-- an experimental lighting engine
--[[=begin

devel/light
===========
An experimental lighting engine for DF, using the `rendermax` plugin.

Call ``devel/light static`` to not recalculate lighting when in game.
Press :kbd:`~` to recalculate lighting. Press :kbd:`\`` to exit.

=end]]

local gui = require 'gui'
local guidm = require 'gui.dwarfmode'
local render = require 'plugins.rendermax'

local levelDim=0.05
local tile_attrs = df.tiletype.attrs

local args={...}

function setCell(x,y,cell)
    cell=cell or {}
    cell.fm=cell.fm or {r=1,g=1,b=1}
    cell.bm=cell.bm or {r=1,g=1,b=1}
    cell.fo=cell.fo or {r=0,g=0,b=0}
    cell.bo=cell.bo or {r=0,g=0,b=0}
    render.setCell(x,y,cell)
end
function getCursorPos()
    local g_cursor=df.global.cursor
    if g_cursor.x ~= -30000 then
        return copyall(g_cursor)
    end
end
function falloff(color,sqDist,maxdist)
    local v1=1/(sqDist/maxdist+1)
    local v2=v1-1/(1+maxdist*maxdist)
    local v=v2/(1-1/(1+maxdist*maxdist))
    return {r=v*color.r,g=v*color.g,b=v*color.b}
end
function blend(c1,c2)
return {r=math.max(c1.r,c2.r),
        g=math.max(c1.g,c2.g),
        b=math.max(c1.b,c2.b)}
end
LightOverlay=defclass(LightOverlay,guidm.DwarfOverlay)
LightOverlay.ATTRS {
    lightMap={},
    dynamic=true,
    dirty=false,
}
function LightOverlay:init(args)

    self.tick=df.global.cur_year_tick_advmode
end

function lightPassable(shape)
    if shape==df.tiletype_shape.WALL or
       shape==df.tiletype_shape.BROOK_BED or
       shape==df.tiletype_shape.TREE then
       return false
    else
        return true
    end
end
function circle(xm, ym,r,plot)
   local x = -r
   local y = 0
   local err = 2-2*r -- /* II. Quadrant */
   repeat
      plot(xm-x, ym+y);--/*   I. Quadrant */
      plot(xm-y, ym-x);--/*  II. Quadrant */
      plot(xm+x, ym-y);--/* III. Quadrant */
      plot(xm+y, ym+x);--/*  IV. Quadrant */
      r = err;
      if (r <= y) then
        y=y+1
        err =err+y*2+1;           --/* e_xy+e_y < 0 */
      end
      if (r > x or err > y) then
        x=x+1
        err =err+x*2+1;  --/* e_xy+e_x > 0 or no 2nd y-step */
      end
   until (x >= 0);
end
function line(x0, y0, x1, y1,plot)
    local dx = math.abs(x1-x0)
    local dy = math.abs(y1-y0)
    local sx,sy
    if x0 < x1 then sx = 1 else sx = -1 end
    if y0 < y1 then sy = 1 else sy = -1 end
    local err = dx-dy

    while true do
        if not plot(x0,y0) then
            return
        end
        if x0 == x1 and y0 == y1 then
            break
        end
        local e2 = 2*err
        if e2 > -dy then
            err = err - dy
            x0 = x0 + sx
        end
        if x0 == x1 and y0 == y1 then
            if not plot(x0,y0) then
                return
            end
            break
        end
        if e2 <  dx then
            err = err + dx
            y0 = y0 + sy
        end
    end
end
function LightOverlay:calculateFovs()
    self.fovs=self.fovs or {}
    self.precalc=self.precalc or {}
    for k,v in ipairs(self.fovs) do
        self:calculateFov(v.pos,v.radius,v.color)
    end
end
function LightOverlay:calculateFov(pos,radius,color)
    local vp=self:getViewport()
    local map = self.df_layout.map
    local ray=function(tx,ty)
        local power=copyall(color)
        local lx=pos.x
        local ly=pos.y
        local setTile=function(x,y)
            if x>0 and y>0 and x<=map.width and y<=map.height then
                local dtsq=(lx-x)*(lx-x)+(ly-y)*(ly-y)
                local dt=math.sqrt(dtsq)
                local tile=x+y*map.width
                if self.precalc[tile] then
                    local tcol=blend(self.precalc[tile],power)
                    if tcol.r==self.precalc[tile].r and tcol.g==self.precalc[tile].g and self.precalc[tile].b==self.precalc[tile].b
                        and dtsq>0 then
                        return false
                    end
                end
                local ocol=self.lightMap[tile] or {r=0,g=0,b=0}
                local ncol=blend(power,ocol)

