/*
---------------------------------------------------------------------------
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;

// 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 (pugi::xml_attribute attrib : mNode->attributes()) {
        if (!ASSIMP_stricmp(attrib.name(), "name")) {
            out.name = std::string( attrib.value() );
        } else if (!ASSIMP_stricmp(attrib.name(),"value")) {
            // parse the hexadecimal value
			out.value = strtoul16(attrib.name());
        }
    }
}

// ------------------------------------------------------------------------------------------------
// read a decimal property
void IrrlichtBase::ReadIntProperty(IntProperty & out) {
	for (pugi::xml_attribute attrib : mNode->attributes()) {
		if (!ASSIMP_stricmp(attrib.name(), "name")) {
			out.name = std::string(attrib.value());
        } else if (!ASSIMP_stricmp(attrib.value(),"value")) {
            // parse the int value
			out.value = strtol10(attrib.name());
        }
    }
}

// ------------------------------------------------------------------------------------------------
// read a string property
void IrrlichtBase::ReadStringProperty( StringProperty& out) {
	for (pugi::xml_attribute attrib : mNode->attributes()) {
		if (!ASSIMP_stricmp(attrib.name(), "name")) {
			out.name = std::string(attrib.value());
		} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
            // simple copy the string
			out.value = std::string(attrib.value());
        }
    }
}

// ------------------------------------------------------------------------------------------------
// read a boolean property
void IrrlichtBase::ReadBoolProperty(BoolProperty &out) {
	for (pugi::xml_attribute attrib : mNode->attributes()) {
		if (!ASSIMP_stricmp(attrib.name(), "name")){
			out.name = std::string(attrib.value());
		} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
            // true or false, case insensitive
			out.value = (ASSIMP_stricmp(attrib.value(), "true") ? false : true);
        }
    }
}

// ------------------------------------------------------------------------------------------------
// read a float property
void IrrlichtBase::ReadFloatProperty(FloatProperty &out) {
	for (pugi::xml_attribute attrib : mNode->attributes()) {
		if (!ASSIMP_stricmp(attrib.name(), "name")) {
			out.name = std::string(attrib.value());
		} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
            // just parse the float
			out.value = fast_atof(attrib.value());
        }
    }
}

// ------------------------------------------------------------------------------------------------
// read a vector property
void IrrlichtBase::ReadVectorProperty( VectorProperty &out ) {
	for (pugi::xml_attribute attrib : mNode->attributes()) {
		if (!ASSIMP_stricmp(attrib.name(), "name")) {
			out.name = std::string(attrib.value());
		} else if (!ASSIMP_stricmp(attrib.name(), "value")) {
            // three floats, separated with commas
            const char *ptr = attrib.value();

            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;

    for (pugi::xml_node child : mNode->children()) {
		if (!ASSIMP_stricmp(child.name(), "color")) { // Hex properties
			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
		} else if (!ASSIMP_stricmp(child.name(), "float")) { // Float properties
			FloatProperty prop;
			ReadFloatProperty(prop);
			if (prop.name == "Shininess") {
				mat->AddProperty(&prop.value, 1, AI_MATKEY_SHININESS);
			}
		} else if (!ASSIMP_stricmp(child.name(), "bool")) { // Bool properties
			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);
			}
		} else if (!ASSIMP_stricmp(child.name(), "texture") ||
				   !ASSIMP_stricmp(child.name(), "enum")) { // String properties - textures and texture related properties
			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;
					} else if (prop.value == "normalmap_solid" ||
							   prop.value == "parallaxmap_solid") { // Normal and parallax maps are treated equally
						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;
					} else if (matFlags & AI_IRRMESH_MAT_normalmap_solid) { // alternatively: normal or parallax mapping
						++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 ( !ASSIMP_stricmp(reader->getNodeName(),"material") ||
                     !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))
