/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
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  following disclaimer.

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*/

/** @file  IRRShared.cpp
 *  @brief Shared utilities for the IRR and IRRMESH loaders
 */



//This section should be excluded only if both the Irrlicht AND the Irrlicht Mesh importers were omitted.
#if !(defined(ASSIMP_BUILD_NO_IRR_IMPORTER) && defined(ASSIMP_BUILD_NO_IRRMESH_IMPORTER))

#include "IRRShared.h"
#include <assimp/ParsingUtils.h>
#include <assimp/fast_atof.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/material.h>


using namespace Assimp;
using namespace irr;
using namespace irr::io;

// Transformation matrix to convert from Assimp to IRR space
const aiMatrix4x4 Assimp::AI_TO_IRR_MATRIX = aiMatrix4x4 (
    1.0f, 0.0f, 0.0f, 0.0f,
    0.0f, 0.0f, 1.0f, 0.0f,
    0.0f, 1.0f, 0.0f, 0.0f,
    0.0f, 0.0f, 0.0f, 1.0f);

// ------------------------------------------------------------------------------------------------
// read a property in hexadecimal format (i.e. ffffffff)
void IrrlichtBase::ReadHexProperty    (HexProperty&    out)
{
    for (int i = 0; i < reader->getAttributeCount();++i)
    {
        if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
        {
            out.name = std::string( reader->getAttributeValue(i) );
        }
        else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
        {
            // parse the hexadecimal value
            out.value = strtoul16(reader->getAttributeValue(i));
        }
    }
}

// ------------------------------------------------------------------------------------------------
// read a decimal property
void IrrlichtBase::ReadIntProperty    (IntProperty&    out)
{
    for (int i = 0; i < reader->getAttributeCount();++i)
    {
        if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
        {
            out.name = std::string( reader->getAttributeValue(i) );
        }
        else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
        {
            // parse the ecimal value
            out.value = strtol10(reader->getAttributeValue(i));
        }
    }
}

// ------------------------------------------------------------------------------------------------
// read a string property
void IrrlichtBase::ReadStringProperty (StringProperty& out)
{
    for (int i = 0; i < reader->getAttributeCount();++i)
    {
        if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
        {
            out.name = std::string( reader->getAttributeValue(i) );
        }
        else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
        {
            // simple copy the string
            out.value = std::string (reader->getAttributeValue(i));
        }
    }
}

// ------------------------------------------------------------------------------------------------
// read a boolean property
void IrrlichtBase::ReadBoolProperty   (BoolProperty&   out)
{
    for (int i = 0; i < reader->getAttributeCount();++i)
    {
        if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
        {
            out.name = std::string( reader->getAttributeValue(i) );
        }
        else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
        {
            // true or false, case insensitive
            out.value = (ASSIMP_stricmp( reader->getAttributeValue(i),
                "true") ? false : true);
        }
    }
}

// ------------------------------------------------------------------------------------------------
// read a float property
void IrrlichtBase::ReadFloatProperty  (FloatProperty&  out)
{
    for (int i = 0; i < reader->getAttributeCount();++i)
    {
        if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
        {
            out.name = std::string( reader->getAttributeValue(i) );
        }
        else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
        {
            // just parse the float
            out.value = fast_atof( reader->getAttributeValue(i) );
        }
    }
}

// ------------------------------------------------------------------------------------------------
// read a vector property
void IrrlichtBase::ReadVectorProperty  (VectorProperty&  out)
{
    for (int i = 0; i < reader->getAttributeCount();++i)
    {
        if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
        {
            out.name = std::string( reader->getAttributeValue(i) );
        }
        else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
        {
            // three floats, separated with commas
            const char* ptr = reader->getAttributeValue(i);

            SkipSpaces(&ptr);
            ptr = fast_atoreal_move<float>( ptr,(float&)out.value.x );
            SkipSpaces(&ptr);
            if (',' != *ptr)
            {
                ASSIMP_LOG_ERROR("IRR(MESH): Expected comma in vector definition");
            }
            else SkipSpaces(ptr+1,&ptr);
            ptr = fast_atoreal_move<float>( ptr,(float&)out.value.y );
            SkipSpaces(&ptr);
            if (',' != *ptr)
            {
                ASSIMP_LOG_ERROR("IRR(MESH): Expected comma in vector definition");
            }
            else SkipSpaces(ptr+1,&ptr);
            ptr = fast_atoreal_move<float>( ptr,(float&)out.value.z );
        }
    }
}

// ------------------------------------------------------------------------------------------------
// Convert a string to a proper aiMappingMode
int ConvertMappingMode(const std::string& mode)
{
    if (mode == "texture_clamp_repeat")
    {
        return aiTextureMapMode_Wrap;
    }
    else if (mode == "texture_clamp_mirror")
        return aiTextureMapMode_Mirror;

    return aiTextureMapMode_Clamp;
}

// ------------------------------------------------------------------------------------------------
// Parse a material from the XML file
aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags)
{
    aiMaterial* mat = new aiMaterial();
    aiColor4D clr;
    aiString s;

    matFlags = 0; // zero output flags
    int cnt  = 0; // number of used texture channels
    unsigned int nd = 0;

