/* 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 PDFJS */
/* jshint -W043 */

'use strict';

(function (root, factory) {
  if (typeof define === 'function' && define.amd) {
    define('pdfjs/display/webgl', ['exports', 'pdfjs/shared/util'], factory);
  } else if (typeof exports !== 'undefined') {
    factory(exports, require('../shared/util.js'));
  } else {
    factory((root.pdfjsDisplayWebGL = {}), root.pdfjsSharedUtil);
  }
}(this, function (exports, sharedUtil) {

var shadow = sharedUtil.shadow;

var WebGLUtils = (function WebGLUtilsClosure() {
  function loadShader(gl, code, shaderType) {
    var shader = gl.createShader(shaderType);
    gl.shaderSource(shader, code);
    gl.compileShader(shader);
    var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
    if (!compiled) {
      var errorMsg = gl.getShaderInfoLog(shader);
      throw new Error('Error during shader compilation: ' + errorMsg);
    }
    return shader;
  }
  function createVertexShader(gl, code) {
    return loadShader(gl, code, gl.VERTEX_SHADER);
  }
  function createFragmentShader(gl, code) {
    return loadShader(gl, code, gl.FRAGMENT_SHADER);
  }
  function createProgram(gl, shaders) {
    var program = gl.createProgram();
    for (var i = 0, ii = shaders.length; i < ii; ++i) {
      gl.attachShader(program, shaders[i]);
    }
    gl.linkProgram(program);
    var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
    if (!linked) {
      var errorMsg = gl.getProgramInfoLog(program);
      throw new Error('Error during program linking: ' + errorMsg);
    }
    return program;
  }
  function createTexture(gl, image, textureId) {
    gl.activeTexture(textureId);
    var texture = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, texture);

    // Set the parameters so we can render any size image.
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);

    // Upload the image into the texture.
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
    return texture;
  }

  var currentGL, currentCanvas;
  function generateGL() {
    if (currentGL) {
      return;
    }
    currentCanvas = document.createElement('canvas');
    currentGL = currentCanvas.getContext('webgl',
      { premultipliedalpha: false });
  }

  var smaskVertexShaderCode = '\
  attribute vec2 a_position;                                    \
  attribute vec2 a_texCoord;                                    \
                                                                \
  uniform vec2 u_resolution;                                    \
                                                                \
  varying vec2 v_texCoord;                                      \
                                                                \
  void main() {                                                 \
    vec2 clipSpace = (a_position / u_resolution) * 2.0 - 1.0;   \
    gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);          \
                                                                \
    v_texCoord = a_texCoord;                                    \
  }                                                             ';

  var smaskFragmentShaderCode = '\
  precision mediump float;                                      \
                                                                \
  uniform vec4 u_backdrop;                                      \
  uniform int u_subtype;                                        \
  uniform sampler2D u_image;                                    \
  uniform sampler2D u_mask;                                     \
                                                                \
  varying vec2 v_texCoord;                                      \
                                                                \
  void main() {                                                 \
    vec4 imageColor = texture2D(u_image, v_texCoord);           \
    vec4 maskColor = texture2D(u_mask, v_texCoord);             \
    if (u_backdrop.a > 0.0) {                                   \
      maskColor.rgb = maskColor.rgb * maskColor.a +             \
                      u_backdrop.rgb * (1.0 - maskColor.a);     \
    }                                                           \
    float lum;                                                  \
    if (u_subtype == 0) {                                       \
      lum = maskColor.a;                                        \
    } else {                                                    \
      lum = maskColor.r * 0.3 + maskColor.g * 0.59 +            \
            maskColor.b * 0.11;                                 \
    }                                                           \
    imageColor.a *= lum;                                        \
    imageColor.rgb *= imageColor.a;                             \
    gl_FragColor = imageColor;                                  \
  }                                                             ';

  var smaskCache = null;

  function initSmaskGL() {
    var canvas, gl;

    generateGL();
    canvas = currentCanvas;
    currentCanvas = null;
    gl = currentGL;
    currentGL = null;

