#include "stdafx.h"
#include "jp/ggaf/lib/actor/WallAAPrismActor.h"

#include "jp/ggaf/dxcore/exception/GgafDxCriticalException.h"
#include "jp/ggaf/dxcore/scene/GgafDxUniverse.h"
#include "jp/ggaf/dxcore/model/GgafDxMeshSetModel.h"
#include "jp/ggaf/dxcore/effect/GgafDxMeshSetEffect.h"
#include "jp/ggaf/lib/util/CollisionChecker3D.h"
#include "jp/ggaf/lib/scene/WalledSectionScene.h"

using namespace GgafCore;
using namespace GgafDxCore;
using namespace GgafLib;

bool WallAAPrismActor::_init = false;

std::map<int, UINT> WallAAPrismActor::_delface;

WallAAPrismActor::WallAAPrismActor(const char* prm_name,
                                   const char* prm_model,
                                   GgafStatus* prm_pStat) :

                                      WallPartsActor(prm_name,
                                                     std::string("11/" + std::string(prm_model)).c_str(),
                                                     "WallAAPrismEffect",
                                                     "WallAAPrismTechnique",
                                                     prm_pStat) {

    _class_name = "WallAAPrismActor";
    _pMeshSetModel->_set_num = 11; //WallPartsActor最大セット数は20。

    CollisionChecker3D* pChecker = getCollisionChecker();
    pChecker->makeCollision(1); //0:BOX用当たり判定、1:プリズム用当たり判定
    pChecker->setColliAAPrism(0, 0,0,0, 0,0,0, 0);
    setZEnable(true);       //Zバッファは考慮有り
    setZWriteEnable(true);  //Zバッファは書き込み有り
    ID3DXEffect* pID3DXEffect = getEffect()->_pID3DXEffect;

    _h_distance_AlphaTarget = pID3DXEffect->GetParameterByName( nullptr, "g_distance_AlphaTarget" );
    _h_wall_dep    = pID3DXEffect->GetParameterByName( nullptr, "g_wall_dep" );
    _h_wall_height = pID3DXEffect->GetParameterByName( nullptr, "g_wall_height" );
    _h_wall_width  = pID3DXEffect->GetParameterByName( nullptr, "g_wall_width" );
    if (_init == false) {
        //プリズム壁であるならば、形状により無条件で描画不要面がある、
        //    c
        // a b d f
        //      e
        //
        //                 00abcdef
        //
        //    FACE_A_BIT = 32 = 0b100000
        //    FACE_B_BIT = 16 = 0b010000
        //    FACE_C_BIT = 8  = 0b001000
        //    FACE_D_BIT = 4  = 0b000100
        //    FACE_E_BIT = 2  = 0b000010
        //    FACE_F_BIT = 1  = 0b000001
        //XYプリズムの場合は +X -X面をつぶす
        _delface[POS_PRISM_XY_nn] = ~FACE_F_BIT;
        _delface[POS_PRISM_XY_np] = ~FACE_F_BIT;
        _delface[POS_PRISM_XY_pn] = ~FACE_B_BIT;
        _delface[POS_PRISM_XY_pp] = ~FACE_B_BIT;

        //YZプリズムの場合も +Z -Z面をつぶす
        _delface[POS_PRISM_YZ_nn] = ~FACE_C_BIT;
        _delface[POS_PRISM_YZ_np] = ~FACE_E_BIT;
        _delface[POS_PRISM_YZ_pn] = ~FACE_C_BIT;
        _delface[POS_PRISM_YZ_pp] = ~FACE_E_BIT;

        //ZXプリズムの場合も +X -X面をつぶす
        _delface[POS_PRISM_ZX_nn] = ~FACE_F_BIT;
        _delface[POS_PRISM_ZX_np] = ~FACE_B_BIT;
        _delface[POS_PRISM_ZX_pn] = ~FACE_F_BIT;
        _delface[POS_PRISM_ZX_pp] = ~FACE_B_BIT;
        _init = true;
    }
}

