/**

 Copyright (c) 2010-2013  hkrn

 All rights reserved.

 Redistribution and use in source and binary forms, with or
 without modification, are permitted provided that the following
 conditions are met:

 - Redistributions of source code must retain the above copyright
   notice, this list of conditions and the following disclaimer.
 - Redistributions in binary form must reproduce the above
   copyright notice, this list of conditions and the following
   disclaimer in the documentation and/or other materials provided
   with the distribution.
 - Neither the name of the MMDAI project team nor the names of
   its contributors may be used to endorse or promote products
   derived from this software without specific prior written
   permission.

 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND
 CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
 INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS
 BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
 TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
 ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
 OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
 OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 POSSIBILITY OF SUCH DAMAGE.

*/

#ifndef VPVL2_QT_DEBUGDRAWER_H_
#define VPVL2_QT_DEBUGDRAWER_H_

#include <vpvl2/qt/Common.h>
#include <vpvl2/IApplicationContext.h>
#include <LinearMath/btIDebugDraw.h>

#include <QOpenGLFunctions>
#include <QScopedPointer>
#include <QSet>
#include <QVarLengthArray>

class btDiscreteDynamicsWorld;
class btCollisionShape;
class QSettings;

namespace vpvl2
{
class IBone;
class IModel;
class IApplicationContext;

namespace extensions {
class World;
namespace icu4c {
class StringMap;
}
namespace gl {
class ShaderProgram;
class VertexBundle;
class VertexBundleLayout;
}
}

namespace qt
{

using namespace vpvl2::extensions;
using namespace vpvl2::extensions::gl;
using namespace vpvl2::extensions::icu4c;

class VPVL2QTCOMMON_API DebugDrawer : public btIDebugDraw, protected QOpenGLFunctions
{
public:
    typedef QSet<const IBone *> BoneSet;
    static const Scalar kLength;
    static const Vector3 kRed;
    static const Vector3 kGreen;
    static const Vector3 kBlue;

    DebugDrawer(const IApplicationContext *applicationContextRef, StringMap *settingsRef);
    ~DebugDrawer();

    void draw3dText(const btVector3 & /* location */, const char *textString);
    void drawContactPoint(const btVector3 &PointOnB,
                          const btVector3 &normalOnB,
                          btScalar distance,
                          int /* lifeTime */,
                          const btVector3 &color);
    void drawLine(const btVector3 &from, const btVector3 &to, const btVector3 &color);
    void drawLine(const btVector3 &from,
                  const btVector3 &to,
                  const btVector3 &fromColor,
                  const btVector3 & /* toColor */);
    void reportErrorWarning(const char *warningString);
    int getDebugMode() const;
    void setDebugMode(int debugMode);

    void load();
    void setVisible(bool value);
    void drawShape(btDiscreteDynamicsWorld *world,
                   btCollisionShape *shape,
                   const btTransform &transform,
                   const btVector3 &color);
    void drawWorld(World *world, int flags = DBG_DrawWireframe | DBG_DrawAabb | DBG_DrawConstraints);

    void drawModelBones(const IModel *model, const BoneSet &selectedBones);
    void drawMovableBone(const IBone *bone, const IModel *model);
    void drawBoneTransform(const IBone *bone, const IModel *model, int mode);

private:
    class PrivateShaderProgram;
    struct Vertex {
        Vertex() {}
        Vertex(const Vector3 &v, const Vector3 &c)
            : position(v),
              color(c)
        {
        }
        Vector3 position;
        Vector3 color;
    };
    static const IBone *findSpecialBone(const IModel *model);
    void drawBone(const IBone *bone, const BoneSet &selected, const BoneSet &IK, bool skipDrawingLine);
    void beginDrawing(const IModel *model);
    void flushDrawing();
    void bindVertexBundle(bool bundle);
    void releaseVertexBundle(bool bundle);

    const IApplicationContext *m_applicationContextRef;
    const StringMap *m_configRef;
    Array<Vertex> m_vertices;
    Array<int> m_indices;
    QScopedPointer<PrivateShaderProgram> m_program;
    QScopedPointer<VertexBundle> m_bundle;
    QScopedPointer<VertexBundleLayout> m_layout;
    int m_flags;
    int m_index;
    bool m_visible;

    VPVL2_DISABLE_COPY_AND_ASSIGN(DebugDrawer)
};

} /* namespace qt */
} /* namespace vpvl2 */

#endif // DEBUGDRAWER_H