                self.lightMap[tile]=ncol
                local v=self.ocupancy[tile]
                if dtsq>0 then
                    power.r=power.r*(v.r^dt)
                    power.g=power.g*(v.g^dt)
                    power.b=power.b*(v.b^dt)
                end
                lx=x
                ly=y
                local pwsq=power.r*power.r+power.g*power.g+power.b*power.b
                return pwsq>levelDim*levelDim
            end
            return false
        end
        line(pos.x,pos.y,tx,ty,setTile)
    end
    circle(pos.x,pos.y,radius,ray)
end
function LightOverlay:placeLightFov(pos,radius,color)
    local map = self.df_layout.map
    local tile=pos.x+pos.y*map.width
    local ocol=self.precalc[tile] or {r=0,g=0,b=0}
    local ncol=blend(color,ocol)
    self.precalc[tile]=ncol
    local ocol=self.lightMap[tile] or {r=0,g=0,b=0}
    local ncol=blend(color,ocol)
    self.lightMap[tile]=ncol
    table.insert(self.fovs,{pos=pos,radius=radius,color=color})
end
function LightOverlay:placeLightFov2(pos,radius,color,f,rays)
    f=f or falloff
    local raycount=rays or 25
    local vp=self:getViewport()
    local map = self.df_layout.map
    local off=math.random(0,math.pi)
    local done={}
    for d=0,math.pi*2,math.pi*2/raycount do
        local dx,dy
        dx=math.cos(d+off)
        dy=math.sin(d+off)
        local cx=0
        local cy=0

        for dt=0,radius,0.01 do
            if math.abs(math.floor(dt*dx)-cx)>0 or math.abs(math.floor(dt*dy)-cy)> 0 then
                local x=cx+pos.x
                local y=cy+pos.y

                if x>0 and y>0 and x<=map.width and y<=map.height and not done[tile] then
                    local tile=x+y*map.width
                    done[tile]=true
                    local ncol=f(color,dt*dt,radius)
                    local ocol=self.lightMap[tile] or {r=0,g=0,b=0}
                    ncol=blend(ncol,ocol)
                    self.lightMap[tile]=ncol


                    if --(ncol.r==ocol.r and ncol.g==ocol.g and ncol.b==ocol.b) or
                         not self.ocupancy[tile] then
                        break
                    end
                end
                cx=math.floor(dt*dx)
                cy=math.floor(dt*dy)
            end
        end
    end
end
function LightOverlay:placeLight(pos,radius,color,f)
    f=f or falloff
    local vp=self:getViewport()
    local map = self.df_layout.map

    for i=-radius,radius do
    for j=-radius,radius do
        local x=pos.x+i+1
        local y=pos.y+j+1
        if x>0 and y>0 and x<=map.width and y<=map.height then
            local tile=x+y*map.width
            local ncol=f(color,(i*i+j*j),radius)
            local ocol=self.lightMap[tile] or {r=0,g=0,b=0}
            self.lightMap[tile]=blend(ncol,ocol)
        end
    end
    end
end
function LightOverlay:calculateLightLava()
    local vp=self:getViewport()
    local map = self.df_layout.map
    for i=map.x1,map.x2 do
    for j=map.y1,map.y2 do
        local pos={x=i+vp.x1-1,y=j+vp.y1-1,z=vp.z}
        local pos2={x=i+vp.x1-1,y=j+vp.y1-1,z=vp.z-1}
        local t1=dfhack.maps.getTileFlags(pos)
        local tt=dfhack.maps.getTileType(pos)
        if tt then
            local shape=tile_attrs[tt].shape
            local t2=dfhack.maps.getTileFlags(pos2)
            if  (t1 and t1.liquid_type and t1.flow_size>0) or
                (shape==df.tiletype_shape.EMPTY and t2 and t2.liquid_type and t2.flow_size>0) then
                --self:placeLight({x=i,y=j},5,{r=0.8,g=0.2,b=0.2})
                self:placeLightFov({x=i,y=j},5,{r=0.8,g=0.2,b=0.2},nil)
            end
        end
    end
    end
end
function LightOverlay:calculateLightSun()
    local vp=self:getViewport()
    local map = self.df_layout.map
    for i=map.x1,map.x2+1 do
    for j=map.y1,map.y2+1 do
        local pos={x=i+vp.x1-1,y=j+vp.y1-1,z=vp.z}

