/* StarField.cpp
Copyright (c) 2014 by Michael Zahniser

Endless Sky 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.

Endless Sky 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, see <https://www.gnu.org/licenses/>.
*/

#include "StarField.h"

#include "Angle.h"
#include "Body.h"
#include "DrawList.h"
#include "pi.h"
#include "Point.h"
#include "Preferences.h"
#include "Random.h"
#include "Screen.h"
#include "Sprite.h"
#include "SpriteSet.h"
#include "System.h"

#include <algorithm>
#include <cmath>
#include <numeric>

using namespace std;

namespace {
	const int TILE_SIZE = 256;
	// The star field tiles in 4000 pixel increments. Have the tiling of the haze
	// field be as different from that as possible. (Note: this may need adjusting
	// in the future if monitors larger than this width ever become commonplace.)
	const double HAZE_WRAP = 6627.;
	// Don't let two haze patches be closer to each other than this distance. This
	// avoids having very bright haze where several patches overlap.
	const double HAZE_DISTANCE = 1200.;
	// This is how many haze fields should be drawn.
	const size_t HAZE_COUNT = 16;
	// This is how fast the crossfading of previous haze and current haze is
	const double FADE_PER_FRAME = 0.01;
	// An additional zoom factor applied to stars/haze on top of the base zoom, to simulate parallax.
	const double STAR_ZOOM = 0.70;
	const double HAZE_ZOOM = 0.90;

	void AddHaze(DrawList &drawList, const std::vector<Body> &haze,
		const Point &topLeft, const Point &bottomRight, double transparency)
	{
		for(auto &&it : haze)
		{
			// Figure out the position of the first instance of this haze that is to
			// the right of and below the top left corner of the screen.
			double startX = fmod(it.Position().X() - topLeft.X(), HAZE_WRAP);
			startX += topLeft.X() + HAZE_WRAP * (startX < 0.);
			double startY = fmod(it.Position().Y() - topLeft.Y(), HAZE_WRAP);
			startY += topLeft.Y() + HAZE_WRAP * (startY < 0.);

			// Draw any instances of this haze that are on screen.
			for(double y = startY; y < bottomRight.Y(); y += HAZE_WRAP)
				for(double x = startX; x < bottomRight.X(); x += HAZE_WRAP)
					drawList.Add(it, Point(x, y), transparency);
		}
	}
}



void StarField::Init(int stars, int width)
{
	SetUpGraphics();
	MakeStars(stars, width);

	lastSprite = SpriteSet::Get("_menu/haze");
	for(size_t i = 0; i < HAZE_COUNT; ++i)
	{
		Point next;
		bool overlaps = true;
		while(overlaps)
		{
			next = Point(Random::Real() * HAZE_WRAP, Random::Real() * HAZE_WRAP);
			overlaps = false;
			for(const Body &other : haze[0])
			{
				Point previous = other.Position();
				double dx = remainder(previous.X() - next.X(), HAZE_WRAP);
				double dy = remainder(previous.Y() - next.Y(), HAZE_WRAP);
				if(dx * dx + dy * dy < HAZE_DISTANCE * HAZE_DISTANCE)
				{
					overlaps = true;
					break;
				}
			}
		}
		haze[0].emplace_back(lastSprite, next, Point(), Angle::Random(), 8.);
	}
	haze[1].assign(haze[0].begin(), haze[0].end());
}



void StarField::SetHaze(const Sprite *sprite, bool allowAnimation)
{
	// If no sprite is given, set the default one.
	if(!sprite)
		sprite = SpriteSet::Get("_menu/haze");

	for(Body &body : haze[0])
		body.SetSprite(sprite);

	if(allowAnimation && sprite != lastSprite)
	{
		transparency = 1.;
		for(Body &body : haze[1])
			body.SetSprite(lastSprite);
	}
	lastSprite = sprite;
}



void StarField::Draw(const Point &pos, const Point &vel, double zoom, const System *system) const
{
	double density = system ? system->StarfieldDensity() : 1.;

	double baseZoom = zoom;

	// Check preferences for the parallax quality.
	const auto parallaxSetting = Preferences::GetBackgroundParallax();
	int layers = (parallaxSetting == Preferences::BackgroundParallax::FANCY) ? 3 : 1;
	bool isParallax = (parallaxSetting == Preferences::BackgroundParallax::FANCY ||
						parallaxSetting == Preferences::BackgroundParallax::FAST);

	// Draw the starfield unless it is disabled in the preferences.
	if(Preferences::Has("Draw starfield") && density > 0.)
	{
		glUseProgram(shader.Object());
		glBindVertexArray(vao);

		for(int pass = 1; pass <= layers; pass++)
		{
			// Modify zoom for the first parallax layer.
			if(isParallax)
				zoom = baseZoom * STAR_ZOOM * pow(pass, 0.2);

			float length = vel.Length();
			Point unit = length ? vel.Unit() : Point(1., 0.);
			// Don't zoom the stars at the same rate as the field; otherwise, at the
			// farthest out zoom they are too small to draw well.
			unit /= pow(zoom, .75);

			float baseZoom = static_cast<float>(2. * zoom);
			GLfloat scale[2] = {baseZoom / Screen::Width(), -baseZoom / Screen::Height()};
			glUniform2fv(scaleI, 1, scale);

