/*
 * GStreamer
 * Copyright (C) 2009 Julien Isorce <julien.isorce@gmail.com>
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Library General Public
 * License as published by the Free Software Foundation; either
 * version 2 of the License, or (at your option) any later version.
 *
 * This library 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
 * Library General Public License for more details.
 *
 * You should have received a copy of the GNU Library General Public
 * License along with this library; if not, write to the
 * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
 * Boston, MA 02110-1301, USA.
 */

/**
 * SECTION:element-glmosaic
 *
 * glmixer sub element. N gl sink pads to 1 source pad.
 * N + 1 OpenGL contexts shared together.
 * N <= 6 because the rendering is more a like a cube than a mosaic
 * Each opengl input stream is rendered on a cube face
 *
 * <refsect2>
 * <title>Examples</title>
 * |[
 * gst-launch-1.0 videotestsrc ! video/x-raw, format=YUY2 ! queue ! glmosaic name=m ! glimagesink \
 *     videotestsrc pattern=12 ! video/x-raw, format=I420, framerate=5/1, width=100, height=200 ! queue ! m. \
 *     videotestsrc ! video/x-raw, framerate=15/1, width=1500, height=1500 ! gleffects effect=3 ! queue ! m. \
 *     videotestsrc ! gleffects effect=2 ! queue ! m.  \
 *     videotestsrc ! glfiltercube ! queue ! m. \
 *     videotestsrc ! gleffects effect=6 ! queue ! m.
 * ]|
 * FBO (Frame Buffer Object) is required.
 * </refsect2>
 */

#ifdef HAVE_CONFIG_H
#include "config.h"
#endif

#include "gstglmosaic.h"
#include "gstglutils.h"

#define GST_CAT_DEFAULT gst_gl_mosaic_debug
GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);

enum
{
  PROP_0,
};

#define DEBUG_INIT \
    GST_DEBUG_CATEGORY_INIT (gst_gl_mosaic_debug, "glmosaic", 0, "glmosaic element");

G_DEFINE_TYPE_WITH_CODE (GstGLMosaic, gst_gl_mosaic, GST_TYPE_GL_MIXER,
    DEBUG_INIT);

static void gst_gl_mosaic_set_property (GObject * object, guint prop_id,
    const GValue * value, GParamSpec * pspec);
static void gst_gl_mosaic_get_property (GObject * object, guint prop_id,
    GValue * value, GParamSpec * pspec);

static void gst_gl_mosaic_reset (GstGLMixer * mixer);
static gboolean gst_gl_mosaic_init_shader (GstGLMixer * mixer,
    GstCaps * outcaps);

static gboolean gst_gl_mosaic_process_textures (GstGLMixer * mixer,
    GstGLMemory * out_tex);
static gboolean gst_gl_mosaic_callback (gpointer stuff);

//vertex source
static const gchar *mosaic_v_src =
    "uniform mat4 u_matrix;                                       \n"
    "uniform float xrot_degree, yrot_degree, zrot_degree;         \n"
    "attribute vec4 a_position;                                   \n"
    "attribute vec2 a_texCoord;                                   \n"
    "varying vec2 v_texCoord;                                     \n"
    "void main()                                                  \n"
    "{                                                            \n"
    "   float PI = 3.14159265;                                    \n"
    "   float xrot = xrot_degree*2.0*PI/360.0;                    \n"
    "   float yrot = yrot_degree*2.0*PI/360.0;                    \n"
    "   float zrot = zrot_degree*2.0*PI/360.0;                    \n"
    "   mat4 matX = mat4 (                                        \n"
    "            1.0,        0.0,        0.0, 0.0,                \n"
    "            0.0,  cos(xrot),  sin(xrot), 0.0,                \n"
    "            0.0, -sin(xrot),  cos(xrot), 0.0,                \n"
    "            0.0,        0.0,        0.0, 1.0 );              \n"
    "   mat4 matY = mat4 (                                        \n"
    "      cos(yrot),        0.0, -sin(yrot), 0.0,                \n"
    "            0.0,        1.0,        0.0, 0.0,                \n"
    "      sin(yrot),        0.0,  cos(yrot), 0.0,                \n"
    "            0.0,        0.0,       0.0,  1.0 );              \n"
    "   mat4 matZ = mat4 (                                        \n"
    "      cos(zrot),  sin(zrot),        0.0, 0.0,                \n"
    "     -sin(zrot),  cos(zrot),        0.0, 0.0,                \n"
    "            0.0,        0.0,        1.0, 0.0,                \n"
    "            0.0,        0.0,        0.0, 1.0 );              \n"
    "   gl_Position = u_matrix * matZ * matY * matX * a_position; \n"
    "   v_texCoord = a_texCoord;                                  \n"
    "}                                                            \n";

