/*
Copyright 2006 Jerry Huxtable

Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at

   http://www.apache.org/licenses/LICENSE-2.0

Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/

package com.jhlabs.image;

import java.awt.image.*;
import com.jhlabs.math.*;
import com.jhlabs.vecmath.*;
import java.awt.*;
import java.io.*;
import java.util.*;

/**
 * A filter which produces lighting and embossing effects.
 */
public class LightFilter extends WholeImageFilter {
	
    /**
     * Take the output colors from the input image.
     */
	public final static int COLORS_FROM_IMAGE = 0;

    /**
     * Use constant material color.
     */
	public final static int COLORS_CONSTANT = 1;

    /**
     * Use the input image brightness as the bump map.
     */
	public final static int BUMPS_FROM_IMAGE = 0;

    /**
     * Use the input image alpha as the bump map.
     */
	public final static int BUMPS_FROM_IMAGE_ALPHA = 1;

    /**
     * Use a separate image alpha channel as the bump map.
     */
	public final static int BUMPS_FROM_MAP = 2;

    /**
     * Use a custom function as the bump map.
     */
	public final static int BUMPS_FROM_BEVEL = 3;

	private float bumpHeight;
	private float bumpSoftness;
	private float viewDistance = 10000.0f;
	private Material material;
	private Vector lights;
	private int colorSource = COLORS_FROM_IMAGE;
	private int bumpSource = BUMPS_FROM_IMAGE;
	private Function2D bumpFunction;
	private Image environmentMap;
	private int[] envPixels;
	private int envWidth = 1, envHeight = 1;

	// Temporary variables used to avoid per-pixel memory allocation while filtering
	private Vector3f l;
	private Vector3f v;
	private Vector3f n;
	private Color4f shadedColor;
	private Color4f diffuse_color;
	private Color4f specular_color;
	private Vector3f tmpv, tmpv2;

	public LightFilter() {
		lights = new Vector();
		addLight(new DistantLight());
		bumpHeight = 1.0f;
		bumpSoftness = 5.0f;
		material = new Material();
		l = new Vector3f();
		v = new Vector3f();
		n = new Vector3f();
		shadedColor = new Color4f();
		diffuse_color = new Color4f();
		specular_color = new Color4f();
		tmpv = new Vector3f();
		tmpv2 = new Vector3f();
	}

	public void setMaterial( Material material ) {
		this.material = material;
	}

	public Material getMaterial() {
		return material;
	}

	public void setBumpFunction(Function2D bumpFunction) {
		this.bumpFunction = bumpFunction;
	}

	public Function2D getBumpFunction() {
		return bumpFunction;
	}

	public void setBumpHeight(float bumpHeight) {
		this.bumpHeight = bumpHeight;
	}

	public float getBumpHeight() {
		return bumpHeight;
	}

	public void setBumpSoftness(float bumpSoftness) {
		this.bumpSoftness = bumpSoftness;
	}

	public float getBumpSoftness() {
		return bumpSoftness;
	}

	public void setViewDistance(float viewDistance) {
		this.viewDistance = viewDistance;
	}

	public float getViewDistance() {
		return viewDistance;
	}

	public void setEnvironmentMap(BufferedImage environmentMap) {
		this.environmentMap = environmentMap;
		if (environmentMap != null) {
			envWidth = environmentMap.getWidth();
			envHeight = environmentMap.getHeight();
			envPixels = getRGB( environmentMap, 0, 0, envWidth, envHeight, null );
		} else {
			envWidth = envHeight = 1;
			envPixels = null;
		}
	}

	public Image getEnvironmentMap() {
		return environmentMap;
	}

	public void setColorSource(int colorSource) {
		this.colorSource = colorSource;
	}

	public int getColorSource() {
		return colorSource;
	}

	public void setBumpSource(int bumpSource) {
		this.bumpSource = bumpSource;
	}

	public int getBumpSource() {
		return bumpSource;
	}

	public void setDiffuseColor(int diffuseColor) {
		material.diffuseColor = diffuseColor;
	}

	public int getDiffuseColor() {
		return material.diffuseColor;
	}

	public void addLight(Light light) {
		lights.addElement(light);
	}
	
	public void removeLight(Light light) {
		lights.removeElement(light);
	}
	
	public Vector getLights() {
		return lights;
	}
	
	protected final static float r255 = 1.0f/255.0f;

