/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017-2021 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com

This program is free software; you can redistribute it and/or modify it under
cahe 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 program 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.

You should have received a copy of the GNU General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place, Suite 330, Boston, MA 02111-1307 USA
*/

#include "desktop.h"
#include "common/debug.h"
#include "common/option.h"
#include "common/locking.h"

#include "app.h"
#include "texture.h"
#include "shader.h"
#include "model.h"

#include <stdlib.h>
#include <string.h>

// these headers are auto generated by cmake
#include "desktop.vert.h"
#include "desktop_rgb.frag.h"

struct DesktopShader
{
  EGL_Shader * shader;
  GLint uDesktopPos;
  GLint uDesktopSize;
  GLint uRotate;
  GLint uNearest;
  GLint uNV, uNVGain;
  GLint uCBMode;
};

struct EGL_Desktop
{
  EGLDisplay * display;

  EGL_Texture          * texture;
  struct DesktopShader * shader; // the active shader
  EGL_Model            * model;

  // internals
  int               width, height;
  LG_RendererRotate rotate;

  // shader instances
  struct DesktopShader shader_generic;

  // night vision
  int nvMax;
  int nvGain;

  // colorblind mode
  int cbMode;
};

// forwards
void egl_desktop_toggle_nv(int key, void * opaque);

static bool egl_init_desktop_shader(
  struct DesktopShader * shader,
  const char * vertex_code  , size_t vertex_size,
  const char * fragment_code, size_t fragment_size
)
{
  if (!egl_shader_init(&shader->shader))
    return false;

  if (!egl_shader_compile(shader->shader,
        vertex_code  , vertex_size,
        fragment_code, fragment_size))
  {
    return false;
  }

  shader->uDesktopPos  = egl_shader_get_uniform_location(shader->shader, "position");
  shader->uDesktopSize = egl_shader_get_uniform_location(shader->shader, "size"    );
  shader->uRotate      = egl_shader_get_uniform_location(shader->shader, "rotate"  );
  shader->uNearest     = egl_shader_get_uniform_location(shader->shader, "nearest" );
  shader->uNV          = egl_shader_get_uniform_location(shader->shader, "nv"      );
  shader->uNVGain      = egl_shader_get_uniform_location(shader->shader, "nvGain"  );
  shader->uCBMode      = egl_shader_get_uniform_location(shader->shader, "cbMode"  );

  return true;
}

bool egl_desktop_init(EGL_Desktop ** desktop, EGLDisplay * display)
{
  *desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop));
  if (!*desktop)
  {
    DEBUG_ERROR("Failed to malloc EGL_Desktop");
    return false;
  }

  memset(*desktop, 0, sizeof(EGL_Desktop));
  (*desktop)->display = display;

  if (!egl_texture_init(&(*desktop)->texture, display))
  {
    DEBUG_ERROR("Failed to initialize the desktop texture");
    return false;
  }

  if (!egl_init_desktop_shader(
    &(*desktop)->shader_generic,
    b_shader_desktop_vert    , b_shader_desktop_vert_size,
    b_shader_desktop_rgb_frag, b_shader_desktop_rgb_frag_size))
  {
    DEBUG_ERROR("Failed to initialize the generic desktop shader");
    return false;
  }

  if (!egl_model_init(&(*desktop)->model))
  {
    DEBUG_ERROR("Failed to initialize the desktop model");
    return false;
  }

  egl_model_set_default((*desktop)->model);
  egl_model_set_texture((*desktop)->model, (*desktop)->texture);

  app_registerKeybind(KEY_N, egl_desktop_toggle_nv, *desktop, "Toggle night vision mode");