//fragment source
static const gchar *mosaic_f_src =
    "uniform sampler2D s_texture;                    \n"
    "varying vec2 v_texCoord;                            \n"
    "void main()                                         \n"
    "{                                                   \n"
    //"  gl_FragColor = vec4( 1.0, 0.5, 1.0, 1.0 );\n"
    "  gl_FragColor = texture2D( s_texture, v_texCoord );\n"
    "}                                                   \n";

static void
gst_gl_mosaic_class_init (GstGLMosaicClass * klass)
{
  GObjectClass *gobject_class;
  GstElementClass *element_class;

  gobject_class = (GObjectClass *) klass;
  element_class = GST_ELEMENT_CLASS (klass);

  gobject_class->set_property = gst_gl_mosaic_set_property;
  gobject_class->get_property = gst_gl_mosaic_get_property;

  gst_element_class_set_metadata (element_class, "OpenGL mosaic",
      "Filter/Effect/Video", "OpenGL mosaic",
      "Julien Isorce <julien.isorce@gmail.com>");

  GST_GL_MIXER_CLASS (klass)->set_caps = gst_gl_mosaic_init_shader;
  GST_GL_MIXER_CLASS (klass)->reset = gst_gl_mosaic_reset;
  GST_GL_MIXER_CLASS (klass)->process_textures = gst_gl_mosaic_process_textures;

  GST_GL_BASE_MIXER_CLASS (klass)->supported_gl_api = GST_GL_API_OPENGL;
}

static void
gst_gl_mosaic_init (GstGLMosaic * mosaic)
{
  mosaic->shader = NULL;
}

static void
gst_gl_mosaic_set_property (GObject * object, guint prop_id,
    const GValue * value, GParamSpec * pspec)
{
  //GstGLMosaic *mixer = GST_GL_MOSAIC (object);

  switch (prop_id) {
    default:
      G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
      break;
  }
}

static void
gst_gl_mosaic_get_property (GObject * object, guint prop_id,
    GValue * value, GParamSpec * pspec)
{
  //GstGLMosaic* mixer = GST_GL_MOSAIC (object);

  switch (prop_id) {
    default:
      G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
      break;
  }
}

static void
gst_gl_mosaic_reset (GstGLMixer * mixer)
{
  GstGLMosaic *mosaic = GST_GL_MOSAIC (mixer);

  //blocking call, wait the opengl thread has destroyed the shader
  if (mosaic->shader)
    gst_object_unref (mosaic->shader);
  mosaic->shader = NULL;
}

static gboolean
gst_gl_mosaic_init_shader (GstGLMixer * mixer, GstCaps * outcaps)
{
  GstGLMosaic *mosaic = GST_GL_MOSAIC (mixer);

  g_clear_object (&mosaic->shader);
  //blocking call, wait the opengl thread has compiled the shader
  return gst_gl_context_gen_shader (GST_GL_BASE_MIXER (mixer)->context,
      mosaic_v_src, mosaic_f_src, &mosaic->shader);
}

static void
_mosaic_render (GstGLContext * context, GstGLMosaic * mosaic)
{
  GstGLMixer *mixer = GST_GL_MIXER (mosaic);

  gst_gl_framebuffer_draw_to_texture (mixer->fbo, mosaic->out_tex,
      gst_gl_mosaic_callback, mosaic);
}

static gboolean
gst_gl_mosaic_process_textures (GstGLMixer * mix, GstGLMemory * out_tex)
{
  GstGLMosaic *mosaic = GST_GL_MOSAIC (mix);
  GstGLContext *context = GST_GL_BASE_MIXER (mix)->context;

  mosaic->out_tex = out_tex;

  gst_gl_context_thread_add (context, (GstGLContextThreadFunc) _mosaic_render,
      mosaic);

  return TRUE;
}

/* opengl scene, params: input texture (not the output mixer->texture) */
static gboolean
gst_gl_mosaic_callback (gpointer stuff)
{
  GstGLMosaic *mosaic = GST_GL_MOSAIC (stuff);
  GstGLMixer *mixer = GST_GL_MIXER (mosaic);
  GstGLFuncs *gl = GST_GL_BASE_MIXER (mixer)->context->gl_vtable;
  GList *walk;

  static GLfloat xrot = 0;
  static GLfloat yrot = 0;
  static GLfloat zrot = 0;