    // setup a GLSL program
    var vertexShader = createVertexShader(gl, smaskVertexShaderCode);
    var fragmentShader = createFragmentShader(gl, smaskFragmentShaderCode);
    var program = createProgram(gl, [vertexShader, fragmentShader]);
    gl.useProgram(program);

    var cache = {};
    cache.gl = gl;
    cache.canvas = canvas;
    cache.resolutionLocation = gl.getUniformLocation(program, 'u_resolution');
    cache.positionLocation = gl.getAttribLocation(program, 'a_position');
    cache.backdropLocation = gl.getUniformLocation(program, 'u_backdrop');
    cache.subtypeLocation = gl.getUniformLocation(program, 'u_subtype');

    var texCoordLocation = gl.getAttribLocation(program, 'a_texCoord');
    var texLayerLocation = gl.getUniformLocation(program, 'u_image');
    var texMaskLocation = gl.getUniformLocation(program, 'u_mask');

    // provide texture coordinates for the rectangle.
    var texCoordBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, texCoordBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
      0.0,  0.0,
      1.0,  0.0,
      0.0,  1.0,
      0.0,  1.0,
      1.0,  0.0,
      1.0,  1.0]), gl.STATIC_DRAW);
    gl.enableVertexAttribArray(texCoordLocation);
    gl.vertexAttribPointer(texCoordLocation, 2, gl.FLOAT, false, 0, 0);

    gl.uniform1i(texLayerLocation, 0);
    gl.uniform1i(texMaskLocation, 1);

    smaskCache = cache;
  }

  function composeSMask(layer, mask, properties) {
    var width = layer.width, height = layer.height;

    if (!smaskCache) {
      initSmaskGL();
    }
    var cache = smaskCache,canvas = cache.canvas, gl = cache.gl;
    canvas.width = width;
    canvas.height = height;
    gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
    gl.uniform2f(cache.resolutionLocation, width, height);

    if (properties.backdrop) {
      gl.uniform4f(cache.resolutionLocation, properties.backdrop[0],
                   properties.backdrop[1], properties.backdrop[2], 1);
    } else {
      gl.uniform4f(cache.resolutionLocation, 0, 0, 0, 0);
    }
    gl.uniform1i(cache.subtypeLocation,
                 properties.subtype === 'Luminosity' ? 1 : 0);

    // Create a textures
    var texture = createTexture(gl, layer, gl.TEXTURE0);
    var maskTexture = createTexture(gl, mask, gl.TEXTURE1);


    // Create a buffer and put a single clipspace rectangle in
    // it (2 triangles)
    var buffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
      0, 0,
      width, 0,
      0, height,
      0, height,
      width, 0,
      width, height]), gl.STATIC_DRAW);
    gl.enableVertexAttribArray(cache.positionLocation);
    gl.vertexAttribPointer(cache.positionLocation, 2, gl.FLOAT, false, 0, 0);

    // draw
    gl.clearColor(0, 0, 0, 0);
    gl.enable(gl.BLEND);
    gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
    gl.clear(gl.COLOR_BUFFER_BIT);

    gl.drawArrays(gl.TRIANGLES, 0, 6);

    gl.flush();

    gl.deleteTexture(texture);
    gl.deleteTexture(maskTexture);
    gl.deleteBuffer(buffer);

    return canvas;
  }

  var figuresVertexShaderCode = '\
  attribute vec2 a_position;                                    \
  attribute vec3 a_color;                                       \
                                                                \
  uniform vec2 u_resolution;                                    \
  uniform vec2 u_scale;                                         \
  uniform vec2 u_offset;                                        \
                                                                \
  varying vec4 v_color;                                         \
                                                                \
  void main() {                                                 \
    vec2 position = (a_position + u_offset) * u_scale;          \
    vec2 clipSpace = (position / u_resolution) * 2.0 - 1.0;     \
    gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);          \
                                                                \
    v_color = vec4(a_color / 255.0, 1.0);                       \
  }                                                             ';

