/***************************************************************************
                       glanalyzer2.cpp  -  description
                             -------------------
    begin                : Feb 16 2004
    copyright            : (C) 2004 by Enrico Ros
    email                : eros.kde@email.it
 ***************************************************************************/

/***************************************************************************
 *                                                                         *
 *   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.                                   *
 *                                                                         *
 ***************************************************************************/

#include "glanalyzer2.h"

#include <config-amarok.h>  

#ifdef HAVE_QGLWIDGET

#include <cmath>
#include <cstdlib>
#include <kdebug.h>
#include <kstandarddirs.h>
#include <QImage>
#include <sys/time.h>


GLAnalyzer2::GLAnalyzer2( QWidget *parent ):
Analyzer::Base3D(parent, 15)
{
    //initialize openGL context before managing GL calls
    makeCurrent();
    loadTexture( KStandardDirs::locate("data","amarok/data/dot.png"), dotTexture );
    loadTexture( KStandardDirs::locate("data","amarok/data/wirl1.png"), w1Texture );
    loadTexture( KStandardDirs::locate("data","amarok/data/wirl2.png"), w2Texture );

    show.paused = true;
    show.pauseTimer = 0.0;
    show.rotDegrees = 0.0;
    frame.rotDegrees = 0.0;
}

GLAnalyzer2::~GLAnalyzer2()
{
    freeTexture( dotTexture );
    freeTexture( w1Texture );
    freeTexture( w2Texture );
}

void GLAnalyzer2::initializeGL()
{
    // Set a smooth shade model
    glShadeModel(GL_SMOOTH);

    // Disable depth test (all is drawn on a 2d plane)
    glDisable(GL_DEPTH_TEST);

    // Set blend parameters for 'composting alpha'
    glBlendFunc( GL_SRC_ALPHA, GL_ONE );                        //superpose
    //glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );        //fade
    glEnable( GL_BLEND );

    // Clear frame with a black background
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glClear( GL_COLOR_BUFFER_BIT );
}

void GLAnalyzer2::resizeGL( int w, int h )
{
    // Setup screen. We're going to manually do the perspective projection
    glViewport( 0, 0, (GLint)w, (GLint)h );
    glMatrixMode( GL_PROJECTION );
    glLoadIdentity();
    glOrtho( -10.0f, 10.0f, -10.0f, 10.0f, -5.0f, 5.0f );

    // Get the aspect ratio of the screen to draw 'cicular' particles
    float ratio = (float)w / (float)h,
          eqPixH = 60,
          eqPixW = 80;
    if ( ratio >= (4.0/3.0) ) {
        unitX = 10.0 / (eqPixH * ratio);
        unitY = 10.0 / eqPixH;
    } else {
        unitX = 10.0 / eqPixW;
        unitY = 10.0 / (eqPixW / ratio);
    }

    // Get current timestamp.
    timeval tv;
    gettimeofday( &tv, NULL );
    show.timeStamp = (double)tv.tv_sec + (double)tv.tv_usec/1000000.0;
}

void GLAnalyzer2::paused()
{
    analyze( Scope() );
}

void GLAnalyzer2::analyze( const Scope &s )
{
    bool haveNoData = s.empty();

    // if we're going into pause mode, clear timers.
    if ( !show.paused && haveNoData )
        show.pauseTimer = 0.0;

    // if we have got data, interpolate it (asking myself why I'm doing it here..)
    if ( !(show.paused = haveNoData) )
    {
        int bands = s.size(),
            lowbands = bands / 4,
            hibands = bands / 3,
            midbands = bands - lowbands - hibands; Q_UNUSED( midbands );
        float currentEnergy = 0,
              currentMeanBand = 0,
              maxValue = 0;
        for ( int i = 0; i < bands; i++ )
        {
            float value = s[i];
            currentEnergy += value;
            currentMeanBand += (float)i * value;
            if ( value > maxValue )
                maxValue = value;
        }
        frame.silence = currentEnergy < 0.001;
        if ( !frame.silence )
        {
            frame.meanBand = 100.0 * currentMeanBand / (currentEnergy * bands);
            currentEnergy = 100.0 * currentEnergy / (float)bands;
            frame.dEnergy = currentEnergy - frame.energy;
            frame.energy = currentEnergy;
//            printf( "%d  [%f :: %f ]\t%f \n", bands, frame.energy, frame.meanBand, maxValue         );
        } else
        frame.energy = 0.0;
    }