	protected void setFromRGB( Color4f c, int argb ) {
		c.set( ((argb >> 16) & 0xff) * r255, ((argb >> 8) & 0xff) * r255, (argb & 0xff) * r255, ((argb >> 24) & 0xff) * r255 );
	}
	
	protected int[] filterPixels( int width, int height, int[] inPixels, Rectangle transformedSpace ) {
		int index = 0;
		int[] outPixels = new int[width * height];
		float width45 = Math.abs(6.0f * bumpHeight);
		boolean invertBumps = bumpHeight < 0;
		Vector3f position = new Vector3f(0.0f, 0.0f, 0.0f);
		Vector3f viewpoint = new Vector3f((float)width / 2.0f, (float)height / 2.0f, viewDistance);
		Vector3f normal = new Vector3f();
		Color4f envColor = new Color4f();
		Color4f diffuseColor = new Color4f( new Color(material.diffuseColor) );
		Color4f specularColor = new Color4f( new Color(material.specularColor) );
		Function2D bump = bumpFunction;

		// Apply the bump softness
		if (bumpSource == BUMPS_FROM_IMAGE || bumpSource == BUMPS_FROM_IMAGE_ALPHA || bumpSource == BUMPS_FROM_MAP || bump == null) {
			if ( bumpSoftness != 0 ) {
				int bumpWidth = width;
				int bumpHeight = height;
				int[] bumpPixels = inPixels;
				if ( bumpSource == BUMPS_FROM_MAP && bumpFunction instanceof ImageFunction2D ) {
					ImageFunction2D if2d = (ImageFunction2D)bumpFunction;
					bumpWidth = if2d.getWidth();
					bumpHeight = if2d.getHeight();
					bumpPixels = if2d.getPixels();
				}
				int [] tmpPixels = new int[bumpWidth * bumpHeight];
				int [] softPixels = new int[bumpWidth * bumpHeight];
/*
				for (int i = 0; i < 3; i++ ) {
					BoxBlurFilter.blur( bumpPixels, tmpPixels, bumpWidth, bumpHeight, (int)bumpSoftness );
					BoxBlurFilter.blur( tmpPixels, softPixels, bumpHeight, bumpWidth, (int)bumpSoftness );
				}
*/
				Kernel kernel = GaussianFilter.makeKernel( bumpSoftness );
				GaussianFilter.convolveAndTranspose( kernel, bumpPixels, tmpPixels, bumpWidth, bumpHeight, true, false, false, GaussianFilter.WRAP_EDGES );
				GaussianFilter.convolveAndTranspose( kernel, tmpPixels, softPixels, bumpHeight, bumpWidth, true, false, false, GaussianFilter.WRAP_EDGES );
				bump = new ImageFunction2D(softPixels, bumpWidth, bumpHeight, ImageFunction2D.CLAMP, bumpSource == BUMPS_FROM_IMAGE_ALPHA);
			} else if ( bumpSource != BUMPS_FROM_MAP )
				bump = new ImageFunction2D(inPixels, width, height, ImageFunction2D.CLAMP, bumpSource == BUMPS_FROM_IMAGE_ALPHA);
		}

		float reflectivity = material.reflectivity;
		float areflectivity = (1-reflectivity);
		Vector3f v1 = new Vector3f();
		Vector3f v2 = new Vector3f();
		Vector3f n = new Vector3f();
		Light[] lightsArray = new Light[lights.size()];
		lights.copyInto(lightsArray);
		for (int i = 0; i < lightsArray.length; i++)
			lightsArray[i].prepare(width, height);

		float[][] heightWindow = new float[3][width];
		for (int x = 0; x < width; x++)
			heightWindow[1][x] = width45*bump.evaluate(x, 0);

		// Loop through each source pixel
		for (int y = 0; y < height; y++) {
			boolean y0 = y > 0;
			boolean y1 = y < height-1;
			position.y = y;
			for (int x = 0; x < width; x++)
				heightWindow[2][x] = width45*bump.evaluate(x, y+1);
			for (int x = 0; x < width; x++) {
				boolean x0 = x > 0;
				boolean x1 = x < width-1;
				
