/*-------------------------------------------------------------------------
 * drawElements Quality Program OpenGL (ES) Module
 * -----------------------------------------------
 *
 * Copyright 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.
 *
 *//*!
 * \file
 * \brief Interaction test utilities.
 *//*--------------------------------------------------------------------*/

#include "glsInteractionTestUtil.hpp"

#include "tcuVector.hpp"

#include "deRandom.hpp"
#include "deMath.h"

#include "glwEnums.hpp"

namespace deqp
{
namespace gls
{
namespace InteractionTestUtil
{

using tcu::Vec4;
using tcu::IVec2;
using std::vector;

static Vec4 getRandomColor (de::Random& rnd)
{
	static const float components[] = { 0.0f, 0.2f, 0.4f, 0.5f, 0.6f, 0.8f, 1.0f };
	float r = rnd.choose<float>(DE_ARRAY_BEGIN(components), DE_ARRAY_END(components));
	float g = rnd.choose<float>(DE_ARRAY_BEGIN(components), DE_ARRAY_END(components));
	float b = rnd.choose<float>(DE_ARRAY_BEGIN(components), DE_ARRAY_END(components));
	float a = rnd.choose<float>(DE_ARRAY_BEGIN(components), DE_ARRAY_END(components));
	return Vec4(r, g, b, a);
}

void computeRandomRenderState (de::Random& rnd, RenderState& state, glu::ApiType apiType, int targetWidth, int targetHeight)
{
	// Constants governing randomization.
	const float		scissorTestProbability		= 0.2f;
	const float		stencilTestProbability		= 0.4f;
	const float		depthTestProbability		= 0.6f;
	const float		blendProbability			= 0.4f;
	const float		ditherProbability			= 0.5f;

	const float		depthWriteProbability		= 0.7f;
	const float		colorWriteProbability		= 0.7f;

	const int		minStencilVal				= -3;
	const int		maxStencilVal				= 260;

	const int		maxScissorOutOfBounds		= 10;
	const float		minScissorSize				= 0.7f;

	static const deUint32 compareFuncs[] =
	{
		GL_NEVER,
		GL_ALWAYS,
		GL_LESS,
		GL_LEQUAL,
		GL_EQUAL,
		GL_GEQUAL,
		GL_GREATER,
		GL_NOTEQUAL
	};

	static const deUint32 stencilOps[] =
	{
		GL_KEEP,
		GL_ZERO,
		GL_REPLACE,
		GL_INCR,
		GL_DECR,
		GL_INVERT,
		GL_INCR_WRAP,
		GL_DECR_WRAP
	};

	static const deUint32 blendEquations[] =
	{
		GL_FUNC_ADD,
		GL_FUNC_SUBTRACT,
		GL_FUNC_REVERSE_SUBTRACT,
		GL_MIN,
		GL_MAX
	};

	static const deUint32 blendFuncs[] =
	{
		GL_ZERO,
		GL_ONE,
		GL_SRC_COLOR,
		GL_ONE_MINUS_SRC_COLOR,
		GL_DST_COLOR,
		GL_ONE_MINUS_DST_COLOR,
		GL_SRC_ALPHA,
		GL_ONE_MINUS_SRC_ALPHA,
		GL_DST_ALPHA,
		GL_ONE_MINUS_DST_ALPHA,
		GL_CONSTANT_COLOR,
		GL_ONE_MINUS_CONSTANT_COLOR,
		GL_CONSTANT_ALPHA,
		GL_ONE_MINUS_CONSTANT_ALPHA,
		GL_SRC_ALPHA_SATURATE
	};

	static const deUint32 blendEquationsES2[] =
	{
		GL_FUNC_ADD,
		GL_FUNC_SUBTRACT,
		GL_FUNC_REVERSE_SUBTRACT
	};

