#include <Textur.h>
#include <Shader.h>

#include "Block.h"
#include "Globals.h"
#include "CustomDX11API.h"


Block::Block(const BlockType* zType, Framework::Vec3<int> pos, Model3DData* model, Model3DTextur* texture, int maxHP)
	: Model3D(),
	zType(zType),
	location(pos),
	maxHP((float)maxHP)
{
	transparent = 0;
	hp = (float)maxHP;
	memset(sideVisible, 0, 6);
	Model3D::setPosition((Framework::Vec3<float>)pos + Framework::Vec3<float>{0.5f, 0.5f, 0.5f});
	setModelDaten(model);
	setModelTextur(texture);
	breakTextur = uiFactory.initParam.bildschirm->zGraphicsApi()->createOrGetTextur("blocks.ltdb/crack.png", 0);
	memset(lightData, 0, 6 * 6);
}

Block::~Block()
{
	breakTextur->release();
}

void Block::beforeRender(GraphicsApi* api, Shader* zVertexShader, Shader* zPixelShader)
{
	CustomDX11API* cApi = dynamic_cast<CustomDX11API*>(api);
	if (cApi && model->getVertexAnzahl() == 24)
	{
		int count = 24;
		zVertexShader->f�llConstBuffer((char*)&count, cApi->getVertexShaderLightBufferIndex(), 4);
		zVertexShader->f�llConstBuffer(lightBuffer, cApi->getVertexShaderLightBufferIndex() + 1, 24 * 4);
	}
	else
	{
		int count = 0;
		zVertexShader->f�llConstBuffer((char*)&count, cApi->getVertexShaderLightBufferIndex(), 4);
	}
}

void Block::afterRender(GraphicsApi* api, Shader* zVertexShader, Shader* zPixelShader)
{
	CustomDX11API* cApi = dynamic_cast<CustomDX11API*>(api);
	if (cApi && model->getVertexAnzahl() == 24)
	{
		int count = 0;
		zVertexShader->f�llConstBuffer((char*)&count, cApi->getVertexShaderLightBufferIndex(), 4);
	}
}

void Block::api(char* message)
{
	// TODO: implement api
	switch (message[0])
	{
	case 0: // hp change
		hp = *(float*)(message + 1);
		break;
	}
}

bool Block::isTransparent() const
{
	return transparent;
}

void Block::setLightData(Direction dir, unsigned char* data)
{
	memcpy(lightData + getDirectionIndex(dir) * 6, data, 6);
	if (model->getVertexAnzahl() == 24)
	{
		float dayLightFactor = 1.0; // TODO: day (1.f) - night (0.1f) adjustment
		const Vertex3D* verticies = model->zVertexBuffer();
		for (int i = 0; i < 24; i++)
		{ // TODO: calculate rotations
			Directions dirs = getDirectionsFromVector(verticies[i].pos);
			Vec3<unsigned char> light(0, 0, 0);
			for (int d = 0; d < 6; d++)
			{
				if ((dirs | getDirectionFromIndex(d)) == dirs)
				{
					light = Vec3<unsigned char>(max((unsigned char)((float)lightData[d * 6] * dayLightFactor), light.x), max((unsigned char)((float)lightData[d * 6 + 1] * dayLightFactor), light.y), max((unsigned char)((float)lightData[d * 6 + 2] * dayLightFactor), light.z));
					light = Vec3<float>(max(lightData[d * 6 + 3], light.x), max(lightData[d * 6 + 4], light.y), max(lightData[d * 6 + 5], light.z));
				}
			}
			int l = ((((light.x << 8) | light.y) << 8) | light.z) << 8;
			*(int*)(lightBuffer + i * 4) = l;
		}
	}
	if (data[0] | data[1] | data[2] | data[3] | data[4] | data[5])
		sideVisible[getDirectionIndex(dir)] = 1;
	else
		sideVisible[getDirectionIndex(dir)] = 0;
}

bool Block::isVisible() const
{
	return sideVisible[0] || sideVisible[1] || sideVisible[2] || sideVisible[3] || sideVisible[4] || sideVisible[5];
}

Vec3<int> Block::getLocation() const
{
	return location;
}

const BlockType* Block::zBlockType() const
{
	return zType;
}

Textur* Block::zEffectTextur()
{
	if (hp < maxHP)
		return breakTextur;
	return 0;
}

float Block::getEffectPercentage()
{
	return 1 - hp / maxHP;
}

Text Block::printLightInfo()
{
	Text result = "NORTH[0;-1;0](";
	result += (int)lightData[0];
	result += ",";
	result += (int)lightData[1];
	result += ",";
	result += (int)lightData[2];
	result += ";";
	result += (int)lightData[3];
	result += ",";
	result += (int)lightData[4];
	result += ",";
	result += (int)lightData[5];
	result += ")\n";
	result += "EAST[1;0;0](";
	result += (int)lightData[6];
	result += ",";
	result += (int)lightData[7];
	result += ",";
	result += (int)lightData[8];
	result += ";";
	result += (int)lightData[9];
	result += ",";
	result += (int)lightData[10];
	result += ",";
	result += (int)lightData[11];
	result += ")\n";
	result += "SOUTH[0;1;0](";
	result += (int)lightData[12];
	result += ",";
	result += (int)lightData[13];
	result += ",";
	result += (int)lightData[14];
	result += ";";
	result += (int)lightData[15];
	result += ",";
	result += (int)lightData[16];
	result += ",";
	result += (int)lightData[17];
	result += ")\n";
	result += "WEST[-1;0;0](";
	result += (int)lightData[18];
	result += ",";
	result += (int)lightData[19];
	result += ",";
	result += (int)lightData[20];
	result += ";";
	result += (int)lightData[21];
	result += ",";
	result += (int)lightData[22];
	result += ",";
	result += (int)lightData[23];
	result += ")\n";
	result += "TOP[0;0;1](";
	result += (int)lightData[24];
	result += ",";
	result += (int)lightData[25];
	result += ",";
	result += (int)lightData[26];
	result += ";";
	result += (int)lightData[27];
	result += ",";
	result += (int)lightData[28];
	result += ",";
	result += (int)lightData[29];
	result += ")\n";
	result += "BOTTOM[0;0;-1](";
	result += (int)lightData[30];
	result += ",";
	result += (int)lightData[31];
	result += ",";
	result += (int)lightData[32];
	result += ";";
	result += (int)lightData[33];
	result += ",";
	result += (int)lightData[34];
	result += ",";
	result += (int)lightData[35];
	result += ")\n";
	return result;
}