/* -*- Mode: Java; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set shiftwidth=2 tabstop=2 autoindent cindent expandtab: */
/* Copyright 2014 Mozilla Foundation
 *
 * 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.
 */
/* globals CanvasGraphics, CachedCanvases, ColorSpace, Util, error, info,
           isArray, makeCssRgb */

'use strict';

var ShadingIRs = {};

ShadingIRs.RadialAxial = {
  fromIR: function RadialAxial_fromIR(raw) {
    var type = raw[1];
    var colorStops = raw[2];
    var p0 = raw[3];
    var p1 = raw[4];
    var r0 = raw[5];
    var r1 = raw[6];
    return {
      type: 'Pattern',
      getPattern: function RadialAxial_getPattern(ctx) {
        var grad;
        if (type === 'axial') {
          grad = ctx.createLinearGradient(p0[0], p0[1], p1[0], p1[1]);
        } else if (type === 'radial') {
          grad = ctx.createRadialGradient(p0[0], p0[1], r0, p1[0], p1[1], r1);
        }

        for (var i = 0, ii = colorStops.length; i < ii; ++i) {
          var c = colorStops[i];
          grad.addColorStop(c[0], c[1]);
        }
        return grad;
      }
    };
  }
};

var createMeshCanvas = (function createMeshCanvasClosure() {
  function drawTriangle(data, context, p1, p2, p3, c1, c2, c3) {
    // Very basic Gouraud-shaded triangle rasterization algorithm.
    var coords = context.coords, colors = context.colors;
    var bytes = data.data, rowSize = data.width * 4;
    var tmp;
    if (coords[p1 * 2 + 1] > coords[p2 * 2 + 1]) {
      tmp = p1; p1 = p2; p2 = tmp; tmp = c1; c1 = c2; c2 = tmp;
    }
    if (coords[p2 * 2 + 1] > coords[p3 * 2 + 1]) {
      tmp = p2; p2 = p3; p3 = tmp; tmp = c2; c2 = c3; c3 = tmp;
    }
    if (coords[p1 * 2 + 1] > coords[p2 * 2 + 1]) {
      tmp = p1; p1 = p2; p2 = tmp; tmp = c1; c1 = c2; c2 = tmp;
    }
    var x1 = (coords[p1 * 2] + context.offsetX) * context.scaleX;
    var y1 = (coords[p1 * 2 + 1] + context.offsetY) * context.scaleY;
    var x2 = (coords[p2 * 2] + context.offsetX) * context.scaleX;
    var y2 = (coords[p2 * 2 + 1] + context.offsetY) * context.scaleY;
    var x3 = (coords[p3 * 2] + context.offsetX) * context.scaleX;
    var y3 = (coords[p3 * 2 + 1] + context.offsetY) * context.scaleY;
    if (y1 >= y3) {
      return;
    }
    var c1i = c1 * 3, c2i = c2 * 3, c3i = c3 * 3;
    var c1r = colors[c1i], c1g = colors[c1i + 1], c1b = colors[c1i + 2];
    var c2r = colors[c2i], c2g = colors[c2i + 1], c2b = colors[c2i + 2];
    var c3r = colors[c3i], c3g = colors[c3i + 1], c3b = colors[c3i + 2];

