/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* vim: set ts=8 sts=4 et sw=4 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */

#include "DecomposeIntoNoRepeatTriangles.h"
#include "gfxMatrix.h"

namespace mozilla {
namespace gl {

void
RectTriangles::AppendRectToCoordArray(InfallibleTArray<coord>& array,
                                      GLfloat x0, GLfloat y0,
                                      GLfloat x1, GLfloat y1)
{
    coord* v = array.AppendElements(6);

    v[0].x = x0; v[0].y = y0;
    v[1].x = x1; v[1].y = y0;
    v[2].x = x0; v[2].y = y1;
    v[3].x = x0; v[3].y = y1;
    v[4].x = x1; v[4].y = y0;
    v[5].x = x1; v[5].y = y1;
}

void
RectTriangles::addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
                       GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1,
                       bool flip_y /* = false */)
{
    if (flip_y) {
        std::swap(ty0, ty1);
    }
    AppendRectToCoordArray(mVertexCoords, x0, y0, x1, y1);
    AppendRectToCoordArray(mTexCoords, tx0, ty0, tx1, ty1);
}

bool
RectTriangles::isSimpleQuad(gfx3DMatrix& aOutTextureTransform) const
{
    if (mVertexCoords.Length() == 6 &&
        mVertexCoords[0].x == 0.0f &&
        mVertexCoords[0].y == 0.0f &&
        mVertexCoords[5].x == 1.0f &&
        mVertexCoords[5].y == 1.0f)
    {
        GLfloat tx0 = mTexCoords[0].x;
        GLfloat ty0 = mTexCoords[0].y;
        GLfloat tx1 = mTexCoords[5].x;
        GLfloat ty1 = mTexCoords[5].y;
        aOutTextureTransform = gfx3DMatrix::From2D(gfxMatrix(tx1 - tx0, 0, 0, ty1 - ty0, tx0, ty0));
        return true;
    }
    return false;
}

static GLfloat
WrapTexCoord(GLfloat v)
{
    // fmodf gives negative results for negative numbers;
    // that is, fmodf(0.75, 1.0) == 0.75, but
    // fmodf(-0.75, 1.0) == -0.75.  For the negative case,
    // the result we need is 0.25, so we add 1.0f.
    if (v < 0.0f) {
        return 1.0f + fmodf(v, 1.0f);
    }

    return fmodf(v, 1.0f);
}

void
DecomposeIntoNoRepeatTriangles(const nsIntRect& aTexCoordRect,
                               const nsIntSize& aTexSize,
                               RectTriangles& aRects,
                               bool aFlipY /* = false */)
{
    // normalize this
    nsIntRect tcr(aTexCoordRect);
    while (tcr.x >= aTexSize.width)
        tcr.x -= aTexSize.width;
    while (tcr.y >= aTexSize.height)
        tcr.y -= aTexSize.height;

    // Compute top left and bottom right tex coordinates
    GLfloat tl[2] =
        { GLfloat(tcr.x) / GLfloat(aTexSize.width),
          GLfloat(tcr.y) / GLfloat(aTexSize.height) };
    GLfloat br[2] =
        { GLfloat(tcr.XMost()) / GLfloat(aTexSize.width),
          GLfloat(tcr.YMost()) / GLfloat(aTexSize.height) };

    // then check if we wrap in either the x or y axis; if we do,
    // then also use fmod to figure out the "true" non-wrapping
    // texture coordinates.

    bool xwrap = false, ywrap = false;
    if (tcr.x < 0 || tcr.x > aTexSize.width ||
        tcr.XMost() < 0 || tcr.XMost() > aTexSize.width)
    {
        xwrap = true;
        tl[0] = WrapTexCoord(tl[0]);
        br[0] = WrapTexCoord(br[0]);
    }

    if (tcr.y < 0 || tcr.y > aTexSize.height ||
        tcr.YMost() < 0 || tcr.YMost() > aTexSize.height)
    {
        ywrap = true;
        tl[1] = WrapTexCoord(tl[1]);
        br[1] = WrapTexCoord(br[1]);
    }

    NS_ASSERTION(tl[0] >= 0.0f && tl[0] <= 1.0f &&
                 tl[1] >= 0.0f && tl[1] <= 1.0f &&
                 br[0] >= 0.0f && br[0] <= 1.0f &&
                 br[1] >= 0.0f && br[1] <= 1.0f,
                 "Somehow generated invalid texture coordinates");

    // If xwrap is false, the texture will be sampled from tl[0]
    // .. br[0].  If xwrap is true, then it will be split into tl[0]
    // .. 1.0, and 0.0 .. br[0].  Same for the Y axis.  The
    // destination rectangle is also split appropriately, according
    // to the calculated xmid/ymid values.

    // There isn't a 1:1 mapping between tex coords and destination coords;
    // when computing midpoints, we have to take that into account.  We
    // need to map the texture coords, which are (in the wrap case):
    // |tl->1| and |0->br| to the |0->1| range of the vertex coords.  So
    // we have the length (1-tl)+(br) that needs to map into 0->1.
    // These are only valid if there is wrap involved, they won't be used
    // otherwise.
    GLfloat xlen = (1.0f - tl[0]) + br[0];
    GLfloat ylen = (1.0f - tl[1]) + br[1];

    NS_ASSERTION(!xwrap || xlen > 0.0f, "xlen isn't > 0, what's going on?");
    NS_ASSERTION(!ywrap || ylen > 0.0f, "ylen isn't > 0, what's going on?");
    NS_ASSERTION(aTexCoordRect.width <= aTexSize.width &&
                 aTexCoordRect.height <= aTexSize.height, "tex coord rect would cause tiling!");

    if (!xwrap && !ywrap) {
        aRects.addRect(0.0f, 0.0f,
                       1.0f, 1.0f,
                       tl[0], tl[1],
                       br[0], br[1],
                       aFlipY);
    } else if (!xwrap && ywrap) {
        GLfloat ymid = (1.0f - tl[1]) / ylen;
        aRects.addRect(0.0f, 0.0f,
                       1.0f, ymid,
                       tl[0], tl[1],
                       br[0], 1.0f,
                       aFlipY);
        aRects.addRect(0.0f, ymid,
                       1.0f, 1.0f,
                       tl[0], 0.0f,
                       br[0], br[1],
                       aFlipY);
    } else if (xwrap && !ywrap) {
        GLfloat xmid = (1.0f - tl[0]) / xlen;
        aRects.addRect(0.0f, 0.0f,
                       xmid, 1.0f,
                       tl[0], tl[1],
                       1.0f, br[1],
                       aFlipY);
        aRects.addRect(xmid, 0.0f,
                       1.0f, 1.0f,
                       0.0f, tl[1],
                       br[0], br[1],
                       aFlipY);
    } else {
        GLfloat xmid = (1.0f - tl[0]) / xlen;
        GLfloat ymid = (1.0f - tl[1]) / ylen;
        aRects.addRect(0.0f, 0.0f,
                       xmid, ymid,
                       tl[0], tl[1],
                       1.0f, 1.0f,
                       aFlipY);
        aRects.addRect(xmid, 0.0f,
                       1.0f, ymid,
                       0.0f, tl[1],
                       br[0], 1.0f,
                       aFlipY);
        aRects.addRect(0.0f, ymid,
                       xmid, 1.0f,
                       tl[0], 0.0f,
                       1.0f, br[1],
                       aFlipY);
        aRects.addRect(xmid, ymid,
                       1.0f, 1.0f,
                       0.0f, 0.0f,
                       br[0], br[1],
                       aFlipY);
    }
}

}
}