  (*desktop)->nvMax  = option_get_int("egl", "nvGainMax");
  (*desktop)->nvGain = option_get_int("egl", "nvGain"   );
  (*desktop)->cbMode = option_get_int("egl", "cbMode"   );

  return true;
}

void egl_desktop_toggle_nv(int key, void * opaque)
{
  EGL_Desktop * desktop = (EGL_Desktop *)opaque;
  if (desktop->nvGain++ == desktop->nvMax)
    desktop->nvGain = 0;

       if (desktop->nvGain == 0) app_alert(LG_ALERT_INFO, "NV Disabled");
  else if (desktop->nvGain == 1) app_alert(LG_ALERT_INFO, "NV Enabled");
  else app_alert(LG_ALERT_INFO, "NV Gain + %d", desktop->nvGain - 1);
}

void egl_desktop_free(EGL_Desktop ** desktop)
{
  if (!*desktop)
    return;

  egl_texture_free(&(*desktop)->texture              );
  egl_shader_free (&(*desktop)->shader_generic.shader);
  egl_model_free  (&(*desktop)->model                );

  free(*desktop);
  *desktop = NULL;
}

bool egl_desktop_setup(EGL_Desktop * desktop, const LG_RendererFormat format, bool useDMA)
{
  enum EGL_PixelFormat pixFmt;
  switch(format.type)
  {
    case FRAME_TYPE_BGRA:
      pixFmt = EGL_PF_BGRA;
      desktop->shader = &desktop->shader_generic;
      break;

    case FRAME_TYPE_RGBA:
      pixFmt = EGL_PF_RGBA;
      desktop->shader = &desktop->shader_generic;
      break;

    case FRAME_TYPE_RGBA10:
      pixFmt = EGL_PF_RGBA10;
      desktop->shader = &desktop->shader_generic;
      break;

    case FRAME_TYPE_RGBA16F:
      pixFmt = EGL_PF_RGBA16F;
      desktop->shader = &desktop->shader_generic;
      break;

    default:
      DEBUG_ERROR("Unsupported frame format");
      return false;
  }

  desktop->width  = format.width;
  desktop->height = format.height;

  if (!egl_texture_setup(
    desktop->texture,
    pixFmt,
    format.width,
    format.height,
    format.pitch,
    true, // streaming texture
    useDMA
  ))
  {
    DEBUG_ERROR("Failed to setup the desktop texture");
    return false;
  }

  return true;
}

bool egl_desktop_update(EGL_Desktop * desktop, const FrameBuffer * frame, int dmaFd)
{
  if (dmaFd >= 0)
  {
    if (!egl_texture_update_from_dma(desktop->texture, frame, dmaFd))
      return false;
  }
  else
  {
    if (!egl_texture_update_from_frame(desktop->texture, frame))
      return false;
  }

  enum EGL_TexStatus status;
  if ((status = egl_texture_process(desktop->texture)) != EGL_TEX_STATUS_OK)
  {
    if (status != EGL_TEX_STATUS_NOTREADY)
      DEBUG_ERROR("Failed to process the desktop texture");
  }

  return true;
}

bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y,
    const float scaleX, const float scaleY, const bool nearest,
    LG_RendererRotate rotate)
{
  if (!desktop->shader)
    return false;

  bool useNearest = nearest;
  if (!nearest)
  {
    switch(rotate)
    {
      case LG_ROTATE_90:
      case LG_ROTATE_270:
        if (scaleX < 1.0f || scaleY < 1.0f)
          useNearest = true;
        break;

      default:
        break;
    }
  }

  const struct DesktopShader * shader = desktop->shader;
  egl_shader_use(shader->shader);
  glUniform4f(shader->uDesktopPos , x, y, scaleX, scaleY);
  glUniform1i(shader->uRotate     , rotate);
  glUniform1i(shader->uNearest    , useNearest ? 1 : 0);
  glUniform2f(shader->uDesktopSize, desktop->width, desktop->height);

  if (desktop->nvGain)
  {
    glUniform1i(shader->uNV, 1);
    glUniform1f(shader->uNVGain, (float)desktop->nvGain);
  }
  else
    glUniform1i(shader->uNV, 0);

  glUniform1i(shader->uCBMode, desktop->cbMode);
  egl_model_render(desktop->model);
  return true;
}