		if (lights_with_shadow) {
			//update shadows if any

			RasterizerCanvas::LightOccluderInstance * occluders=NULL;

			//make list of occluders
			for (Map<RID,Viewport::CanvasData>::Element *E=p_viewport->canvas_map.front();E;E=E->next()) {

				VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas*>(E->get().canvas);
				Matrix32 xf = p_viewport->global_transform * E->get().transform;


				for(Set<RasterizerCanvas::LightOccluderInstance*>::Element *F=canvas->occluders.front();F;F=F->next()) {

					if (!F->get()->enabled)
						continue;
					F->get()->xform_cache = xf * F->get()->xform;
					if (shadow_rect.intersects_transformed(F->get()->xform_cache,F->get()->aabb_cache)) {

						F->get()->next=occluders;
						occluders=F->get();

					}
				}
			}
			//update the light shadowmaps with them
			RasterizerCanvas::Light *light=lights_with_shadow;
			while(light) {

				VSG::canvas_render->canvas_light_shadow_buffer_update(light->shadow_buffer,light->xform_cache.affine_inverse(),light->item_mask,light->radius_cache/1000.0,light->radius_cache*1.1,occluders,&light->shadow_matrix_cache);
				light=light->shadows_next_ptr;
			}

		//	VSG::canvas_render->reset_canvas();
		}

		VSG::rasterizer->restore_render_target();


#if 0
		if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().layer>scenario_canvas_max_layer) {

			_draw_viewport_camera(p_viewport,!can_draw_3d);
			scenario_draw_canvas_bg=false;

		}
#endif


		for (Map<Viewport::CanvasKey,Viewport::CanvasData*>::Element *E=canvas_map.front();E;E=E->next()) {

			VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas*>(E->get()->canvas);

	//		print_line("canvas "+itos(i)+" size: "+itos(I->get()->canvas->child_items.size()));
			//print_line("GT "+p_viewport->global_transform+". CT: "+E->get()->transform);
			Matrix32 xform = p_viewport->global_transform * E->get()->transform;

			RasterizerCanvas::Light *canvas_lights=NULL;

			RasterizerCanvas::Light *ptr=lights;
			while(ptr) {
				if (E->get()->layer>=ptr->layer_min && E->get()->layer<=ptr->layer_max) {
					ptr->next_ptr=canvas_lights;
					canvas_lights=ptr;
				}
				ptr=ptr->filter_next_ptr;
			}

			VSG::canvas->render_canvas( canvas,xform,canvas_lights,lights_with_mask,clip_rect );
			i++;
#if 0
			if (scenario_draw_canvas_bg && E->key().layer>=scenario_canvas_max_layer) {
				_draw_viewport_camera(p_viewport,!can_draw_3d);
				scenario_draw_canvas_bg=false;
			}
#endif


		}
#if 0
		if (scenario_draw_canvas_bg) {
			_draw_viewport_camera(p_viewport,!can_draw_3d);
			scenario_draw_canvas_bg=false;
		}
#endif

		//VSG::canvas_render->canvas_debug_viewport_shadows(lights_with_shadow);
	}



}

void VisualServerViewport::draw_viewports() {

	//sort viewports


	//draw viewports

	clear_color=GLOBAL_GET("rendering/viewport/default_clear_color");


	active_viewports.sort_custom<ViewportSort>();

	for(int i=0;i<active_viewports.size();i++) {

		Viewport *vp = active_viewports[i];

		if (vp->update_mode==VS::VIEWPORT_UPDATE_DISABLED)
			continue;

		ERR_CONTINUE( !vp->render_target.is_valid() );

		bool visible = vp->viewport_to_screen_rect!=Rect2() || vp->update_mode==VS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode==VS::VIEWPORT_UPDATE_ONCE;

		if (!visible)
			continue;

		VSG::rasterizer->set_current_render_target(vp->render_target);
		_draw_viewport(vp);

		if (vp->viewport_to_screen_rect!=Rect2()) {
			//copy to screen if set as such
			VSG::rasterizer->set_current_render_target(RID());
			VSG::rasterizer->blit_render_target_to_screen(vp->render_target,vp->viewport_to_screen_rect,vp->viewport_to_screen);
		}

		if (vp->update_mode==VS::VIEWPORT_UPDATE_ONCE) {
			vp->update_mode=VS::VIEWPORT_UPDATE_DISABLED;
		}
	}
}


RID VisualServerViewport::viewport_create() {

	Viewport * viewport = memnew( Viewport );

	RID rid = viewport_owner.make_rid(viewport);

	viewport->self=rid;
	viewport->hide_scenario=false;
	viewport->hide_canvas=false;
	viewport->render_target=VSG::storage->render_target_create();	
	viewport->shadow_atlas=VSG::scene_render->shadow_atlas_create();

	return rid;

}

void VisualServerViewport::viewport_set_size(RID p_viewport,int p_width,int p_height){

	ERR_FAIL_COND(p_width<0 && p_height<0);

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);



	viewport->size=Size2(p_width,p_height);
	VSG::storage->render_target_set_size(viewport->render_target,p_width,p_height);


}

void VisualServerViewport::viewport_set_active(RID p_viewport,bool p_active) {

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	if (p_active) {
		ERR_FAIL_COND(active_viewports.find(viewport)!=-1);//already active
		active_viewports.push_back(viewport);
	} else {
		active_viewports.erase(viewport);
	}


