/////////////////////////////////////////////////////////////////////////////////
//
//  Copyright (C) Statoil ASA
//  Copyright (C) Ceetron Solutions AS
//
//  ResInsight 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 3 of the License, or
//  (at your option) any later version.
//
//  ResInsight 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 at <http://www.gnu.org/licenses/gpl.html>
//  for more details.
//
/////////////////////////////////////////////////////////////////////////////////

#include "RivTernarySaturationOverlayItem.h"

#include "cvfCamera.h"
#include "cvfFont.h"
#include "cvfMatrixState.h"
#include "cvfOpenGL.h"
#include "cvfTextDrawer.h"
#include "cvfViewport.h"

#include "cafInternalLegendRenderTools.h"
#include "cvfRenderStateDepth.h"
#include "cvfRenderStatePolygonOffset.h"
#include "cvfRenderState_FF.h"

//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
RivTernarySaturationOverlayItem::RivTernarySaturationOverlayItem( cvf::Font* font )
    : TitledOverlayFrame( font, 120, 150 )
{
}

//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
RivTernarySaturationOverlayItem::~RivTernarySaturationOverlayItem()
{
    // Empty destructor to avoid errors with undefined types when cvf::ref's destructor gets called
}

//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void RivTernarySaturationOverlayItem::setAxisLabelsColor( const cvf::Color3f& color )
{
    this->setTextColor( color );
}

//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void RivTernarySaturationOverlayItem::render( cvf::OpenGLContext* oglContext,
                                              const cvf::Vec2i&   position,
                                              const cvf::Vec2ui&  size )
{
    renderGeneric( oglContext, position, size, false );
}

//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void RivTernarySaturationOverlayItem::renderSoftware( cvf::OpenGLContext* oglContext,
                                                      const cvf::Vec2i&   position,
                                                      const cvf::Vec2ui&  size )
{
    renderGeneric( oglContext, position, size, true );
}

//--------------------------------------------------------------------------------------------------
/// Set up camera/viewport and render
//--------------------------------------------------------------------------------------------------
void RivTernarySaturationOverlayItem::renderGeneric( cvf::OpenGLContext* oglContext,
                                                     const cvf::Vec2i&   position,
                                                     const cvf::Vec2ui&  size,
                                                     bool                software )
{
    if ( size.x() <= 0 || size.y() <= 0 )
    {
        return;
    }

    float border = 0.0f;

    cvf::Vec2ui sizeFrameBox = size;

    cvf::Camera camera;
    camera.setViewport( position.x(), position.y(), sizeFrameBox.x(), sizeFrameBox.y() );
    camera.setProjectionAsPixelExact2D();
    camera.setViewMatrix( cvf::Mat4d::IDENTITY );
    camera.applyOpenGL();
    camera.viewport()->applyOpenGL( oglContext, cvf::Viewport::CLEAR_DEPTH );

    if ( this->backgroundEnabled() )
    {
        if ( software )
        {
            caf::InternalLegendRenderTools::renderBackgroundImmediateMode( oglContext,
                                                                           cvf::Vec2f( sizeFrameBox ),
                                                                           this->backgroundColor(),
                                                                           this->backgroundFrameColor() );
        }
        else
        {
            const cvf::MatrixState matrixState( camera );

            caf::InternalLegendRenderTools::renderBackgroundUsingShaders( oglContext,
                                                                          matrixState,
                                                                          cvf::Vec2f( sizeFrameBox ),
                                                                          this->backgroundColor(),
                                                                          this->backgroundFrameColor() );
        }
        border = 8.0f;
    }

    cvf::TextDrawer textDrawer( this->font() );
    textDrawer.setTextColor( this->textColor() );

    float lineHeightInPixels = (float)( this->font()->textExtent( "SWAT" ).y() + 2 );

    float textPosY = static_cast<float>( size.y() - lineHeightInPixels - border );
    for ( size_t it = 0; it < this->titleStrings().size(); it++ )
    {
        cvf::Vec2f pos( border, textPosY );
        textDrawer.addText( this->titleStrings()[it], pos );

        textPosY -= lineHeightInPixels;
    }

    cvf::Vec2f pos( border, textPosY );
    textDrawer.addText( "TERNARY", pos );
    textPosY -= lineHeightInPixels;
    textPosY -= border;