	static const deUint32 blendFuncsDstES2[] =
	{
		GL_ZERO,
		GL_ONE,
		GL_SRC_COLOR,
		GL_ONE_MINUS_SRC_COLOR,
		GL_DST_COLOR,
		GL_ONE_MINUS_DST_COLOR,
		GL_SRC_ALPHA,
		GL_ONE_MINUS_SRC_ALPHA,
		GL_DST_ALPHA,
		GL_ONE_MINUS_DST_ALPHA,
		GL_CONSTANT_COLOR,
		GL_ONE_MINUS_CONSTANT_COLOR,
		GL_CONSTANT_ALPHA,
		GL_ONE_MINUS_CONSTANT_ALPHA
	};

	state.scissorTestEnabled	= rnd.getFloat() < scissorTestProbability;
	state.stencilTestEnabled	= rnd.getFloat() < stencilTestProbability;
	state.depthTestEnabled		= rnd.getFloat() < depthTestProbability;
	state.blendEnabled			= rnd.getFloat() < blendProbability;
	state.ditherEnabled			= rnd.getFloat() < ditherProbability;

	if (state.scissorTestEnabled)
	{
		int minScissorW		= deCeilFloatToInt32(minScissorSize*targetWidth);
		int minScissorH		= deCeilFloatToInt32(minScissorSize*targetHeight);
		int maxScissorW		= targetWidth + 2*maxScissorOutOfBounds;
		int maxScissorH		= targetHeight + 2*maxScissorOutOfBounds;

		int scissorW		= rnd.getInt(minScissorW, maxScissorW);
		int	scissorH		= rnd.getInt(minScissorH, maxScissorH);
		int scissorX		= rnd.getInt(-maxScissorOutOfBounds, targetWidth+maxScissorOutOfBounds-scissorW);
		int scissorY		= rnd.getInt(-maxScissorOutOfBounds, targetHeight+maxScissorOutOfBounds-scissorH);

		state.scissorRectangle = rr::WindowRectangle(scissorX, scissorY, scissorW, scissorH);
	}

	if (state.stencilTestEnabled)
	{
		for (int ndx = 0; ndx < 2; ndx++)
		{
			state.stencil[ndx].function			= rnd.choose<deUint32>(DE_ARRAY_BEGIN(compareFuncs), DE_ARRAY_END(compareFuncs));
			state.stencil[ndx].reference		= rnd.getInt(minStencilVal, maxStencilVal);
			state.stencil[ndx].compareMask		= rnd.getUint32();
			state.stencil[ndx].stencilFailOp	= rnd.choose<deUint32>(DE_ARRAY_BEGIN(stencilOps), DE_ARRAY_END(stencilOps));
			state.stencil[ndx].depthFailOp		= rnd.choose<deUint32>(DE_ARRAY_BEGIN(stencilOps), DE_ARRAY_END(stencilOps));
			state.stencil[ndx].depthPassOp		= rnd.choose<deUint32>(DE_ARRAY_BEGIN(stencilOps), DE_ARRAY_END(stencilOps));
			state.stencil[ndx].writeMask		= rnd.getUint32();
		}
	}

	if (state.depthTestEnabled)
	{
		state.depthFunc			= rnd.choose<deUint32>(DE_ARRAY_BEGIN(compareFuncs), DE_ARRAY_END(compareFuncs));
		state.depthWriteMask	= rnd.getFloat() < depthWriteProbability;
	}

	if (state.blendEnabled)
	{
		if (apiType == glu::ApiType::es(2,0))
		{
			state.blendRGBState.equation	= rnd.choose<deUint32>(DE_ARRAY_BEGIN(blendEquationsES2), DE_ARRAY_END(blendEquationsES2));
			state.blendRGBState.srcFunc		= rnd.choose<deUint32>(DE_ARRAY_BEGIN(blendFuncs), DE_ARRAY_END(blendFuncs));
			state.blendRGBState.dstFunc		= rnd.choose<deUint32>(DE_ARRAY_BEGIN(blendFuncsDstES2), DE_ARRAY_END(blendFuncsDstES2));