}

void VisualServerViewport::viewport_set_parent_viewport(RID p_viewport,RID p_parent_viewport) {

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	viewport->parent=p_parent_viewport;
}

void VisualServerViewport::viewport_set_clear_mode(RID p_viewport,VS::ViewportClearMode p_clear_mode) {

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	viewport->clear_mode=p_clear_mode;

}


void VisualServerViewport::viewport_attach_to_screen(RID p_viewport,const Rect2& p_rect,int p_screen){

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	viewport->viewport_to_screen_rect=p_rect;
	viewport->viewport_to_screen=p_screen;
}
void VisualServerViewport::viewport_detach(RID p_viewport){

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	viewport->viewport_to_screen_rect=Rect2();
	viewport->viewport_to_screen=0;

}

void VisualServerViewport::viewport_set_update_mode(RID p_viewport,VS::ViewportUpdateMode p_mode){

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	viewport->update_mode=p_mode;

}
void VisualServerViewport::viewport_set_vflip(RID p_viewport,bool p_enable){

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	VSG::storage->render_target_set_flag(viewport->render_target,RasterizerStorage::RENDER_TARGET_VFLIP,p_enable);

}

RID VisualServerViewport::viewport_get_texture(RID p_viewport) const{

	const Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND_V(!viewport,RID());

	return VSG::storage->render_target_get_texture(viewport->render_target);

}

void VisualServerViewport::viewport_set_hide_scenario(RID p_viewport,bool p_hide){

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	viewport->hide_scenario=p_hide;
}
void VisualServerViewport::viewport_set_hide_canvas(RID p_viewport,bool p_hide){

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	viewport->hide_canvas=p_hide;
}
void VisualServerViewport::viewport_set_disable_environment(RID p_viewport,bool p_disable){

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);


	viewport->disable_environment=p_disable;
}

void VisualServerViewport::viewport_set_disable_3d(RID p_viewport,bool p_disable){

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);


	viewport->disable_3d=p_disable;
	VSG::storage->render_target_set_flag(viewport->render_target,RasterizerStorage::RENDER_TARGET_NO_3D,p_disable);
}

void VisualServerViewport::viewport_attach_camera(RID p_viewport,RID p_camera){

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	viewport->camera=p_camera;
}
void VisualServerViewport::viewport_set_scenario(RID p_viewport,RID p_scenario){

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	viewport->scenario=p_scenario;
}
void VisualServerViewport::viewport_attach_canvas(RID p_viewport,RID p_canvas){

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
	VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas);
	ERR_FAIL_COND(!canvas);

	canvas->viewports.insert(p_viewport);
	viewport->canvas_map[p_canvas]=Viewport::CanvasData();
	viewport->canvas_map[p_canvas].layer=0;
	viewport->canvas_map[p_canvas].canvas=canvas;

}

void VisualServerViewport::viewport_remove_canvas(RID p_viewport,RID p_canvas){

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas);
	ERR_FAIL_COND(!canvas);

	viewport->canvas_map.erase(p_canvas);
	canvas->viewports.erase(p_viewport);

}
void VisualServerViewport::viewport_set_canvas_transform(RID p_viewport,RID p_canvas,const Matrix32& p_offset){

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
	viewport->canvas_map[p_canvas].transform=p_offset;

}
void VisualServerViewport::viewport_set_transparent_background(RID p_viewport,bool p_enabled){

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	VSG::storage->render_target_set_flag(viewport->render_target,RasterizerStorage::RENDER_TARGET_TRANSPARENT,p_enabled);

}

void VisualServerViewport::viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform){

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	viewport->global_transform=p_transform;

}
void VisualServerViewport::viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer){

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
	viewport->canvas_map[p_canvas].layer=p_layer;

}

void VisualServerViewport::viewport_set_shadow_atlas_size(RID p_viewport,int p_size) {

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	viewport->shadow_atlas_size=p_size;

	VSG::scene_render->shadow_atlas_set_size( viewport->shadow_atlas, viewport->shadow_atlas_size);

}

void VisualServerViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport,int p_quadrant,int p_subdiv) {

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	VSG::scene_render->shadow_atlas_set_quadrant_subdivision( viewport->shadow_atlas, p_quadrant, p_subdiv);

}

void VisualServerViewport::viewport_set_msaa(RID p_viewport,VS::ViewportMSAA p_msaa) {

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	VSG::storage->render_target_set_msaa(viewport->render_target,p_msaa);
}

void VisualServerViewport::viewport_set_hdr(RID p_viewport,bool p_enabled) {

	Viewport * viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	VSG::storage->render_target_set_flag(viewport->render_target,RasterizerStorage::RENDER_TARGET_HDR,p_enabled);

}

bool VisualServerViewport::free(RID p_rid) {

	if (viewport_owner.owns(p_rid)) {

		Viewport * viewport = viewport_owner.getornull(p_rid);


		VSG::storage->free( viewport->render_target );
		VSG::scene_render->free( viewport->shadow_atlas );

		while(viewport->canvas_map.front()) {
			viewport_remove_canvas(p_rid,viewport->canvas_map.front()->key());
		}

		viewport_set_scenario(p_rid,RID());
		active_viewports.erase(viewport);

		viewport_owner.free(p_rid);
		memdelete(viewport);


		return true;
	}

	return false;

}

VisualServerViewport::VisualServerViewport()
{

}