			GLfloat rotate[4] = {
				static_cast<float>(unit.Y()), static_cast<float>(-unit.X()),
				static_cast<float>(unit.X()), static_cast<float>(unit.Y())};
			glUniformMatrix2fv(rotateI, pass, false, rotate);

			glUniform1f(elongationI, length * zoom);
			glUniform1f(brightnessI, min(1., pow(zoom, .5)));

			// Stars this far beyond the border may still overlap the screen.
			double borderX = fabs(vel.X()) + 1.;
			double borderY = fabs(vel.Y()) + 1.;
			// Find the absolute bounds of the star field we must draw.
			int minX = pos.X() + (Screen::Left() - borderX) / zoom;
			int minY = pos.Y() + (Screen::Top() - borderY) / zoom;
			int maxX = pos.X() + (Screen::Right() + borderX) / zoom;
			int maxY = pos.Y() + (Screen::Bottom() + borderY) / zoom;
			// Round down to the start of the nearest tile.
			minX &= ~(TILE_SIZE - 1l);
			minY &= ~(TILE_SIZE - 1l);

			for(int gy = minY; gy < maxY; gy += TILE_SIZE)
			{
				float shove = pow(-5., pass);
				for(int gx = minX; gx < maxX; gx += TILE_SIZE)
				{
					Point off = Point(gx + shove, gy + shove) - pos;
					GLfloat translate[2] = {
						static_cast<float>(off.X()),
						static_cast<float>(off.Y())
					};
					glUniform2fv(translateI, 1, translate);

					int index = (gx & widthMod) / TILE_SIZE + ((gy & widthMod) / TILE_SIZE) * tileCols;
					int first = 6 * tileIndex[index];
					int count = 6 * tileIndex[index + 1] - first;
					glDrawArrays(GL_TRIANGLES, first, density * count / (pass * layers));
				}
			}
		}
		glBindVertexArray(0);
		glUseProgram(0);
	}

	// Draw the background haze unless it is disabled in the preferences.
	if(!Preferences::Has("Draw background haze"))
		return;

	// Modify zoom for the second parallax layer.
	if(isParallax)
		zoom = baseZoom * HAZE_ZOOM;

	DrawList drawList;
	drawList.Clear(0, zoom);
	drawList.SetCenter(pos);

	if(transparency > FADE_PER_FRAME)
		transparency -= FADE_PER_FRAME;
	else
		transparency = 0.;

	// Set zoom to a higher level than stars to avoid premature culling.
	zoom = min(.25, zoom / 1.4);

	// Any object within this range must be drawn. Some haze sprites may repeat
	// more than once if the view covers a very large area.
	Point size = Point(1., 1.) * haze[0].front().Radius();
	Point topLeft = pos + (Screen::TopLeft() - size) / zoom;
	Point bottomRight = pos + (Screen::BottomRight() + size) / zoom;
	if(transparency > 0.)
		AddHaze(drawList, haze[1], topLeft, bottomRight, 1 - transparency);
	AddHaze(drawList, haze[0], topLeft, bottomRight, transparency);

	drawList.Draw();
}



void StarField::SetUpGraphics()
{
	static const char *vertexCode =
		"// vertex starfield shader\n"
		"uniform mat2 rotate;\n"
		"uniform vec2 translate;\n"
		"uniform vec2 scale;\n"
		"uniform float elongation;\n"
		"uniform float brightness;\n"

		"in vec2 offset;\n"
		"in float size;\n"
		"in float corner;\n"
		"out float fragmentAlpha;\n"
		"out vec2 coord;\n"

		"void main() {\n"
		"  fragmentAlpha = brightness * (4. / (4. + elongation)) * size * .2 + .05;\n"
		"  coord = vec2(sin(corner), cos(corner));\n"
		"  vec2 elongated = vec2(coord.x * size, coord.y * (size + elongation));\n"
		"  gl_Position = vec4((rotate * elongated + translate + offset) * scale, 0, 1);\n"
		"}\n";

	static const char *fragmentCode =
		"// fragment starfield shader\n"
		"precision mediump float;\n"
		"in float fragmentAlpha;\n"
		"in vec2 coord;\n"
		"out vec4 finalColor;\n"

		"void main() {\n"
		"  float alpha = fragmentAlpha * (1. - abs(coord.x) - abs(coord.y));\n"
		"  finalColor = vec4(1, 1, 1, 1) * alpha;\n"
		"}\n";

	shader = Shader(vertexCode, fragmentCode);

	// make and bind the VAO
	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);