  var figuresFragmentShaderCode = '\
  precision mediump float;                                      \
                                                                \
  varying vec4 v_color;                                         \
                                                                \
  void main() {                                                 \
    gl_FragColor = v_color;                                     \
  }                                                             ';

  var figuresCache = null;

  function initFiguresGL() {
    var canvas, gl;

    generateGL();
    canvas = currentCanvas;
    currentCanvas = null;
    gl = currentGL;
    currentGL = null;

    // setup a GLSL program
    var vertexShader = createVertexShader(gl, figuresVertexShaderCode);
    var fragmentShader = createFragmentShader(gl, figuresFragmentShaderCode);
    var program = createProgram(gl, [vertexShader, fragmentShader]);
    gl.useProgram(program);

    var cache = {};
    cache.gl = gl;
    cache.canvas = canvas;
    cache.resolutionLocation = gl.getUniformLocation(program, 'u_resolution');
    cache.scaleLocation = gl.getUniformLocation(program, 'u_scale');
    cache.offsetLocation = gl.getUniformLocation(program, 'u_offset');
    cache.positionLocation = gl.getAttribLocation(program, 'a_position');
    cache.colorLocation = gl.getAttribLocation(program, 'a_color');

    figuresCache = cache;
  }

  function drawFigures(width, height, backgroundColor, figures, context) {
    if (!figuresCache) {
      initFiguresGL();
    }
    var cache = figuresCache, canvas = cache.canvas, gl = cache.gl;

    canvas.width = width;
    canvas.height = height;
    gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
    gl.uniform2f(cache.resolutionLocation, width, height);

    // count triangle points
    var count = 0;
    var i, ii, rows;
    for (i = 0, ii = figures.length; i < ii; i++) {
      switch (figures[i].type) {
        case 'lattice':
          rows = (figures[i].coords.length / figures[i].verticesPerRow) | 0;
          count += (rows - 1) * (figures[i].verticesPerRow - 1) * 6;
          break;
        case 'triangles':
          count += figures[i].coords.length;
          break;
      }
    }
    // transfer data
    var coords = new Float32Array(count * 2);
    var colors = new Uint8Array(count * 3);
    var coordsMap = context.coords, colorsMap = context.colors;
    var pIndex = 0, cIndex = 0;
    for (i = 0, ii = figures.length; i < ii; i++) {
      var figure = figures[i], ps = figure.coords, cs = figure.colors;
      switch (figure.type) {
        case 'lattice':
          var cols = figure.verticesPerRow;
          rows = (ps.length / cols) | 0;
          for (var row = 1; row < rows; row++) {
            var offset = row * cols + 1;
            for (var col = 1; col < cols; col++, offset++) {
              coords[pIndex] = coordsMap[ps[offset - cols - 1]];
              coords[pIndex + 1] = coordsMap[ps[offset - cols - 1] + 1];
              coords[pIndex + 2] = coordsMap[ps[offset - cols]];
              coords[pIndex + 3] = coordsMap[ps[offset - cols] + 1];
              coords[pIndex + 4] = coordsMap[ps[offset - 1]];
              coords[pIndex + 5] = coordsMap[ps[offset - 1] + 1];
              colors[cIndex] = colorsMap[cs[offset - cols - 1]];
              colors[cIndex + 1] = colorsMap[cs[offset - cols - 1] + 1];
              colors[cIndex + 2] = colorsMap[cs[offset - cols - 1] + 2];
              colors[cIndex + 3] = colorsMap[cs[offset - cols]];
              colors[cIndex + 4] = colorsMap[cs[offset - cols] + 1];
              colors[cIndex + 5] = colorsMap[cs[offset - cols] + 2];
              colors[cIndex + 6] = colorsMap[cs[offset - 1]];
              colors[cIndex + 7] = colorsMap[cs[offset - 1] + 1];
              colors[cIndex + 8] = colorsMap[cs[offset - 1] + 2];