    var minY = Math.round(y1), maxY = Math.round(y3);
    var xa, car, cag, cab;
    var xb, cbr, cbg, cbb;
    var k;
    for (var y = minY; y <= maxY; y++) {
      if (y < y2) {
        k = y < y1 ? 0 : y1 === y2 ? 1 : (y1 - y) / (y1 - y2);
        xa = x1 - (x1 - x2) * k;
        car = c1r - (c1r - c2r) * k;
        cag = c1g - (c1g - c2g) * k;
        cab = c1b - (c1b - c2b) * k;
      } else {
        k = y > y3 ? 1 : y2 === y3 ? 0 : (y2 - y) / (y2 - y3);
        xa = x2 - (x2 - x3) * k;
        car = c2r - (c2r - c3r) * k;
        cag = c2g - (c2g - c3g) * k;
        cab = c2b - (c2b - c3b) * k;
      }
      k = y < y1 ? 0 : y > y3 ? 1 : (y1 - y) / (y1 - y3);
      xb = x1 - (x1 - x3) * k;
      cbr = c1r - (c1r - c3r) * k;
      cbg = c1g - (c1g - c3g) * k;
      cbb = c1b - (c1b - c3b) * k;
      var x1_ = Math.round(Math.min(xa, xb));
      var x2_ = Math.round(Math.max(xa, xb));
      var j = rowSize * y + x1_ * 4;
      for (var x = x1_; x <= x2_; x++) {
        k = (xa - x) / (xa - xb);
        k = k < 0 ? 0 : k > 1 ? 1 : k;
        bytes[j++] = (car - (car - cbr) * k) | 0;
        bytes[j++] = (cag - (cag - cbg) * k) | 0;
        bytes[j++] = (cab - (cab - cbb) * k) | 0;
        bytes[j++] = 255;
      }
    }
  }

  function drawFigure(data, figure, context) {
    var ps = figure.coords;
    var cs = figure.colors;
    switch (figure.type) {
      case 'lattice':
        var verticesPerRow = figure.verticesPerRow;
        var rows = Math.floor(ps.length / verticesPerRow) - 1;
        var cols = verticesPerRow - 1;
        for (var i = 0; i < rows; i++) {
          var q = i * verticesPerRow;
          for (var j = 0; j < cols; j++, q++) {
            drawTriangle(data, context,
              ps[q], ps[q + 1], ps[q + verticesPerRow],
              cs[q], cs[q + 1], cs[q + verticesPerRow]);
            drawTriangle(data, context,
              ps[q + verticesPerRow + 1], ps[q + 1], ps[q + verticesPerRow],
              cs[q + verticesPerRow + 1], cs[q + 1], cs[q + verticesPerRow]);
          }
        }
        break;
      case 'triangles':
        for (var i = 0, ii = ps.length; i < ii; i += 3) {
          drawTriangle(data, context,
            ps[i], ps[i + 1], ps[i + 2],
            cs[i], cs[i + 1], cs[i + 2]);
        }
        break;
      default:
        error('illigal figure');
        break;
    }
  }

  function createMeshCanvas(bounds, combinesScale, coords, colors, figures,
                            backgroundColor) {
    // we will increase scale on some weird factor to let antialiasing take
    // care of "rough" edges
    var EXPECTED_SCALE = 1.1;
    // MAX_PATTERN_SIZE is used to avoid OOM situation.
    var MAX_PATTERN_SIZE = 3000; // 10in @ 300dpi shall be enough

    var boundsWidth = bounds[2] - bounds[0];
    var boundsHeight = bounds[3] - bounds[1];

    var width = Math.min(Math.ceil(Math.abs(boundsWidth * combinesScale[0] *
      EXPECTED_SCALE)), MAX_PATTERN_SIZE);
    var height = Math.min(Math.ceil(Math.abs(boundsHeight * combinesScale[1] *
      EXPECTED_SCALE)), MAX_PATTERN_SIZE);
    var scaleX = width / boundsWidth;
    var scaleY = height / boundsHeight;

    var tmpCanvas = CachedCanvases.getCanvas('mesh', width, height, false);
    var tmpCtx = tmpCanvas.context;
    if (backgroundColor) {
      tmpCtx.fillStyle = makeCssRgb(backgroundColor);
      tmpCtx.fillRect(0, 0, width, height);
    }

    var context = {
      coords: coords,
      colors: colors,
      offsetX: -bounds[0],
      offsetY: -bounds[1],
      scaleX: scaleX,
      scaleY: scaleY
    };

    var data = tmpCtx.getImageData(0, 0, width, height);
    for (var i = 0; i < figures.length; i++) {
      drawFigure(data, figures[i], context);
    }
    tmpCtx.putImageData(data, 0, 0);

    return {canvas: tmpCanvas.canvas, scaleX: 1 / scaleX, scaleY: 1 / scaleY};
  }
  return createMeshCanvas;
})();

