/*
 * Copyright (C) 2014 The Android Open Source Project
 *
 * 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.
 */

#ifndef ANDROID_HWUI_SPOT_SHADOW_H
#define ANDROID_HWUI_SPOT_SHADOW_H

#include "Debug.h"
#include "Vector.h"

namespace android {
namespace uirenderer {

class VertexBuffer;

class SpotShadow {
public:
    static void createSpotShadow(bool isCasterOpaque, const Vector3& lightCenter, float lightSize,
                                 const Vector3* poly, int polyLength, const Vector3& polyCentroid,
                                 VertexBuffer& retstrips);

private:
    struct VertexAngleData;

    static float projectCasterToOutline(Vector2& outline, const Vector3& lightCenter,
                                        const Vector3& polyVertex);

    static void computeLightPolygon(int points, const Vector3& lightCenter, float size,
                                    Vector3* ret);

    static void smoothPolygon(int level, int rays, float* rayDist);
    static float rayIntersectPoly(const Vector2* poly, int polyLength, const Vector2& point,
                                  float dx, float dy);

    static void xsort(Vector2* points, int pointsLength);
    static int hull(Vector2* points, int pointsLength, Vector2* retPoly);
    static bool ccw(float ax, float ay, float bx, float by, float cx, float cy);
    static void sort(Vector2* poly, int polyLength, const Vector2& center);

    static void swap(Vector2* points, int i, int j);
    static void quicksortCirc(Vector2* points, int low, int high, const Vector2& center);
    static void quicksortX(Vector2* points, int low, int high);

    static bool testPointInsidePolygon(const Vector2 testPoint, const Vector2* poly, int len);
    static void reverse(Vector2* polygon, int len);

    static void generateTriangleStrip(bool isCasterOpaque, float shadowStrengthScale,
                                      Vector2* penumbra, int penumbraLength, Vector2* umbra,
                                      int umbraLength, const Vector3* poly, int polyLength,
                                      VertexBuffer& retstrips, const Vector2& centroid);

#if DEBUG_SHADOW
    static bool testConvex(const Vector2* polygon, int polygonLength, const char* name);
    static void testIntersection(const Vector2* poly1, int poly1Length, const Vector2* poly2,
                                 int poly2Length, const Vector2* intersection,
                                 int intersectionLength);
    static void updateBound(const Vector2 inVector, Vector2& lowerBound, Vector2& upperBound);
    static void dumpPolygon(const Vector2* poly, int polyLength, const char* polyName);
    static void dumpPolygon(const Vector3* poly, int polyLength, const char* polyName);
#endif

};  // SpotShadow

};  // namespace uirenderer
};  // namespace android

#endif  // ANDROID_HWUI_SPOT_SHADOW_H