	// make and bind the VBO
	glGenBuffers(1, &vbo);
	glBindBuffer(GL_ARRAY_BUFFER, vbo);

	offsetI = shader.Attrib("offset");
	sizeI = shader.Attrib("size");
	cornerI = shader.Attrib("corner");

	scaleI = shader.Uniform("scale");
	rotateI = shader.Uniform("rotate");
	elongationI = shader.Uniform("elongation");
	translateI = shader.Uniform("translate");
	brightnessI = shader.Uniform("brightness");
}



void StarField::MakeStars(int stars, int width)
{
	// We can only work with power-of-two widths above 256.
	if(width < TILE_SIZE || (width & (width - 1)))
		return;

	widthMod = width - 1;

	tileCols = (width / TILE_SIZE);
	tileIndex.clear();
	tileIndex.resize(static_cast<size_t>(tileCols) * tileCols, 0);

	vector<int> off;
	static const int MAX_OFF = 50;
	static const int MAX_D = MAX_OFF * MAX_OFF;
	static const int MIN_D = MAX_D / 4;
	off.reserve(MAX_OFF * MAX_OFF * 5);
	for(int x = -MAX_OFF; x <= MAX_OFF; ++x)
		for(int y = -MAX_OFF; y <= MAX_OFF; ++y)
		{
			int d = x * x + y * y;
			if(d < MIN_D || d > MAX_D)
				continue;

			off.push_back(x);
			off.push_back(y);
		}

	// Generate random points in a temporary vector.
	// Keep track of how many fall into each tile, for sorting out later.
	vector<int> temp;
	temp.reserve(2 * stars);

	int x = Random::Int(width);
	int y = Random::Int(width);
	for(int i = 0; i < stars; ++i)
	{
		for(int j = 0; j < 10; ++j)
		{
			int index = Random::Int(static_cast<uint32_t>(off.size())) & ~1;
			x += off[index];
			y += off[index + 1];
			x &= widthMod;
			y &= widthMod;
		}
		temp.push_back(x);
		temp.push_back(y);
		int index = (x / TILE_SIZE) + (y / TILE_SIZE) * tileCols;
		++tileIndex[index];
	}

	// Accumulate item counts so that tileIndex[i] is the index in the array of
	// the first star that falls within tile i, and tileIndex.back() == stars.
	tileIndex.insert(tileIndex.begin(), 0);
	tileIndex.pop_back();
	partial_sum(tileIndex.begin(), tileIndex.end(), tileIndex.begin());

	// Each star consists of five vertices, each with four data elements.
	vector<GLfloat> data(6 * 4 * stars, 0.f);
	for(auto it = temp.begin(); it != temp.end(); )
	{
		// Figure out what tile this star is in.
		int x = *it++;
		int y = *it++;
		int index = (x / TILE_SIZE) + (y / TILE_SIZE) * tileCols;

		// Randomize its sub-pixel position and its size / brightness.
		int random = Random::Int(4096);
		float fx = (x & (TILE_SIZE - 1)) + (random & 15) * 0.0625f;
		float fy = (y & (TILE_SIZE - 1)) + (random >> 8) * 0.0625f;
		float size = (((random >> 4) & 15) + 20) * 0.0625f;

		// Fill in the data array.
		auto dataIt = data.begin() + 6 * 4 * tileIndex[index]++;
		const float CORNER[6] = {
			static_cast<float>(0. * PI),
			static_cast<float>(.5 * PI),
			static_cast<float>(1.5 * PI),
			static_cast<float>(.5 * PI),
			static_cast<float>(1.5 * PI),
			static_cast<float>(1. * PI)
		};
		for(float corner : CORNER)
		{
			*dataIt++ = fx;
			*dataIt++ = fy;
			*dataIt++ = size;
			*dataIt++ = corner;
		}
	}
	// Adjust the tile indices so that tileIndex[i] is the start of tile i.
	tileIndex.insert(tileIndex.begin(), 0);

	glBufferData(GL_ARRAY_BUFFER, sizeof(data.front()) * data.size(), data.data(), GL_STATIC_DRAW);

	// Connect the xy to the "vert" attribute of the vertex shader.
	constexpr auto stride = 4 * sizeof(GLfloat);
	glEnableVertexAttribArray(offsetI);
	glVertexAttribPointer(offsetI, 2, GL_FLOAT, GL_FALSE,
		stride, nullptr);

	glEnableVertexAttribArray(sizeI);
	glVertexAttribPointer(sizeI, 1, GL_FLOAT, GL_FALSE,
		stride, reinterpret_cast<const GLvoid *>(2 * sizeof(GLfloat)));

	glEnableVertexAttribArray(cornerI);
	glVertexAttribPointer(cornerI, 1, GL_FLOAT, GL_FALSE,
		stride, reinterpret_cast<const GLvoid *>(3 * sizeof(GLfloat)));

	// unbind the VBO and VAO
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);
}