void WallAAPrismActor::config(WalledSectionScene* prm_pWalledSectionScene, int prm_pos_prism, int prm_wall_draw_face, int* prm_aColliBoxStretch) {
    prm_wall_draw_face &= _delface[prm_pos_prism]; //プリズム無条件描画不要面
    WallPartsActor::config(prm_pWalledSectionScene, prm_pos_prism,  prm_wall_draw_face,  prm_aColliBoxStretch);
    CollisionChecker3D* pChecker = getCollisionChecker();
    if (prm_aColliBoxStretch[0] == 0) {
        pChecker->disable(0);
    } else {
        pChecker->setColliAAPrism(0, -(_wall_dep/2)    - (_wall_dep    * (prm_aColliBoxStretch[FACE_B_IDX]-1)),
                                           -(_wall_height/2) - (_wall_height * (prm_aColliBoxStretch[FACE_D_IDX]-1)),
                                           -(_wall_width/2)  - (_wall_width  * (prm_aColliBoxStretch[FACE_E_IDX]-1)),
                                            (_wall_dep/2)    + (_wall_dep    * (prm_aColliBoxStretch[FACE_F_IDX]-1)),
                                            (_wall_height/2) + (_wall_height * (prm_aColliBoxStretch[FACE_A_IDX]-1)),
                                            (_wall_width/2)  + (_wall_width  * (prm_aColliBoxStretch[FACE_C_IDX]-1)),
                                            _pos_prism
                                            );

         pChecker->enable(0);
    }
    HRESULT hr;
    ID3DXEffect* pID3DXEffect = getEffect()->_pID3DXEffect;
    hr = pID3DXEffect->SetFloat(_h_wall_dep, C_DX(_wall_dep)/_rate_of_bounding_sphere_radius);
    checkDxException(hr, D3D_OK, "WallAAPrismActor::WallAAPrismActor() SetInt(_h_wall_dep) に失敗しました。");
    hr = pID3DXEffect->SetFloat(_h_wall_height, C_DX(_wall_height)/_rate_of_bounding_sphere_radius);
    checkDxException(hr, D3D_OK, "WallAAPrismActor::WallAAPrismActor() SetInt(_h_wall_height) に失敗しました。");
    hr = pID3DXEffect->SetFloat(_h_wall_width, C_DX(_wall_width)/_rate_of_bounding_sphere_radius);
    checkDxException(hr, D3D_OK, "WallAAPrismActor::WallAAPrismActor() SetInt(_h_wall_width) に失敗しました。");

}

void WallAAPrismActor::processDraw() {
    int draw_set_num = 0; //GgafDxMeshSetActorの同じモデルで同じテクニックが
                       //連続しているカウント数。同一描画深度は一度に描画する。
    ID3DXEffect* pID3DXEffect = getEffect()->_pID3DXEffect;
    HRESULT hr;
    if (_pWalledSectionScene->_pTarget_FrontAlpha) {
        hr = pID3DXEffect->SetFloat(_h_distance_AlphaTarget, -(_pWalledSectionScene->_pTarget_FrontAlpha->_dest_from_vppln_front));
        checkDxException(hr, D3D_OK, "WallAAPrismActor::processDraw() SetMatrix(_h_distance_AlphaTarget) に失敗しました。");
    } else {
        hr = pID3DXEffect->SetFloat(_h_distance_AlphaTarget, -100.0f);
        checkDxException(hr, D3D_OK, "WallAAPrismActor::processDraw() SetMatrix(_h_distance_AlphaTarget) に失敗しました。");
    }
    GgafDxDrawableActor* pDrawActor = this;
    WallPartsActor* pWallPartsActor = nullptr;
    int model_set_num = _pMeshSetModel->_set_num;
    while (pDrawActor) {
        if (pDrawActor->getModel() == _pMeshSetModel && pDrawActor->_hash_technique == _hash_technique) {
            pWallPartsActor = (WallPartsActor*)pDrawActor;
            pWallPartsActor->_matWorld._14 = pWallPartsActor->_wall_draw_face;  //描画面番号をワールド変換行列のmatWorld._14 に埋め込む
            pWallPartsActor->_matWorld._24 = pWallPartsActor->_pos_prism;  //プリズム位置情報ををワールド変換行列のmatWorld._24 に埋め込む
            hr = pID3DXEffect->SetMatrix(_pMeshSetEffect->_ah_matWorld[draw_set_num], &(pWallPartsActor->_matWorld));
            checkDxException(hr, D3D_OK, "WallAAPrismActor::processDraw() SetMatrix(g_matWorld) に失敗しました。");
            draw_set_num++;
            if (draw_set_num >= model_set_num) {
                break;
            }
            pDrawActor = pDrawActor->_pNext_TheSameDrawDepthLevel;
        } else {
            break;
        }
    }
    GgafDxUniverse::_pActor_DrawActive = pWallPartsActor; //描画セットの最後アクターをセット
    _pMeshSetModel->GgafDxMeshSetModel::draw(this, draw_set_num);
}


WallAAPrismActor::~WallAAPrismActor() {
}