				// Calculate the normal at this point
				if (bumpSource != BUMPS_FROM_BEVEL) {
					// Complicated and slower method
					// Calculate four normals using the gradients in +/- X/Y directions
					int count = 0;
					normal.x = normal.y = normal.z = 0;
					float m0 = heightWindow[1][x];
					float m1 = x0 ? heightWindow[1][x-1]-m0 : 0;
					float m2 = y0 ? heightWindow[0][x]-m0 : 0;
					float m3 = x1 ? heightWindow[1][x+1]-m0 : 0;
					float m4 = y1 ? heightWindow[2][x]-m0 : 0;

					if (x0 && y1) {
						v1.x = -1.0f; v1.y = 0.0f; v1.z = m1;
						v2.x = 0.0f; v2.y = 1.0f; v2.z = m4;
						n.cross(v1, v2);
						n.normalize();
						if (n.z < 0.0)
							n.z = -n.z;
						normal.add(n);
						count++;
					}

					if (x0 && y0) {
						v1.x = -1.0f; v1.y = 0.0f; v1.z = m1;
						v2.x = 0.0f; v2.y = -1.0f; v2.z = m2;
						n.cross(v1, v2);
						n.normalize();
						if (n.z < 0.0)
							n.z = -n.z;
						normal.add(n);
						count++;
					}

					if (y0 && x1) {
						v1.x = 0.0f; v1.y = -1.0f; v1.z = m2;
						v2.x = 1.0f; v2.y = 0.0f; v2.z = m3;
						n.cross(v1, v2);
						n.normalize();
						if (n.z < 0.0)
							n.z = -n.z;
						normal.add(n);
						count++;
					}

					if (x1 && y1) {
						v1.x = 1.0f; v1.y = 0.0f; v1.z = m3;
						v2.x = 0.0f; v2.y = 1.0f; v2.z = m4;
						n.cross(v1, v2);
						n.normalize();
						if (n.z < 0.0)
							n.z = -n.z;
						normal.add(n);
						count++;
					}

					// Average the four normals
					normal.x /= count;
					normal.y /= count;
					normal.z /= count;
				}
				if (invertBumps) {
					normal.x = -normal.x;
					normal.y = -normal.y;
				}
				position.x = x;

				if (normal.z >= 0) {
					// Get the material colour at this point
					if (colorSource == COLORS_FROM_IMAGE)
						setFromRGB(diffuseColor, inPixels[index]);
					else
						setFromRGB(diffuseColor, material.diffuseColor);
					if (reflectivity != 0 && environmentMap != null) {
						//FIXME-too much normalizing going on here
						tmpv2.set(viewpoint);
						tmpv2.sub(position);
						tmpv2.normalize();
						tmpv.set(normal);
						tmpv.normalize();

						// Reflect
						tmpv.scale( 2.0f*tmpv.dot(tmpv2) );
						tmpv.sub(v);
						
						tmpv.normalize();
						setFromRGB(envColor, getEnvironmentMap(tmpv, inPixels, width, height));//FIXME-interpolate()
						diffuseColor.x = reflectivity*envColor.x + areflectivity*diffuseColor.x;
						diffuseColor.y = reflectivity*envColor.y + areflectivity*diffuseColor.y;
						diffuseColor.z = reflectivity*envColor.z + areflectivity*diffuseColor.z;
					}
					// Shade the pixel
					Color4f c = phongShade(position, viewpoint, normal, diffuseColor, specularColor, material, lightsArray);
					int alpha = inPixels[index] & 0xff000000;
					int rgb = ((int)(c.x * 255) << 16) | ((int)(c.y * 255) << 8) | (int)(c.z * 255);
					outPixels[index++] = alpha | rgb;
				} else
					outPixels[index++] = 0;
			}
			float[] t = heightWindow[0];
			heightWindow[0] = heightWindow[1];
			heightWindow[1] = heightWindow[2];
			heightWindow[2] = t;
		}
		return outPixels;
	}

	protected Color4f phongShade(Vector3f position, Vector3f viewpoint, Vector3f normal, Color4f diffuseColor, Color4f specularColor, Material material, Light[] lightsArray) {
		shadedColor.set(diffuseColor);
		shadedColor.scale(material.ambientIntensity);

		for (int i = 0; i < lightsArray.length; i++) {
			Light light = lightsArray[i];
			n.set(normal);
			l.set(light.position);
			if (light.type != DISTANT)
				l.sub(position);
			l.normalize();
			float nDotL = n.dot(l);
			if (nDotL >= 0.0) {
				float dDotL = 0;
				
				v.set(viewpoint);
				v.sub(position);
				v.normalize();

