/*
 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * 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.
 *
 * ***** END GPL LICENSE BLOCK *****
 */

#ifndef __FREESTYLE_STROKE_H__
#define __FREESTYLE_STROKE_H__

/** \file blender/freestyle/intern/stroke/Stroke.h
 *  \ingroup freestyle
 *  \brief Classes to define a stroke
 *  \author Stephane Grabli
 *  \date 09/09/2002
 */

#include <map>
#include <vector>

#include "Curve.h"

#include "../view_map/Interface1D.h"
#include "../view_map/Silhouette.h"

#include "../system/FreestyleConfig.h"
#include "../system/StringUtils.h"

#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif

extern "C" {
#include "DNA_material_types.h"
}

#ifndef MAX_MTEX
#define MAX_MTEX	18
#endif

namespace Freestyle {

//
//  StrokeAttribute
//
////////////////////////////////////////////////////////

/*! Class to define an attribute associated to a Stroke Vertex.
 *  This attribute stores the color, alpha and thickness values for a Stroke Vertex.
 */
class StrokeAttribute
{
public:
	/*! default constructor */
	StrokeAttribute();

	/*! Copy constructor */
	StrokeAttribute(const StrokeAttribute& iBrother);

	/*! Builds a stroke vertex attribute from a set of parameters.
	 *    \param iRColor
	 *      The Red Component value.
	 *    \param iGColor
	 *      The Green Component value.
	 *    \param iBColor
	 *      The Blue Component value.
	 *    \param iAlpha
	 *      The transparency value
	 *    \param iRThickness
	 *      The thickness of the stroke on the right
	 *    \param iLThickness
	 *      The Thickness of the stroke on the left
	 */
	StrokeAttribute(float iRColor, float iGColor, float iBColor, float iAlpha, float iRThickness, float iLThickness);

	/*! Interpolation constructor.
	 *  Builds a StrokeAttribute from two StrokeAttributes and an interpolation parameter.
	 *  \param a1
	 *    The first Attribute.
	 *  \param a2
	 *    The second parameter.
	 *  \param t
	 *    The interpolation parameter.
	 */
	StrokeAttribute(const StrokeAttribute& a1, const StrokeAttribute& a2, float t);

	/*! destructor */
	virtual ~StrokeAttribute();

	/* operators */
	/*! operator = */
	StrokeAttribute& operator=(const StrokeAttribute& iBrother);

	/* accessors */
	/*! Returns the attribute's color.
	 *  \return The array of 3 floats containing the R,G,B values of the attribute's color.
	 */
	inline const float *getColor() const
	{
		return _color;
	}

	/*! Returns the R color component. */
	inline const float getColorR() const
	{
		return _color[0];
	}

	/*! Returns the G color component. */
	inline const float getColorG() const
	{
		return _color[1];
	}

	/*! Returns the B color component. */
	inline const float getColorB() const
	{
		return _color[2];
	}

	/*! Returns the RGB color components. */
	inline Vec3f getColorRGB() const
	{
		return Vec3f(_color[0], _color[1], _color[2]);
	}

	/*! Returns the alpha color component. */
	inline float getAlpha() const
	{
		return _alpha;
	}

	/*! Returns the attribute's thickness.
	 *  \return an array of 2 floats. the first value is the thickness on the right of the vertex when following
	 *  the stroke, the second one is the thickness on the left.
	 */
	inline const float *getThickness() const
	{
		return _thickness;
	}

	/*! Returns the thickness on the right of the vertex when following the stroke. */
	inline const float getThicknessR() const
	{
		return _thickness[0];
	}

	/*! Returns the thickness on the left of the vertex when following the stroke. */
	inline const float getThicknessL() const
	{
		return _thickness[1];
	}

	/*! Returns the thickness on the right and on the left of the vertex when following the stroke. */
	inline Vec2f getThicknessRL() const
	{
		return Vec2f(_thickness[0], _thickness[1]);
	}

	/*! Returns true if the strokevertex is visible, false otherwise */
	inline bool isVisible() const
	{
		return _visible;
	}