  GLint attr_position_loc = 0;
  GLint attr_texture_loc = 0;

  const GLfloat matrix[] = {
    0.5f, 0.0f, 0.0f, 0.0f,
    0.0f, 0.5f, 0.0f, 0.0f,
    0.0f, 0.0f, 0.5f, 0.0f,
    0.0f, 0.0f, 0.0f, 1.0f
  };
  const GLushort indices[] = {
    0, 1, 2,
    0, 2, 3
  };

  guint count = 0;

  gst_gl_context_clear_shader (GST_GL_BASE_MIXER (mixer)->context);
  gl->BindTexture (GL_TEXTURE_2D, 0);

  gl->Enable (GL_DEPTH_TEST);

  gl->ClearColor (0.0, 0.0, 0.0, 0.0);
  gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  gst_gl_shader_use (mosaic->shader);

  attr_position_loc =
      gst_gl_shader_get_attribute_location (mosaic->shader, "a_position");
  attr_texture_loc =
      gst_gl_shader_get_attribute_location (mosaic->shader, "a_texCoord");

  GST_OBJECT_LOCK (mosaic);
  walk = GST_ELEMENT (mosaic)->sinkpads;
  while (walk) {
    GstGLMixerPad *pad = walk->data;
    /* *INDENT-OFF* */
    gfloat v_vertices[] = {
      /* front face */
       1.0f, 1.0f,-1.0f, 1.0f, 0.0f,
       1.0f,-1.0f,-1.0f, 1.0f, 1.0f,
      -1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
      -1.0f, 1.0f,-1.0f, 0.0f, 0.0f,
      /* right face */
       1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
       1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
       1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
       1.0f, 1.0f,-1.0f, 1.0f, 1.0f,
      /* left face */
      -1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
      -1.0f, 1.0f,-1.0f, 1.0f, 1.0f,
      -1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
      -1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
      /* top face */
       1.0f,-1.0f, 1.0f, 1.0f, 0.0f,
      -1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
      -1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
       1.0f,-1.0f,-1.0f, 1.0f, 1.0f,
      /* bottom face */
       1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
       1.0f, 1.0f,-1.0f, 1.0f, 1.0f,
      -1.0f, 1.0f,-1.0f, 0.0f, 1.0f,
      -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
      /* back face */
       1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
      -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
      -1.0f,-1.0f, 1.0f, 0.0f, 1.0f,
       1.0f,-1.0f, 1.0f, 1.0f, 1.0f
    };
    /* *INDENT-ON* */
    guint in_tex;
    guint width, height;

    in_tex = pad->current_texture;
    width = GST_VIDEO_INFO_WIDTH (&GST_VIDEO_AGGREGATOR_PAD (pad)->info);
    height = GST_VIDEO_INFO_HEIGHT (&GST_VIDEO_AGGREGATOR_PAD (pad)->info);

    if (!in_tex || width <= 0 || height <= 0) {
      GST_DEBUG ("skipping texture:%u pad:%p width:%u height %u",
          in_tex, pad, width, height);
      count++;
      walk = g_list_next (walk);
      continue;
    }

    GST_TRACE ("processing texture:%u dimensions:%ux%u", in_tex, width, height);

    gl->VertexAttribPointer (attr_position_loc, 3, GL_FLOAT,
        GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[5 * 4 * count]);

    gl->VertexAttribPointer (attr_texture_loc, 2, GL_FLOAT,
        GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[5 * 4 * count + 3]);

    gl->EnableVertexAttribArray (attr_position_loc);
    gl->EnableVertexAttribArray (attr_texture_loc);

    gl->ActiveTexture (GL_TEXTURE0);
    gl->BindTexture (GL_TEXTURE_2D, in_tex);
    gst_gl_shader_set_uniform_1i (mosaic->shader, "s_texture", 0);
    gst_gl_shader_set_uniform_1f (mosaic->shader, "xrot_degree", xrot);
    gst_gl_shader_set_uniform_1f (mosaic->shader, "yrot_degree", yrot);
    gst_gl_shader_set_uniform_1f (mosaic->shader, "zrot_degree", zrot);
    gst_gl_shader_set_uniform_matrix_4fv (mosaic->shader, "u_matrix", 1,
        GL_FALSE, matrix);

    gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);

    ++count;

    walk = g_list_next (walk);
  }
  GST_OBJECT_UNLOCK (mosaic);

  gl->DisableVertexAttribArray (attr_position_loc);
  gl->DisableVertexAttribArray (attr_texture_loc);

  gl->BindTexture (GL_TEXTURE_2D, 0);

  gl->Disable (GL_DEPTH_TEST);

  gst_gl_context_clear_shader (GST_GL_BASE_MIXER (mixer)->context);

  xrot += 0.6f;
  yrot += 0.4f;
  zrot += 0.8f;

  return TRUE;
}