    // Continue reading from the file
    while (reader->read())
    {
        switch (reader->getNodeType())
        {
        case EXN_ELEMENT:

            // Hex properties
            if (!ASSIMP_stricmp(reader->getNodeName(),"color"))
            {
                HexProperty prop;
                ReadHexProperty(prop);
                if (prop.name == "Diffuse")
                {
                    ColorFromARGBPacked(prop.value,clr);
                    mat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
                }
                else if (prop.name == "Ambient")
                {
                    ColorFromARGBPacked(prop.value,clr);
                    mat->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
                }
                else if (prop.name == "Specular")
                {
                    ColorFromARGBPacked(prop.value,clr);
                    mat->AddProperty(&clr,1,AI_MATKEY_COLOR_SPECULAR);
                }

                // NOTE: The 'emissive' property causes problems. It is
                // often != 0, even if there is obviously no light
                // emitted by the described surface. In fact I think
                // IRRLICHT ignores this property, too.
#if 0
                else if (prop.name == "Emissive")
                {
                    ColorFromARGBPacked(prop.value,clr);
                    mat->AddProperty(&clr,1,AI_MATKEY_COLOR_EMISSIVE);
                }
#endif
            }
            // Float properties
            else if (!ASSIMP_stricmp(reader->getNodeName(),"float"))
            {
                FloatProperty prop;
                ReadFloatProperty(prop);
                if (prop.name == "Shininess")
                {
                    mat->AddProperty(&prop.value,1,AI_MATKEY_SHININESS);
                }
            }
            // Bool properties
            else if (!ASSIMP_stricmp(reader->getNodeName(),"bool"))
            {
                BoolProperty prop;
                ReadBoolProperty(prop);
                if (prop.name == "Wireframe")
                {
                    int val = (prop.value ? true : false);
                    mat->AddProperty(&val,1,AI_MATKEY_ENABLE_WIREFRAME);
                }
                else if (prop.name == "GouraudShading")
                {
                    int val = (prop.value ? aiShadingMode_Gouraud
                        : aiShadingMode_NoShading);
                    mat->AddProperty(&val,1,AI_MATKEY_SHADING_MODEL);
                }
                else if (prop.name == "BackfaceCulling")
                {
                    int val = (!prop.value);
                    mat->AddProperty(&val,1,AI_MATKEY_TWOSIDED);
                }
            }
            // String properties - textures and texture related properties
            else if (!ASSIMP_stricmp(reader->getNodeName(),"texture") ||
                     !ASSIMP_stricmp(reader->getNodeName(),"enum"))
            {
                StringProperty prop;
                ReadStringProperty(prop);
                if (prop.value.length())
                {
                    // material type (shader)
                    if (prop.name == "Type")
                    {
                        if (prop.value == "solid")
                        {
                            // default material ...
                        }
                        else if (prop.value == "trans_vertex_alpha")
                        {
                            matFlags = AI_IRRMESH_MAT_trans_vertex_alpha;
                        }
                        else if (prop.value == "lightmap")
                        {
                            matFlags = AI_IRRMESH_MAT_lightmap;
                        }
                        else if (prop.value == "solid_2layer")
                        {
                            matFlags = AI_IRRMESH_MAT_solid_2layer;
                        }
                        else if (prop.value == "lightmap_m2")
                        {
                            matFlags = AI_IRRMESH_MAT_lightmap_m2;
                        }
                        else if (prop.value == "lightmap_m4")
                        {
                            matFlags = AI_IRRMESH_MAT_lightmap_m4;
                        }
                        else if (prop.value == "lightmap_light")
                        {
                            matFlags = AI_IRRMESH_MAT_lightmap_light;
                        }
                        else if (prop.value == "lightmap_light_m2")
                        {
                            matFlags = AI_IRRMESH_MAT_lightmap_light_m2;
                        }
                        else if (prop.value == "lightmap_light_m4")
                        {
                            matFlags = AI_IRRMESH_MAT_lightmap_light_m4;
                        }
                        else if (prop.value == "lightmap_add")
                        {
                            matFlags = AI_IRRMESH_MAT_lightmap_add;
                        }
                        // Normal and parallax maps are treated equally
                        else if (prop.value == "normalmap_solid" ||
                            prop.value == "parallaxmap_solid")
                        {
                            matFlags = AI_IRRMESH_MAT_normalmap_solid;
                        }
                        else if (prop.value == "normalmap_trans_vertex_alpha" ||
                            prop.value == "parallaxmap_trans_vertex_alpha")
                        {
                            matFlags = AI_IRRMESH_MAT_normalmap_tva;
                        }
                        else if (prop.value == "normalmap_trans_add" ||
                            prop.value == "parallaxmap_trans_add")
                        {
                            matFlags = AI_IRRMESH_MAT_normalmap_ta;
                        }
                        else {
                            ASSIMP_LOG_WARN("IRRMat: Unrecognized material type: " + prop.value);
                        }
                    }