	/*! Returns an attribute of type real
	 *  \param iName
	 *    The name of the attribute
	 */
	float getAttributeReal(const char *iName) const;

	/*! Returns an attribute of type Vec2f
	 *  \param iName
	 *    The name of the attribute
	 */
	Vec2f getAttributeVec2f(const char *iName) const;

	/*! Returns an attribute of type Vec3f
	 *  \param iName
	 *    The name of the attribute
	 */
	Vec3f getAttributeVec3f(const char *iName) const;

	/*! Checks whether the attribute iName is availbale */
	bool isAttributeAvailableReal(const char *iName) const;

	/*! Checks whether the attribute iName is availbale */
	bool isAttributeAvailableVec2f(const char *iName) const;

	/*! Checks whether the attribute iName is availbale */
	bool isAttributeAvailableVec3f(const char *iName) const;

	/* modifiers */
	/*! sets the attribute's color.
	 *    \param r
	 *      The new R value.
	 *    \param g
	 *      The new G value.
	 *    \param b
	 *      The new B value.
	 */
	inline void setColor(float r, float g, float b)
	{
		_color[0] = r;
		_color[1] = g;
		_color[2] = b;
	}

	/*! sets the attribute's color.
	 *    \param iRGB
	 *      The new RGB values.
	 */
	inline void setColor(const Vec3f& iRGB)
	{
		_color[0] = iRGB[0];
		_color[1] = iRGB[1];
		_color[2] = iRGB[2];
	}

	/*! sets the attribute's alpha value.
	 *  \param alpha
	 *    The new alpha value.
	 */
	inline void setAlpha(float alpha)
	{
		_alpha = alpha;
	}

	/*! sets the attribute's thickness.
	 *  \param tr
	 *    The thickness on the right of the vertex when following the stroke.
	 *  \param tl
	 *    The thickness on the left of the vertex when following the stroke.
	 */
	inline void setThickness(float tr, float tl)
	{
		_thickness[0] = tr;
		_thickness[1] = tl;
	}

	/*! sets the attribute's thickness.
	 *  \param tRL
	 *    The thickness on the right and on the left of the vertex when following the stroke.
	 */
	inline void setThickness(const Vec2f& tRL)
	{
		_thickness[0] = tRL[0];
		_thickness[1] = tRL[1];
	}

	/*! sets the visible flag. True means visible. */
	inline void setVisible(bool iVisible)
	{
		_visible = iVisible;
	}

	/*! Adds a user defined attribute of type real
	 *  If there is no attribute of name iName, it is added.
	 *  Otherwise, the new value replaces the old one.
	 *  \param iName
	 *    The name of the attribute
	 *  \param att
	 *    The attribute's value
	 */
	void setAttributeReal(const char *iName, float att);

	/*! Adds a user defined attribute of type Vec2f
	 *  If there is no attribute of name iName, it is added.
	 *  Otherwise, the new value replaces the old one.
	 *  \param iName
	 *    The name of the attribute
	 *  \param att
	 *    The attribute's value
	 */
	void setAttributeVec2f(const char *iName, const Vec2f& att);

	/*! Adds a user defined attribute of type Vec3f
	 *  If there is no attribute of name iName, it is added.
	 *  Otherwise, the new value replaces the old one.
	 *  \param iName
	 *    The name of the attribute
	 *  \param att
	 *    The attribute's value
	 */
	void setAttributeVec3f(const char *iName, const Vec3f& att);

private:
	typedef std::map<const char *, float, StringUtils::ltstr> realMap;
	typedef std::map<const char *, Vec2f, StringUtils::ltstr> Vec2fMap;
	typedef std::map<const char *, Vec3f, StringUtils::ltstr> Vec3fMap;

	float _color[3];      //! the color
	float _alpha;         //! alpha
	float _thickness[2];  //! the thickness on the right and on the left of the backbone vertex (the stroke is oriented)
	bool _visible;
	realMap *_userAttributesReal;
	Vec2fMap *_userAttributesVec2f;
	Vec3fMap *_userAttributesVec3f;