    {
        cvf::uint sgasTextWidth = this->font()->textExtent( "SGAS" ).x();
        textDrawer.addText( "SGAS", cvf::Vec2f( static_cast<float>( ( size.x() / 2 ) - sgasTextWidth / 2 ), textPosY ) );

        cvf::uint sgasRangeTextWidth = this->font()->textExtent( m_sgasRange ).x();
        textPosY -= lineHeightInPixels;
        textDrawer.addText( m_sgasRange,
                            cvf::Vec2f( static_cast<float>( ( size.x() / 2 ) - sgasRangeTextWidth / 2 ), textPosY ) );
    }

    textDrawer.addText( "SWAT", cvf::Vec2f( (float)border, (float)( lineHeightInPixels + border ) ) );
    textDrawer.addText( m_swatRange, cvf::Vec2f( (float)border, (float)border ) );

    {
        cvf::uint soilTextWidth = this->font()->textExtent( "SOIL" ).x();
        textDrawer.addText( "SOIL",
                            cvf::Vec2f( static_cast<float>( size.x() - soilTextWidth - border ),
                                        lineHeightInPixels + border ) );

        cvf::uint soilRangeTextWidth = this->font()->textExtent( m_soilRange ).x();
        float     soilRangePos       = static_cast<float>( size.x() ) - soilRangeTextWidth - border;

        textDrawer.addText( m_soilRange, cvf::Vec2f( soilRangePos, (float)border ) );
    }

    textDrawer.renderSoftware( oglContext, camera );

    textPosY -= 3;
    renderAxisImmediateMode( textPosY, 2 * lineHeightInPixels + border, border, sizeFrameBox.x(), oglContext );

    CVF_CHECK_OGL( oglContext );
}

//--------------------------------------------------------------------------------------------------
/// Draw the axis using immediate mode OpenGL
//--------------------------------------------------------------------------------------------------
void RivTernarySaturationOverlayItem::renderAxisImmediateMode( float               upperBoundY,
                                                               float               lowerBoundY,
                                                               float               border,
                                                               unsigned int        totalWidth,
                                                               cvf::OpenGLContext* oglContext )
{
#ifdef CVF_OPENGL_ES
    CVF_UNUSED( layout );
    CVF_FAIL_MSG( "Not supported on OpenGL ES" );
#else

    cvf::RenderStateDepth depth( false );
    depth.applyOpenGL( oglContext );

    cvf::RenderStateLighting_FF lighting( false );
    lighting.applyOpenGL( oglContext );

    cvf::Color3ub colA( cvf::Color3::BLUE );
    cvf::Color3ub colB( cvf::Color3::GREEN );
    cvf::Color3ub colC( cvf::Color3::RED );

    // float upperBoundY = static_cast<float>(this->sizeHint().y() - 20);

    cvf::Vec3f a( float( border ), lowerBoundY, 0 );
    cvf::Vec3f b( static_cast<float>( totalWidth - border ), lowerBoundY, 0 );
    cvf::Vec3f c( static_cast<float>( totalWidth / 2 ), upperBoundY, 0 );

    // Draw filled rectangle elements
    glBegin( GL_TRIANGLE_FAN );

    glColor3ubv( colA.ptr() );
    glVertex3fv( a.ptr() );

    glColor3ubv( colB.ptr() );
    glVertex3fv( b.ptr() );

    glColor3ubv( colC.ptr() );
    glVertex3fv( c.ptr() );
    glVertex3fv( c.ptr() );
    glEnd();

    // Lines
    cvf::Color3ub linesColor( cvf::Color3::WHITE );
    glColor3ubv( linesColor.ptr() );
    glBegin( GL_LINE_LOOP );
    glVertex3fv( a.ptr() );
    glVertex3fv( b.ptr() );
    glVertex3fv( c.ptr() );
    glEnd();

    cvf::RenderStateDepth resetDepth;
    resetDepth.applyOpenGL( oglContext );

    // Reset render states
    cvf::RenderStateLighting_FF resetLighting;
    resetLighting.applyOpenGL( oglContext );

    CVF_CHECK_OGL( oglContext );
#endif // CVF_OPENGL_ES
}

//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void RivTernarySaturationOverlayItem::setRangeText( const cvf::String& soilRange,
                                                    const cvf::String& sgasRange,
                                                    const cvf::String& swatRange )
{
    m_soilRange = soilRange;
    m_sgasRange = sgasRange;
    m_swatRange = swatRange;
}

//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
cvf::Vec2ui RivTernarySaturationOverlayItem::preferredSize()
{
    return { 140, 180 }; // Could do more elaborate text width checks.
}