        local t1=dfhack.maps.getTileFlags(pos)

        if  (t1 and t1.outside ) then

            self:placeLightFov({x=i,y=j},15,{r=1,g=1,b=1},nil)
        end
    end
    end
end
function LightOverlay:calculateLightCursor()
    local c=getCursorPos()

    if c then

        local vp=self:getViewport()
        local pos=vp:tileToScreen(c)
        --self:placeLight(pos,11,{r=0.96,g=0.84,b=0.03})
        self:placeLightFov({x=pos.x+1,y=pos.y+1},11,{r=0.96,g=0.84,b=0.03})

    end
end
function LightOverlay:buildOcupancy()
    self.ocupancy={}
    local vp=self:getViewport()
    local map = self.df_layout.map
    for i=map.x1,map.x2+1 do
    for j=map.y1,map.y2+1 do
        local pos={x=i+vp.x1-1,y=j+vp.y1-1,z=vp.z}
        local tile=i+j*map.width
        local tt=dfhack.maps.getTileType(pos)
        local t1=dfhack.maps.getTileFlags(pos)
        if tt then
            local shape=tile_attrs[tt].shape
            if not lightPassable(shape) then
                self.ocupancy[tile]={r=0,g=0,b=0}
            else
                if t1 and not t1.liquid_type and t1.flow_size>2 then
                    self.ocupancy[tile]={r=0.5,g=0.5,b=0.7}
                else
                    self.ocupancy[tile]={r=0.8,g=0.8,b=0.8}
                end
            end
        end
    end
    end
end
function LightOverlay:changed()
    if self.dirty or self.tick~=df.global.cur_year_tick_advmode then
        self.dirty=false
        self.tick=df.global.cur_year_tick_advmode
        return true
    end
    return false
end
function LightOverlay:makeLightMap()
    if not self:changed() then
        return
    end
    self.fovs={}
    self.precalc={}
    self.lightMap={}

    self:buildOcupancy()
    self:calculateLightCursor()
    self:calculateLightLava()
    self:calculateLightSun()

    self:calculateFovs()
end
function LightOverlay:onIdle()
    self._native.parent:logic()
end
function LightOverlay:render(dc)
    if self.dynamic then
        self:makeLightMap()
    end
    self:renderParent()
    local vp=self:getViewport()
    local map = self.df_layout.map

    self.lightMap=self.lightMap or {}
    render.lockGrids()
    render.invalidate({x=map.x1,y=map.y1,w=map.width,h=map.height})
    render.resetGrids()
    for i=map.x1,map.x2 do
    for j=map.y1,map.y2 do
        local v=self.lightMap[i+j*map.width]
        if v then
            setCell(i,j,{fm=v,bm=v})
        else
            local dimRgb={r=levelDim,g=levelDim,b=levelDim}
            setCell(i,j,{fm=dimRgb,bm=dimRgb})
        end
    end
    end
    render.unlockGrids()

end
function LightOverlay:onDismiss()
    render.lockGrids()
    render.resetGrids()
    render.invalidate()
    render.unlockGrids()

end
function LightOverlay:onInput(keys)
    if keys.STRING_A096 then
        self:dismiss()
    else
        self:sendInputToParent(keys)

        if keys.CHANGETAB then
            self:updateLayout()
        end
        if keys.STRING_A126 and not self.dynamic then
            self:makeLightMap()
        end
        self.dirty=true
    end
end
if not render.isEnabled() then
    qerror("Lua rendermode not enabled!")
end
local dyn=true
if #args>0 and args[1]=="static" then dyn=false end
local lview = LightOverlay{ dynamic=dyn}
lview:show()