#ifdef WITH_CXX_GUARDEDALLOC
	MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:StrokeAttribute")
#endif
};


//
//  StrokeVertex
//
////////////////////////////////////////////////////////

/*! Class to define a stroke vertex. */
class StrokeVertex : public CurvePoint
{
public: // Implementation of Interface0D
	/*! Returns the string "StrokeVertex" */
	virtual string getExactTypeName() const
	{
		return "StrokeVertex";
	}

private:
	StrokeAttribute _Attribute; //! The attribute associated to the vertex
	float _CurvilignAbscissa; //! the curvilign abscissa
	float _StrokeLength; // stroke length

public:
	/*! default constructor */
	StrokeVertex();

	/*! Copy constructor */
	StrokeVertex(const StrokeVertex& iBrother);

	/*! Builds a stroke vertex from a SVertex */
	StrokeVertex(SVertex *iSVertex);

	/*! Builds a stroke vertex from a CurvePoint */
	StrokeVertex(CurvePoint *iPoint);

	/*! Builds Stroke Vertex from 2 stroke vertices and an interpolation parameter*/
	StrokeVertex(StrokeVertex *iA, StrokeVertex *iB, float t3);

	/*! Builds a stroke from a view vertex and an attribute */
	StrokeVertex(SVertex *iSVertex, const StrokeAttribute& iAttribute);

	/*! destructor */
	virtual ~StrokeVertex();

	/* operators */
	/*! operator = */
	StrokeVertex& operator=(const StrokeVertex& iBrother);

	/* accessors */
	/*! Returns the 2D point x coordinate */
	inline real x() const
	{
		return _Point2d[0];
	}

	/*! Returns the 2D point y coordinate */
	inline real y() const
	{
		return _Point2d[1];
	}

	/*! Returns the 2D point coordinates as a Vec2r */
	inline Vec2r getPoint() const
	{
		return getPoint2D();
	}

	/*! Returns the ith 2D point coordinate (i=0 or 1)*/
	inline real operator[](const int i) const
	{
		return _Point2d[i];
	}

	/*! Returns the StrokeAttribute for this StrokeVertex */
	inline const StrokeAttribute& attribute() const
	{
		return _Attribute;
	}

	/*! Returns a non-const reference to the StrokeAttribute of this StrokeVertex */
	inline StrokeAttribute& attribute()
	{
		return _Attribute;
	}

	/*! Returns the curvilinear abscissa */
	inline float curvilinearAbscissa() const
	{
		return _CurvilignAbscissa;
	}

	/*! Returns the length of the Stroke to which this StrokeVertex belongs */
	inline float strokeLength() const
	{
		return _StrokeLength;
	}

	/*! Returns the curvilinear abscissa of this StrokeVertex in the Stroke */
	inline float u() const
	{
		return _CurvilignAbscissa / _StrokeLength;
	}

	/* modifiers */
	/*! sets the 2D x value */
	inline void setX(real x)
	{
		_Point2d[0] = x;
	}

	/*! sets the 2D y value */
	inline void setY(real y)
	{
		_Point2d[1] = y;
	}

	/*! sets the 2D x and y values */
	inline void setPoint(real x, real y)
	{
		_Point2d[0] = x;
		_Point2d[1] = y;
	}

	/*! sets the 2D x and y values */
	inline void setPoint(const Vec2r& p)
	{
		_Point2d[0] = p[0];
		_Point2d[1] = p[1];
	}

	/*! Returns a reference to the ith 2D point coordinate (i=0 or 1) */
	inline real& operator[](const int i)
	{
		return _Point2d[i];
	}

	/*! sets the attribute. */
	inline void setAttribute(const StrokeAttribute& iAttribute)
	{
		_Attribute = iAttribute;
	}

	/*! sets the curvilinear abscissa of this StrokeVertex in the Stroke */
	inline void setCurvilinearAbscissa(float iAbscissa)
	{
		_CurvilignAbscissa = iAbscissa;
	}