				// Spotlight
				if (light.type == SPOT) {
					dDotL = light.direction.dot(l);
					if (dDotL < light.cosConeAngle)
						continue;
				}

				n.scale(2.0f * nDotL);
				n.sub(l);
				float rDotV = n.dot(v);

				float rv;
				if (rDotV < 0.0)
					rv = 0.0f;
				else
//					rv = (float)Math.pow(rDotV, material.highlight);
					rv = rDotV / (material.highlight - material.highlight*rDotV + rDotV);	// Fast approximation to pow

				// Spotlight
				if (light.type == SPOT) {
					dDotL = light.cosConeAngle/dDotL;
					float e = dDotL;
					e *= e;
					e *= e;
					e *= e;
					e = (float)Math.pow(dDotL, light.focus*10)*(1 - e);
					rv *= e;
					nDotL *= e;
				}
				
				diffuse_color.set(diffuseColor);
				diffuse_color.scale(material.diffuseReflectivity);
				diffuse_color.x *= light.realColor.x * nDotL;
				diffuse_color.y *= light.realColor.y * nDotL;
				diffuse_color.z *= light.realColor.z * nDotL;
				specular_color.set(specularColor);
				specular_color.scale(material.specularReflectivity);
				specular_color.x *= light.realColor.x * rv;
				specular_color.y *= light.realColor.y * rv;
				specular_color.z *= light.realColor.z * rv;
				diffuse_color.add(specular_color);
				diffuse_color.clamp( 0, 1 );
				shadedColor.add(diffuse_color);
			}
		}
		shadedColor.clamp( 0, 1 );
		return shadedColor;
	}

	private int getEnvironmentMap(Vector3f normal, int[] inPixels, int width, int height) {
		if (environmentMap != null) {
			float angle = (float)Math.acos(-normal.y);

			float x, y;
			y = angle/ImageMath.PI;

			if (y == 0.0f || y == 1.0f)
				x = 0.0f;
			else {
				float f = normal.x/(float)Math.sin(angle);

				if (f > 1.0f)
					f = 1.0f;
				else if (f < -1.0f) 
					f = -1.0f;

				x = (float)Math.acos(f)/ImageMath.PI;
			}
			// A bit of empirical scaling....
			x = ImageMath.clamp(x * envWidth, 0, envWidth-1);
			y = ImageMath.clamp(y * envHeight, 0, envHeight-1);
			int ix = (int)x;
			int iy = (int)y;

			float xWeight = x-ix;
			float yWeight = y-iy;
			int i = envWidth*iy + ix;
			int dx = ix == envWidth-1 ? 0 : 1;
			int dy = iy == envHeight-1 ? 0 : envWidth;
			return ImageMath.bilinearInterpolate( xWeight, yWeight, envPixels[i], envPixels[i+dx], envPixels[i+dy], envPixels[i+dx+dy] );
		}
		return 0;
	}
	
	public String toString() {
		return "Stylize/Light Effects...";
	}

    /**
     * A class representing material properties.
     */
	public static class Material {
		int diffuseColor;
		int specularColor;
		float ambientIntensity;
		float diffuseReflectivity;
		float specularReflectivity;
		float highlight;
		float reflectivity;

		public Material() {
			ambientIntensity = 0.5f;
			diffuseReflectivity = 1.0f;
			specularReflectivity = 1.0f;
			highlight = 3.0f;
			reflectivity = 0.0f;
			diffuseColor = 0xff888888;
			specularColor = 0xffffffff;
		}

		public void setDiffuseColor(int diffuseColor) {
			this.diffuseColor = diffuseColor;
		}

		public int getDiffuseColor() {
			return diffuseColor;
		}

	}

	public final static int AMBIENT = 0;
	public final static int DISTANT = 1;
	public final static int POINT = 2;
	public final static int SPOT = 3;