                    // Up to 4 texture channels are supported
                    if (prop.name == "Texture1")
                    {
                        // Always accept the primary texture channel
                        ++cnt;
                        s.Set(prop.value);
                        mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
                    }
                    else if (prop.name == "Texture2" && cnt == 1)
                    {
                        // 2-layer material lightmapped?
                        if (matFlags & AI_IRRMESH_MAT_lightmap) {
                            ++cnt;
                            s.Set(prop.value);
                            mat->AddProperty(&s,AI_MATKEY_TEXTURE_LIGHTMAP(0));

                            // set the corresponding material flag
                            matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
                        }
                        // alternatively: normal or parallax mapping
                        else if (matFlags & AI_IRRMESH_MAT_normalmap_solid) {
                            ++cnt;
                            s.Set(prop.value);
                            mat->AddProperty(&s,AI_MATKEY_TEXTURE_NORMALS(0));

                            // set the corresponding material flag
                            matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
                        } else if (matFlags & AI_IRRMESH_MAT_solid_2layer)    {// or just as second diffuse texture
                            ++cnt;
                            s.Set(prop.value);
                            mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(1));
                            ++nd;

                            // set the corresponding material flag
                            matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
                        } else {
                            ASSIMP_LOG_WARN("IRRmat: Skipping second texture");
                        }
                    } else if (prop.name == "Texture3" && cnt == 2) {
                        // Irrlicht does not seem to use these channels.
                        ++cnt;
                        s.Set(prop.value);
                        mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(nd+1));
                    } else if (prop.name == "Texture4" && cnt == 3) {
                        // Irrlicht does not seem to use these channels.
                        ++cnt;
                        s.Set(prop.value);
                        mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(nd+2));
                    }

                    // Texture mapping options
                    if (prop.name == "TextureWrap1" && cnt >= 1)
                    {
                        int map = ConvertMappingMode(prop.value);
                        mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
                        mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
                    }
                    else if (prop.name == "TextureWrap2" && cnt >= 2)
                    {
                        int map = ConvertMappingMode(prop.value);
                        if (matFlags & AI_IRRMESH_MAT_lightmap) {
                            mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(0));
                            mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(0));
                        }
                        else if (matFlags & (AI_IRRMESH_MAT_normalmap_solid)) {
                            mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_NORMALS(0));
                            mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_NORMALS(0));
                        }
                        else if (matFlags & AI_IRRMESH_MAT_solid_2layer) {
                            mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(1));
                            mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(1));
                        }
                    }
                    else if (prop.name == "TextureWrap3" && cnt >= 3)
                    {
                        int map = ConvertMappingMode(prop.value);
                        mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd+1));
                        mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd+1));
                    }
                    else if (prop.name == "TextureWrap4" && cnt >= 4)
                    {
                        int map = ConvertMappingMode(prop.value);
                        mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd+2));
                        mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd+2));
                    }
                }
            }
            break;
            case EXN_ELEMENT_END:

                /* Assume there are no further nested nodes in <material> elements
                 */
                if (/* IRRMESH */ !ASSIMP_stricmp(reader->getNodeName(),"material") ||
                    /* IRR     */ !ASSIMP_stricmp(reader->getNodeName(),"attributes"))
                {
                    // Now process lightmapping flags
                    // We should have at least one textur to do that ..
                    if (cnt && matFlags & AI_IRRMESH_MAT_lightmap)
                    {
                        float f = 1.f;
                        unsigned int unmasked = matFlags&~AI_IRRMESH_MAT_lightmap;

                        // Additive lightmap?
                        int op = (unmasked & AI_IRRMESH_MAT_lightmap_add
                            ? aiTextureOp_Add : aiTextureOp_Multiply);

                        // Handle Irrlicht's lightmapping scaling factor
                        if (unmasked & AI_IRRMESH_MAT_lightmap_m2 ||
                            unmasked & AI_IRRMESH_MAT_lightmap_light_m2)
                        {
                            f = 2.f;
                        }
                        else if (unmasked & AI_IRRMESH_MAT_lightmap_m4 ||
                            unmasked & AI_IRRMESH_MAT_lightmap_light_m4)
                        {
                            f = 4.f;
                        }
                        mat->AddProperty( &f, 1, AI_MATKEY_TEXBLEND_LIGHTMAP(0));
                        mat->AddProperty( &op,1, AI_MATKEY_TEXOP_LIGHTMAP(0));
                    }

                    return mat;
                }
            default:

                // GCC complains here ...
                break;
        }
    }
    ASSIMP_LOG_ERROR("IRRMESH: Unexpected end of file. Material is not complete");

    return mat;
}

#endif // !(defined(ASSIMP_BUILD_NO_IRR_IMPORTER) && defined(ASSIMP_BUILD_NO_IRRMESH_IMPORTER))