	/*! sets the Stroke's length (it's only a value stored by the Stroke Vertex, it won't change the real
	 *  Stroke's length.)
	 */
	inline void setStrokeLength(float iLength)
	{
		_StrokeLength = iLength;
	}

	/* interface definition */
	/* inherited */
};


//
//  Stroke
//
////////////////////////////////////////////////////////

class StrokeRenderer;
class StrokeRep;

namespace StrokeInternal {

class vertex_const_traits;
class vertex_nonconst_traits;
template<class Traits> class vertex_iterator_base;
class StrokeVertexIterator;

} // end of namespace StrokeInternal

/*! Class to define a stroke.
 *  A stroke is made of a set of 2D vertices (StrokeVertex), regularly spaced out.
 *  This set of vertices defines the stroke's backbone geometry.
 *  Each of these stroke vertices defines the stroke's shape and appearance at this vertex position.
 */
class Stroke : public Interface1D
{
public: // Implementation of Interface1D
	/*! Returns the string "Stroke" */
	virtual string getExactTypeName() const
	{
		return "Stroke";
	}

	// Data access methods

	/*! Returns the Id of the Stroke */
	virtual Id getId() const
	{
		return _id;
	}

	/*! The different blending modes available to similate the interaction media-medium. */
	typedef enum {
		DRY_MEDIUM,     /*!< To simulate a dry medium such as Pencil or Charcoal.*/
		HUMID_MEDIUM,   /*!< To simulate ink painting (color substraction blending).*/
		OPAQUE_MEDIUM,  /*!< To simulate an opaque medium (oil, spray...).*/
	} MediumType;

public:
	typedef std::deque<StrokeVertex*> vertex_container; // the vertices container
	typedef std::vector<ViewEdge*> viewedge_container;  // the viewedges container
	typedef StrokeInternal::vertex_iterator_base<StrokeInternal::vertex_nonconst_traits > vertex_iterator;
	typedef StrokeInternal::vertex_iterator_base<StrokeInternal::vertex_const_traits> const_vertex_iterator;

public:
	//typedef StrokeVertex vertex_type;

private:
	vertex_container _Vertices; //! The stroke's backbone vertices
	Id _id;
	float _Length; // The stroke length
	viewedge_container _ViewEdges;
	float _sampling;
	float _textureStep;
	// StrokeRenderer *_renderer; // mark implementation OpenGL renderer
	MediumType _mediumType;
	unsigned int _textureId;
	MTex *_mtex[MAX_MTEX];
	bool _tips;
	Vec2r _extremityOrientations[2]; // the orientations of the first and last extermity
	StrokeRep *_rep;

public:
	/*! default constructor */
	Stroke();

	/*! copy constructor */
	Stroke(const Stroke& iBrother);

	/*! Builds a stroke from a set of StrokeVertex.
	 *  This constructor is templated by an iterator type.
	 *  This iterator type must allow the vertices parsing using the ++ operator.
	 *    \param iBegin
	 *      The iterator pointing to the first vertex.
	 *    \param iEnd
	 *      The iterator pointing to the end of the vertex list. 
	 */
	template<class InputVertexIterator>
	Stroke(InputVertexIterator iBegin, InputVertexIterator iEnd);

	/*! Destructor */
	virtual ~Stroke();

	/* operators */
	/*! operator = */
	Stroke& operator=(const Stroke& iBrother);

	/*! Compute the sampling needed to get iNVertices vertices.
	 *  If the specified number of vertices is less than the actual number of vertices, the actual sampling value
	 *  is returned. (To remove Vertices, use the RemoveVertex() method of this class).
	 *  \param iNVertices
	 *    The number of StrokeVertices we eventually want in our Stroke.
	 *  \return the sampling that must be used in the Resample(float) method.
	 *  @see Resample(int)
	 *  @see Resample(float)
	 */
	float ComputeSampling(int iNVertices);

