/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 */

#include "backends/platform/3ds/sprite.h"
#include "common/util.h"

static uint nextHigher2(uint v) {
	if (v == 0)
		return 1;
	v--;
	v |= v >> 1;
	v |= v >> 2;
	v |= v >> 4;
	v |= v >> 8;
	v |= v >> 16;
	return ++v;
}

Sprite::Sprite()
	: dirtyPixels(true)
	, dirtyMatrix(true)
	, actualWidth(0)
	, actualHeight(0)
	, posX(0)
	, posY(0)
	, scaleX(1.f)
	, scaleY(1.f)
{
	Mtx_Identity(&modelview);

	vertices = (vertex *)linearAlloc(sizeof(vertex) * 4);
}

Sprite::~Sprite() {
	//
}

void Sprite::create(uint16 width, uint16 height, const Graphics::PixelFormat &f) {
	free();

	actualWidth = width;
	actualHeight = height;
	format = f;
	w = MAX(nextHigher2(width), 64u);
	h = MAX(nextHigher2(height), 64u);
	pitch = w * format.bytesPerPixel;
	dirtyPixels = true;

	if (width && height) {
		pixels = linearAlloc(h * pitch);
		C3D_TexInit(&texture, w, h, GPU_RGBA8);
		C3D_TexSetFilter(&texture, GPU_LINEAR, GPU_LINEAR);
		assert(pixels && texture.data);
		clear();
	}

	float x = 0.f, y = 0.f;
	float u = (float)width/w;
	float v = (float)height/h;
	vertex tmp[4] = {
		{{x,       y,        0.5f}, {0, 0}},
		{{x+width, y,        0.5f}, {u, 0}},
		{{x,       y+height, 0.5f}, {0, v}},
		{{x+width, y+height, 0.5f}, {u, v}},
	};
	memcpy(vertices, tmp, sizeof(vertex) * 4);
}


void Sprite::free() {
	linearFree(vertices);
	linearFree(pixels);
	C3D_TexDelete(&texture);
	pixels = 0;
	w = h = pitch = 0;
	actualWidth = actualHeight = 0;
	format = Graphics::PixelFormat();
}

void Sprite::convertToInPlace(const Graphics::PixelFormat &dstFormat, const byte *palette) {
	//
}

void Sprite::render() {
	if (dirtyPixels) {
		dirtyPixels = false;
		GSPGPU_FlushDataCache(pixels, w * h * format.bytesPerPixel);
		C3D_SyncDisplayTransfer((u32*)pixels, GX_BUFFER_DIM(w, h), (u32*)texture.data, GX_BUFFER_DIM(w, h), TEXTURE_TRANSFER_FLAGS);
// 		gspWaitForPPF();
	}
	C3D_TexBind(0, &texture);

	C3D_BufInfo *bufInfo = C3D_GetBufInfo();
	BufInfo_Init(bufInfo);
	BufInfo_Add(bufInfo, vertices, sizeof(vertex), 2, 0x10);
	C3D_DrawArrays(GPU_TRIANGLE_STRIP, 0, 4);
}

void Sprite::clear(uint32 color) {
	dirtyPixels = true;
	memset(pixels, color, w * h * format.bytesPerPixel);
}

void Sprite::setScale (float x, float y) {
	scaleX = x;
	scaleY = y;
	dirtyMatrix = true;
}

void Sprite::setPosition(int x, int y) {
	posX = x;
	posY = y;
	dirtyMatrix = true;
}

C3D_Mtx* Sprite::getMatrix() {
	if (dirtyMatrix) {
		dirtyMatrix = false;
		Mtx_Identity(&modelview);
		Mtx_Scale(&modelview, scaleX, scaleY, 1.f);
		Mtx_Translate(&modelview, posX, posY, 0, true);
	}
	return &modelview;
}