    // update the frame
    updateGL();
}

void GLAnalyzer2::paintGL()
{
    // Compute the dT since the last call to paintGL and update timings
    timeval tv;
    gettimeofday( &tv, NULL );
    double currentTime = (double)tv.tv_sec + (double)tv.tv_usec/1000000.0;
    show.dT = currentTime - show.timeStamp;
    show.timeStamp = currentTime;

    // Clear frame
    glClear( GL_COLOR_BUFFER_BIT );

    // Shitch to MODEL matrix and reset it to default
    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity();

    // Fade the previous drawings.
/*    glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
    glBegin( GL_TRIANGLE_STRIP );
      glColor4f( 0.0f, 0.0f, 0.0f, 0.2f );
      glVertex2f( 10.0f, 10.0f );
      glVertex2f( -10.0f, 10.0f );
      glVertex2f( 10.0f, -10.0f );
      glVertex2f( -10.0f, -10.0f );
    glEnd();*/

    glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
    glEnable( GL_TEXTURE_2D );
    float alphaN = show.paused ? 0.2 : (frame.energy / 10.0),
      alphaP = show.paused ? 1.0 : (1 - frame.energy / 20.0);
    if ( alphaN > 1.0 )
    alphaN = 1.0;
    if ( alphaP < 0.1 )
    alphaP = 0.1;
    glBindTexture( GL_TEXTURE_2D, w2Texture );
    setTextureMatrix( show.rotDegrees, 0.707*alphaP );
    glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
    glBegin( GL_TRIANGLE_STRIP );
     glTexCoord2f( 1.0, 1.0 );
     glVertex2f( 10.0f, 10.0f );
     glTexCoord2f( 0.0, 1.0 );
     glVertex2f( -10.0f, 10.0f );
     glTexCoord2f( 1.0, 0.0 );
     glVertex2f( 10.0f, -10.0f );
     glTexCoord2f( 0.0 , 0.0 );
     glVertex2f( -10.0f, -10.0f );
    glEnd();
    glBindTexture( GL_TEXTURE_2D, w1Texture );
    setTextureMatrix( -show.rotDegrees * 2, 0.707 );
    glColor4f( 1.0f, 1.0f, 1.0f, alphaN );
    glBegin( GL_TRIANGLE_STRIP );
     glTexCoord2f( 1.0, 1.0 );
     glVertex2f( 10.0f, 10.0f );
     glTexCoord2f( 0.0, 1.0 );
     glVertex2f( -10.0f, 10.0f );
     glTexCoord2f( 1.0, 0.0 );
     glVertex2f( 10.0f, -10.0f );
     glTexCoord2f( 0.0 , 0.0 );
     glVertex2f( -10.0f, -10.0f );
    glEnd();
    setTextureMatrix( 0.0, 0.0 );
    glDisable( GL_TEXTURE_2D );
    glBlendFunc( GL_SRC_ALPHA, GL_ONE );

    // Here begins the real draw loop
    // some updates to the show
    show.rotDegrees += 40.0 * show.dT;
    frame.rotDegrees += 80.0 * show.dT;