			state.blendAState.equation		= rnd.choose<deUint32>(DE_ARRAY_BEGIN(blendEquationsES2), DE_ARRAY_END(blendEquationsES2));
			state.blendAState.srcFunc		= rnd.choose<deUint32>(DE_ARRAY_BEGIN(blendFuncs), DE_ARRAY_END(blendFuncs));
			state.blendAState.dstFunc		= rnd.choose<deUint32>(DE_ARRAY_BEGIN(blendFuncsDstES2), DE_ARRAY_END(blendFuncsDstES2));
		}
		else
		{
			state.blendRGBState.equation	= rnd.choose<deUint32>(DE_ARRAY_BEGIN(blendEquations), DE_ARRAY_END(blendEquations));
			state.blendRGBState.srcFunc		= rnd.choose<deUint32>(DE_ARRAY_BEGIN(blendFuncs), DE_ARRAY_END(blendFuncs));
			state.blendRGBState.dstFunc		= rnd.choose<deUint32>(DE_ARRAY_BEGIN(blendFuncs), DE_ARRAY_END(blendFuncs));

			state.blendAState.equation		= rnd.choose<deUint32>(DE_ARRAY_BEGIN(blendEquations), DE_ARRAY_END(blendEquations));
			state.blendAState.srcFunc		= rnd.choose<deUint32>(DE_ARRAY_BEGIN(blendFuncs), DE_ARRAY_END(blendFuncs));
			state.blendAState.dstFunc		= rnd.choose<deUint32>(DE_ARRAY_BEGIN(blendFuncs), DE_ARRAY_END(blendFuncs));
		}

		state.blendColor				= getRandomColor(rnd);
	}

	for (int ndx = 0; ndx < 4; ndx++)
		state.colorMask[ndx] = rnd.getFloat() < colorWriteProbability;
}

void computeRandomQuad (de::Random& rnd, gls::FragmentOpUtil::IntegerQuad& quad, int targetWidth, int targetHeight)
{
	// \note In viewport coordinates.
	// \todo [2012-12-18 pyry] Out-of-bounds values.
	// \note Not using depth 1.0 since clearing with 1.0 and rendering with 1.0 may not be same value.
	static const float depthValues[] = { 0.0f, 0.2f, 0.4f, 0.5f, 0.51f, 0.6f, 0.8f, 0.95f };

	const int		maxOutOfBounds		= 0;
	const float		minSize				= 0.5f;

	int minW		= deCeilFloatToInt32(minSize*targetWidth);
	int minH		= deCeilFloatToInt32(minSize*targetHeight);
	int maxW		= targetWidth + 2*maxOutOfBounds;
	int maxH		= targetHeight + 2*maxOutOfBounds;

	int width		= rnd.getInt(minW, maxW);
	int	height		= rnd.getInt(minH, maxH);
	int x			= rnd.getInt(-maxOutOfBounds, targetWidth+maxOutOfBounds-width);
	int y			= rnd.getInt(-maxOutOfBounds, targetHeight+maxOutOfBounds-height);

	bool flipX		= rnd.getBool();
	bool flipY		= rnd.getBool();

	float depth		= rnd.choose<float>(DE_ARRAY_BEGIN(depthValues), DE_ARRAY_END(depthValues));

	quad.posA	= IVec2(flipX ? (x+width-1) : x, flipY ? (y+height-1) : y);
	quad.posB	= IVec2(flipX ? x : (x+width-1), flipY ? y : (y+height-1));

	for (int ndx = 0; ndx < DE_LENGTH_OF_ARRAY(quad.color); ndx++)
		quad.color[ndx] = getRandomColor(rnd);

	std::fill(DE_ARRAY_BEGIN(quad.depth), DE_ARRAY_END(quad.depth), depth);
}

void computeRandomRenderCommands (de::Random& rnd, glu::ApiType apiType, int numCommands, int targetW, int targetH, vector<RenderCommand>& dst)
{
	DE_ASSERT(dst.empty());

	dst.resize(numCommands);
	for (vector<RenderCommand>::iterator cmd = dst.begin(); cmd != dst.end(); cmd++)
	{
		computeRandomRenderState(rnd, cmd->state, apiType, targetW, targetH);
		computeRandomQuad(rnd, cmd->quad, targetW, targetH);
	}
}

} // InteractionTestUtil
} // gls
} // deqp