	/*! Resampling method.
	 *  Resamples the curve so that it eventually has iNPoints. That means it is going to add iNPoints-vertices_size,
	 *  if vertices_size is the number of points we already have.
	 *  If vertices_size >= iNPoints, no resampling is done.
	 *  \param iNPoints
	 *    The number of vertices we eventually want in our stroke.
	 */
	int Resample(int iNPoints);

	/*! Resampling method.
	 *  Resamples the curve with a given sampling.
	 *  If this sampling is < to the actual sampling value, no resampling is done.
	 *  \param iSampling
	 *    The new sampling value.  
	 */
	int Resample(float iSampling);

    /*! Removes all vertices from the Stroke.
     */
    void RemoveAllVertices();

	/*! Removes the stroke vertex iVertex 
	*  from the stroke.
	*  The length and curvilinear abscissa are updated
	*  consequently.
	*/
	void RemoveVertex(StrokeVertex *iVertex);

	/*! Inserts the stroke vertex iVertex in the stroke before next.
	 *  The length, curvilinear abscissa are updated consequently.
	 *  \param iVertex
	 *    The StrokeVertex to insert in the Stroke.
	 *  \param next
	 *    A StrokeVertexIterator pointing to the StrokeVeretx before which iVertex must be inserted.
	 */
	void InsertVertex(StrokeVertex *iVertex, StrokeInternal::StrokeVertexIterator next);

	/*! Updates the 2D length of the Stroke */
	void UpdateLength();

	/* Render method */
	void ScaleThickness(float iFactor);
	void Render(const StrokeRenderer *iRenderer);
	void RenderBasic(const StrokeRenderer *iRenderer);

	/* Iterator definition */

	/* accessors */
	/*! Returns the 2D length of the Stroke */
	inline real getLength2D() const
	{
		return _Length;
	}

	/*! Returns a reference to the time stamp value of the stroke. */
	/*! Returns the MediumType used for this Stroke. */
	inline MediumType getMediumType() const
	{
		return _mediumType;
	}

	/*! Returns the id of the texture used to simulate th marks system for this Stroke */
	inline unsigned int getTextureId() {return _textureId;}

	/*! Returns the spacing of texture coordinates along the stroke lenght */
	inline float getTextureStep() {return _textureStep;}

	/*! Returns the texture used at given index to simulate the marks system for this Stroke */
	inline MTex *getMTex(int idx) {
		return _mtex[idx];
	}

	/*! Returns true if this Stroke has textures assigned, false otherwise. */
	inline bool hasTex() const
	{
		return _mtex[0] != NULL;
	}

	/*! Returns true if this Stroke uses a texture with tips, false otherwise. */
	inline bool hasTips() const
	{
		return _tips;
	}

	/* these advanced iterators are used only in C++ */
	inline int vertices_size() const
	{
		return _Vertices.size();
	}

	inline viewedge_container::const_iterator viewedges_begin() const
	{
		return _ViewEdges.begin();
	}

	inline viewedge_container::iterator viewedges_begin()
	{
		return _ViewEdges.begin();
	}

	inline viewedge_container::const_iterator viewedges_end() const
	{
		return _ViewEdges.end();
	}

	inline viewedge_container::iterator viewedges_end()
	{
		return _ViewEdges.end();
	}

	inline int viewedges_size() const
	{
		return _ViewEdges.size();
	}

	inline Vec2r getBeginningOrientation() const
	{
		return _extremityOrientations[0];
	}

	inline real getBeginningOrientationX() const
	{
		return _extremityOrientations[0].x();
	}

	inline real getBeginningOrientationY() const
	{
		return _extremityOrientations[0].y();
	}

	inline Vec2r getEndingOrientation() const
	{
		return _extremityOrientations[1];
	}

	inline real getEndingOrientationX() const
	{
		return _extremityOrientations[1].x();
	}

	inline real getEndingOrientationY() const
	{
		return _extremityOrientations[1].y();
	}


	/* modifiers */
	/*! sets the Id of the Stroke. */
	inline void setId(const Id& id)
	{
		_id = id;
	}