              coords[pIndex + 6] = coords[pIndex + 2];
              coords[pIndex + 7] = coords[pIndex + 3];
              coords[pIndex + 8] = coords[pIndex + 4];
              coords[pIndex + 9] = coords[pIndex + 5];
              coords[pIndex + 10] = coordsMap[ps[offset]];
              coords[pIndex + 11] = coordsMap[ps[offset] + 1];
              colors[cIndex + 9] = colors[cIndex + 3];
              colors[cIndex + 10] = colors[cIndex + 4];
              colors[cIndex + 11] = colors[cIndex + 5];
              colors[cIndex + 12] = colors[cIndex + 6];
              colors[cIndex + 13] = colors[cIndex + 7];
              colors[cIndex + 14] = colors[cIndex + 8];
              colors[cIndex + 15] = colorsMap[cs[offset]];
              colors[cIndex + 16] = colorsMap[cs[offset] + 1];
              colors[cIndex + 17] = colorsMap[cs[offset] + 2];
              pIndex += 12;
              cIndex += 18;
            }
          }
          break;
        case 'triangles':
          for (var j = 0, jj = ps.length; j < jj; j++) {
            coords[pIndex] = coordsMap[ps[j]];
            coords[pIndex + 1] = coordsMap[ps[j] + 1];
            colors[cIndex] = colorsMap[cs[j]];
            colors[cIndex + 1] = colorsMap[cs[j] + 1];
            colors[cIndex + 2] = colorsMap[cs[j] + 2];
            pIndex += 2;
            cIndex += 3;
          }
          break;
      }
    }

    // draw
    if (backgroundColor) {
      gl.clearColor(backgroundColor[0] / 255, backgroundColor[1] / 255,
                    backgroundColor[2] / 255, 1.0);
    } else {
      gl.clearColor(0, 0, 0, 0);
    }
    gl.clear(gl.COLOR_BUFFER_BIT);

    var coordsBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, coordsBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, coords, gl.STATIC_DRAW);
    gl.enableVertexAttribArray(cache.positionLocation);
    gl.vertexAttribPointer(cache.positionLocation, 2, gl.FLOAT, false, 0, 0);

    var colorsBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, colorsBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
    gl.enableVertexAttribArray(cache.colorLocation);
    gl.vertexAttribPointer(cache.colorLocation, 3, gl.UNSIGNED_BYTE, false,
                           0, 0);

    gl.uniform2f(cache.scaleLocation, context.scaleX, context.scaleY);
    gl.uniform2f(cache.offsetLocation, context.offsetX, context.offsetY);

    gl.drawArrays(gl.TRIANGLES, 0, count);

    gl.flush();

    gl.deleteBuffer(coordsBuffer);
    gl.deleteBuffer(colorsBuffer);

    return canvas;
  }

  function cleanup() {
    if (smaskCache && smaskCache.canvas) {
      smaskCache.canvas.width = 0;
      smaskCache.canvas.height = 0;
    }
    if (figuresCache && figuresCache.canvas) {
      figuresCache.canvas.width = 0;
      figuresCache.canvas.height = 0;
    }
    smaskCache = null;
    figuresCache = null;
  }

  return {
    get isEnabled() {
      if (PDFJS.disableWebGL) {
        return false;
      }
      var enabled = false;
      try {
        generateGL();
        enabled = !!currentGL;
      } catch (e) { }
      return shadow(this, 'isEnabled', enabled);
    },
    composeSMask: composeSMask,
    drawFigures: drawFigures,
    clear: cleanup
  };
})();

exports.WebGLUtils = WebGLUtils;
}));