    /**
     * A class representing a light.
     */
	public static class Light implements Cloneable {

		int type = AMBIENT;
		Vector3f position;
		Vector3f direction;
		Color4f realColor = new Color4f();
		int color = 0xffffffff;
		float intensity;
		float azimuth;
		float elevation;
		float focus = 0.5f;
		float centreX = 0.5f, centreY = 0.5f;
		float coneAngle = ImageMath.PI/6;
		float cosConeAngle;
		float distance = 100.0f;

		public Light() {
			this(270*ImageMath.PI/180.0f, 0.5235987755982988f, 1.0f);
		}
		
		public Light(float azimuth, float elevation, float intensity) {
			this.azimuth = azimuth;
			this.elevation = elevation;
			this.intensity = intensity;
		}
		
		public void setAzimuth(float azimuth) {
			this.azimuth = azimuth;
		}

		public float getAzimuth() {
			return azimuth;
		}

		public void setElevation(float elevation) {
			this.elevation = elevation;
		}

		public float getElevation() {
			return elevation;
		}

		public void setDistance(float distance) {
			this.distance = distance;
		}

		public float getDistance() {
			return distance;
		}

		public void setIntensity(float intensity) {
			this.intensity = intensity;
		}

		public float getIntensity() {
			return intensity;
		}

		public void setConeAngle(float coneAngle) {
			this.coneAngle = coneAngle;
		}

		public float getConeAngle() {
			return coneAngle;
		}

		public void setFocus(float focus) {
			this.focus = focus;
		}

		public float getFocus() {
			return focus;
		}

		public void setColor(int color) {
			this.color = color;
		}

		public int getColor() {
			return color;
		}

        /**
         * Set the centre of the light in the X direction as a proportion of the image size.
         * @param centreX the center
         * @see #getCentreX
         */
		public void setCentreX(float x) {
			centreX = x;
		}
		
        /**
         * Get the centre of the light in the X direction as a proportion of the image size.
         * @return the center
         * @see #setCentreX
         */
		public float getCentreX() {
			return centreX;
		}

        /**
         * Set the centre of the light in the Y direction as a proportion of the image size.
         * @param centreY the center
         * @see #getCentreY
         */
		public void setCentreY(float y) {
			centreY = y;
		}
		
        /**
         * Get the centre of the light in the Y direction as a proportion of the image size.
         * @return the center
         * @see #setCentreY
         */
		public float getCentreY() {
			return centreY;
		}

        /**
         * Prepare the light for rendering.
         * @param width the output image width
         * @param height the output image height
         */
		public void prepare(int width, int height) {
			float lx = (float)(Math.cos(azimuth) * Math.cos(elevation));
			float ly = (float)(Math.sin(azimuth) * Math.cos(elevation));
			float lz = (float)Math.sin(elevation);
			direction = new Vector3f(lx, ly, lz);
			direction.normalize();
			if (type != DISTANT) {
				lx *= distance;
				ly *= distance;
				lz *= distance;
				lx += width * centreX;
				ly += height * centreY;
			}
			position = new Vector3f(lx, ly, lz);
			realColor.set( new Color(color) );
			realColor.scale(intensity);
			cosConeAngle = (float)Math.cos(coneAngle);
		}
		
		public Object clone() {
			try {
				Light copy = (Light)super.clone();
				return copy;
			}
			catch (CloneNotSupportedException e) {
				return null;
			}
		}

		public String toString() {
			return "Light";
		}

	}

	public class AmbientLight extends Light {
		public String toString() {
			return "Ambient Light";
		}
	}

	public class PointLight extends Light {
		public PointLight() {
			type = POINT;
		}

		public String toString() {
			return "Point Light";
		}
	}

	public class DistantLight extends Light {
		public DistantLight() {
			type = DISTANT;
		}

		public String toString() {
			return "Distant Light";
		}
	}

	public class SpotLight extends Light {
		public SpotLight() {
			type = SPOT;
		}

		public String toString() {
			return "Spotlight";
		}
	}
}