	/*! sets the 2D length of the Stroke. */
	void setLength(float iLength);

	/*! sets the medium type that must be used for this Stroke. */
	inline void setMediumType(MediumType iType)
	{
		_mediumType = iType;
	}

	/*! sets the texture id to be used to simulate the marks system for this Stroke. */
	inline void setTextureId(unsigned int id)
	{
		_textureId = id;
	}

	/*! sets the spacing of texture coordinates along the stroke lenght. */
	inline void setTextureStep(float step)
	{
		_textureStep = step;
	}

	/*! assigns a blender texture to the first available slot. */
	inline int setMTex(MTex *mtex)
	{
		for (int a = 0; a < MAX_MTEX; a++) {
			if (!_mtex[a]) {
				_mtex[a] = mtex;
				return 0;
			}
		}
		return -1; /* no free slots */
	}

	/*! sets the flag telling whether this stroke is using a texture with tips or not. */
	inline void setTips(bool iTips)
	{
		_tips = iTips;
	}

	inline void push_back(StrokeVertex *iVertex)
	{
		_Vertices.push_back(iVertex);
	}

	inline void push_front(StrokeVertex *iVertex)
	{
		_Vertices.push_front(iVertex);
	}

	inline void AddViewEdge(ViewEdge *iViewEdge)
	{
		_ViewEdges.push_back(iViewEdge);
	}

	inline void setBeginningOrientation(const Vec2r& iOrientation)
	{
		_extremityOrientations[0] = iOrientation;
	}

	inline void setBeginningOrientation(real x, real y)
	{
		_extremityOrientations[0] = Vec2r(x, y);
	}

	inline void setEndingOrientation(const Vec2r& iOrientation)
	{
		_extremityOrientations[1] = iOrientation;
	}

	inline void setEndingOrientation(real x, real y)
	{
		_extremityOrientations[1] = Vec2r(x, y);
	}

	/* Information access interface */

	// embedding vertex iterator
	const_vertex_iterator vertices_begin() const;
	vertex_iterator vertices_begin(float t = 0.0f);
	const_vertex_iterator vertices_end() const;
	vertex_iterator vertices_end();

	/*! Returns a StrokeVertexIterator pointing on the first StrokeVertex of the Stroke. One can specify a sampling
	 *  value to resample the Stroke on the fly if needed.
	 *  \param t
	 *    The resampling value with which we want our Stroke to be resampled.
	 *    If 0 is specified, no resampling is done.
	 */
	StrokeInternal::StrokeVertexIterator strokeVerticesBegin(float t = 0.0f);

	/*! Returns a StrokeVertexIterator pointing after the last StrokeVertex of the Stroke. */
	StrokeInternal::StrokeVertexIterator strokeVerticesEnd();

	/*! Returns the number of StrokeVertex constituting the Stroke. */
	inline unsigned int strokeVerticesSize() const
	{
		return _Vertices.size();
	}

	/*! Returns the i-th StrokeVertex constituting the Stroke. */
	inline StrokeVertex& strokeVerticeAt(unsigned int i)
	{
		return *(_Vertices.at(i));
	}

	// Iterator access (Interface1D)
	/*! Returns an Interface0DIterator pointing on the first StrokeVertex of the Stroke. */
	virtual Interface0DIterator verticesBegin();

	/*! Returns an Interface0DIterator pointing after the last StrokeVertex of the Stroke. */
	virtual Interface0DIterator verticesEnd();

	virtual Interface0DIterator pointsBegin(float t = 0.0f);
	virtual Interface0DIterator pointsEnd(float t = 0.0f);
};


//
//  Implementation
//
////////////////////////////////////////////////////////


template<class InputVertexIterator>
Stroke::Stroke(InputVertexIterator iBegin, InputVertexIterator iEnd)
{
	for (InputVertexIterator v = iBegin, vend = iEnd; v != vend; v++) {
		_Vertices.push_back(*v);
	}
	_Length = 0;
	_id = 0;
}

} /* namespace Freestyle */

#endif // __FREESTYLE_STROKE_H__