ShadingIRs.Mesh = {
  fromIR: function Mesh_fromIR(raw) {
    var type = raw[1];
    var coords = raw[2];
    var colors = raw[3];
    var figures = raw[4];
    var bounds = raw[5];
    var matrix = raw[6];
    var bbox = raw[7];
    var background = raw[8];
    return {
      type: 'Pattern',
      getPattern: function Mesh_getPattern(ctx, owner, shadingFill) {
        var combinedScale;
        // Obtain scale from matrix and current transformation matrix.
        if (shadingFill) {
          combinedScale = Util.singularValueDecompose2dScale(
            ctx.mozCurrentTransform);
        } else {
          var matrixScale = Util.singularValueDecompose2dScale(matrix);
          var curMatrixScale = Util.singularValueDecompose2dScale(
            owner.baseTransform);
          combinedScale = [matrixScale[0] * curMatrixScale[0],
            matrixScale[1] * curMatrixScale[1]];
        }


        // Rasterizing on the main thread since sending/queue large canvases
        // might cause OOM.
        // TODO consider using WebGL or asm.js to perform rasterization
        var temporaryPatternCanvas = createMeshCanvas(bounds, combinedScale,
          coords, colors, figures, shadingFill ? null : background);

        if (!shadingFill) {
          ctx.setTransform.apply(ctx, owner.baseTransform);
          if (matrix) {
            ctx.transform.apply(ctx, matrix);
          }
        }

        ctx.translate(bounds[0], bounds[1]);
        ctx.scale(temporaryPatternCanvas.scaleX,
                  temporaryPatternCanvas.scaleY);

        return ctx.createPattern(temporaryPatternCanvas.canvas, 'no-repeat');
      }
    };
  }
};

ShadingIRs.Dummy = {
  fromIR: function Dummy_fromIR() {
    return {
      type: 'Pattern',
      getPattern: function Dummy_fromIR_getPattern() {
        return 'hotpink';
      }
    };
  }
};

function getShadingPatternFromIR(raw) {
  var shadingIR = ShadingIRs[raw[0]];
  if (!shadingIR) {
    error('Unknown IR type: ' + raw[0]);
  }
  return shadingIR.fromIR(raw);
}

var TilingPattern = (function TilingPatternClosure() {
  var PaintType = {
    COLORED: 1,
    UNCOLORED: 2
  };

  var MAX_PATTERN_SIZE = 3000; // 10in @ 300dpi shall be enough

  function TilingPattern(IR, color, ctx, objs, commonObjs, baseTransform) {
    this.name = IR[1][0].name;
    this.operatorList = IR[2];
    this.matrix = IR[3] || [1, 0, 0, 1, 0, 0];
    this.bbox = IR[4];
    this.xstep = IR[5];
    this.ystep = IR[6];
    this.paintType = IR[7];
    this.tilingType = IR[8];
    this.color = color;
    this.objs = objs;
    this.commonObjs = commonObjs;
    this.baseTransform = baseTransform;
    this.type = 'Pattern';
    this.ctx = ctx;
  }

  TilingPattern.prototype = {
    createPatternCanvas: function TilinPattern_createPatternCanvas(owner) {
      var operatorList = this.operatorList;
      var bbox = this.bbox;
      var xstep = this.xstep;
      var ystep = this.ystep;
      var paintType = this.paintType;
      var tilingType = this.tilingType;
      var color = this.color;
      var objs = this.objs;
      var commonObjs = this.commonObjs;
      var ctx = this.ctx;

      info('TilingType: ' + tilingType);

      var x0 = bbox[0], y0 = bbox[1], x1 = bbox[2], y1 = bbox[3];

      var topLeft = [x0, y0];
      // we want the canvas to be as large as the step size
      var botRight = [x0 + xstep, y0 + ystep];

      var width = botRight[0] - topLeft[0];
      var height = botRight[1] - topLeft[1];