    // handle the 'pause' status
    if ( show.paused )
    {
        if ( show.pauseTimer > 0.5 )
        {
        if ( show.pauseTimer > 0.6 )
            show.pauseTimer -= 0.6;
            drawFullDot( 0.0f, 0.4f, 0.8f, 1.0f );
            drawFullDot( 0.0f, 0.4f, 0.8f, 1.0f );
        }
        show.pauseTimer += show.dT;
        return;
    }

    if ( dotTexture ) {
        glEnable( GL_TEXTURE_2D );
        glBindTexture( GL_TEXTURE_2D, dotTexture );
    } else
        glDisable( GL_TEXTURE_2D );

    glLoadIdentity();
//    glRotatef( -frame.rotDegrees, 0,0,1 );
    glBegin( GL_QUADS );
//     Particle * particle = particleList.first();
//     for (; particle; particle = particleList.next())
    {
    glColor4f( 0.0f, 1.0f, 0.0f, 1.0f );
    drawDot( 0, 0, qMax(10.0,(10.0 * frame.energy)) );
    glColor4f( 1.0f, 0.0f, 0.0f, 1.0f );
    drawDot( 6, 0, qMax(10.0, (5.0 * frame.energy)) );
    glColor4f( 0.0f, 0.4f, 1.0f, 1.0f );
    drawDot( -6, 0, qMax(10.0, (5.0 * frame.energy)) );
    }
    glEnd();
}

void GLAnalyzer2::drawDot( float x, float y, float size )
{
    float sizeX = size * unitX,
          sizeY = size * unitY,
          pLeft = x - sizeX,
          pTop = y + sizeY,
          pRight = x + sizeX,
          pBottom = y - sizeY;
    glTexCoord2f( 0, 0 );        // Bottom Left
    glVertex2f( pLeft, pBottom );
    glTexCoord2f( 0, 1 );        // Top Left
    glVertex2f( pLeft, pTop );
    glTexCoord2f( 1, 1 );        // Top Right
    glVertex2f( pRight, pTop );
    glTexCoord2f( 1, 0 );        // Bottom Right
    glVertex2f( pRight, pBottom );
}

void GLAnalyzer2::drawFullDot( float r, float g, float b, float a )
{
    glBindTexture( GL_TEXTURE_2D, dotTexture );
    glEnable( GL_TEXTURE_2D );
    glColor4f( r, g, b, a );
    glBegin( GL_TRIANGLE_STRIP );
     glTexCoord2f( 1.0, 1.0 );
     glVertex2f( 10.0f, 10.0f );
     glTexCoord2f( 0.0, 1.0 );
     glVertex2f( -10.0f, 10.0f );
     glTexCoord2f( 1.0, 0.0 );
     glVertex2f( 10.0f, -10.0f );
     glTexCoord2f( 0.0 , 0.0 );
     glVertex2f( -10.0f, -10.0f );
    glEnd();
    glDisable( GL_TEXTURE_2D );
}


void GLAnalyzer2::setTextureMatrix( float rot, float scale )
{
    glMatrixMode( GL_TEXTURE);
    glLoadIdentity();
    if ( rot != 0.0 || scale != 0.0 )
    {
    glTranslatef( 0.5f, 0.5f, 0.0f );
    glRotatef( rot, 0.0f, 0.0f, 1.0f );
    glScalef( scale, scale, 1.0f );
    glTranslatef( -0.5f, -0.5f, 0.0f );
    }
    glMatrixMode( GL_MODELVIEW );
}

bool GLAnalyzer2::loadTexture( QString fileName, GLuint& textureID )
{
    //reset texture ID to the default EMPTY value
    textureID = 0;

    //load image
    QImage tmp;
    if ( !tmp.load( fileName ) )
        return false;

    //convert it to suitable format (flipped RGBA)
    QImage texture = QGLWidget::convertToGLFormat( tmp );
    if ( texture.isNull() )
        return false;

    //get texture number and bind loaded image to that texture
    glGenTextures( 1, &textureID );
    glBindTexture( GL_TEXTURE_2D, textureID );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
    glTexImage2D( GL_TEXTURE_2D, 0, 4, texture.width(), texture.height(),
        0, GL_RGBA, GL_UNSIGNED_BYTE, texture.bits() );
    return true;
}


void GLAnalyzer2::freeTexture( GLuint & textureID )
{
    if ( textureID > 0 )
        glDeleteTextures( 1, &textureID );
    textureID = 0;
}

#endif