      // Obtain scale from matrix and current transformation matrix.
      var matrixScale = Util.singularValueDecompose2dScale(this.matrix);
      var curMatrixScale = Util.singularValueDecompose2dScale(
        this.baseTransform);
      var combinedScale = [matrixScale[0] * curMatrixScale[0],
        matrixScale[1] * curMatrixScale[1]];

      // MAX_PATTERN_SIZE is used to avoid OOM situation.
      // Use width and height values that are as close as possible to the end
      // result when the pattern is used. Too low value makes the pattern look
      // blurry. Too large value makes it look too crispy.
      width = Math.min(Math.ceil(Math.abs(width * combinedScale[0])),
        MAX_PATTERN_SIZE);

      height = Math.min(Math.ceil(Math.abs(height * combinedScale[1])),
        MAX_PATTERN_SIZE);

      var tmpCanvas = CachedCanvases.getCanvas('pattern', width, height, true);
      var tmpCtx = tmpCanvas.context;
      var graphics = new CanvasGraphics(tmpCtx, commonObjs, objs);
      graphics.groupLevel = owner.groupLevel;

      this.setFillAndStrokeStyleToContext(tmpCtx, paintType, color);

      this.setScale(width, height, xstep, ystep);
      this.transformToScale(graphics);

      // transform coordinates to pattern space
      var tmpTranslate = [1, 0, 0, 1, -topLeft[0], -topLeft[1]];
      graphics.transform.apply(graphics, tmpTranslate);

      this.clipBbox(graphics, bbox, x0, y0, x1, y1);

      graphics.executeOperatorList(operatorList);
      return tmpCanvas.canvas;
    },

    setScale: function TilingPattern_setScale(width, height, xstep, ystep) {
      this.scale = [width / xstep, height / ystep];
    },

    transformToScale: function TilingPattern_transformToScale(graphics) {
      var scale = this.scale;
      var tmpScale = [scale[0], 0, 0, scale[1], 0, 0];
      graphics.transform.apply(graphics, tmpScale);
    },

    scaleToContext: function TilingPattern_scaleToContext() {
      var scale = this.scale;
      this.ctx.scale(1 / scale[0], 1 / scale[1]);
    },

    clipBbox: function clipBbox(graphics, bbox, x0, y0, x1, y1) {
      if (bbox && isArray(bbox) && 4 == bbox.length) {
        var bboxWidth = x1 - x0;
        var bboxHeight = y1 - y0;
        graphics.rectangle(x0, y0, bboxWidth, bboxHeight);
        graphics.clip();
        graphics.endPath();
      }
    },

    setFillAndStrokeStyleToContext:
      function setFillAndStrokeStyleToContext(context, paintType, color) {
        switch (paintType) {
          case PaintType.COLORED:
            var ctx = this.ctx;
            context.fillStyle = ctx.fillStyle;
            context.strokeStyle = ctx.strokeStyle;
            break;
          case PaintType.UNCOLORED:
            var rgbColor = ColorSpace.singletons.rgb.getRgb(color, 0);
            var cssColor = Util.makeCssRgb(rgbColor);
            context.fillStyle = cssColor;
            context.strokeStyle = cssColor;
            break;
          default:
            error('Unsupported paint type: ' + paintType);
        }
      },

    getPattern: function TilingPattern_getPattern(ctx, owner) {
      var temporaryPatternCanvas = this.createPatternCanvas(owner);

      var ctx = this.ctx;
      ctx.setTransform.apply(ctx, this.baseTransform);
      ctx.transform.apply(ctx, this.matrix);
      this.scaleToContext();

      return ctx.createPattern(temporaryPatternCanvas, 'repeat');
    }
  };

  return TilingPattern;
})();
